Proposed revision for Unnatural Stresses: 1. Witness an "impossible" coincidence, experience strong deja vu. 2. Witness obvious magic, be the subject of an "impossible" concidence. 3. Be the subject of an obvious magical effect other than an attack, glimpse a spirit. 4. Be attacked by magic. Witness a spirit in action, or speak to a spirit. 5. Cast a spell (that works). Astrally percieve. Realize that you are a magical being (first time only). 6. Summon a spirit, astrally project, or face a spirit in combat. The same with undead. 7. Use a metamagical technique (like metaplanar projection). Witness something that violates known laws of magic (only if you know magical laws, or are convinced you do). See a minor Horror in action. 8. Witness a moderate Horror, face a minor or moderate Horror in combat, speak to a moderate Horror, be in mystic contact with a minor Horror. 9. Witness a major Horror, be in mystic contact with a moderate Horror. 10. Face an eldritch Horror, in conversation or combat. Witness something that breaks your most fundamental views on reality in an irreconcilable way.
Some notes from the GM: * Not all Horrors are that unsettling to look at or talk to; some of them can immitate Humanity pretty well. At least one can do so flawlessly by the time of the Sixth Age. Look at the above as caps, which the Horror can "turn down" for interaction purposes. * Astral projection is among the easiest and most instinctive magical acts for a new mage, and is a level 6 stress. Average Willpower is 10. Thus, the average magician will have a few more failed than hardened notches, and will have picked up at least one and possibly two noticable insanities by the time he gets Hardened 6. And his corporate-sponsored shrink will be trying to keep him from getting too hardened.
I don't know what a hero point costs yet. Maybe CP, maybe they're handed out. Probably they come free with a successful StuntBonus. What can you use them for? * Deadly Karma: make something you or a direct opponent just rolled a critical in whichever direction it was. When you do this, the GM gets a single use in the opposite direction (succ/fail) back at you, though that won't kill you outright. (it's stronger for you than for the GM) (1) * Come up with a way for your character to cleverly and heroically avoid death, and it happens. Note that you have to come up with the method, and it has to be heroic. (5) * Fail to come up with anything clever, and you still won't die — but you'll look clumsy and foolish, and probably end up unconcsious. (5) * Single-use Luck (1 before a roll, maybe 2 afterwards) * Spifferization: Spend a number of points before a roll or in-game action. The roll will be non-fatal and in general much less likely to twist and hurt the party. (var) I'm not sure how many "hero points" to charge for each of these. Suggestions? I'm considering the numbers above. Some more notes: Spifferization or Stunting or both will grant an immunity to instant death (not to inconvenience). So if you're Stunting a jump over a canyon, a fall may break a leg or land you in a midst of a wyvern farm, but won't kill you.