+1 FP if you have none at start of session.
+1 FP when a Villain makes an entrance.
+1 FP when you fumble a Check.
+2 FP if you surrender at zero HP.
Spend 1 FP to invoke a trait: reroll one or both dice.
Spend 1 FP to invoke a bond: add its strength to the result.
Spend 1 FP to alter the story.