In the past, I have usually averaged 2-3 points per session, about half of that directed & the other half free. Spending limited to one point into any Characteristic, Talent or Power per session. Perks generally come and go through roleplaying.
Recently, I have been trying to work up a way to use The Riddle of Steel's Spiritual Attributes for HERO.
In The Riddle of Steel, your character defines five Spiritual Attributes, which are essentially Psych Lims. In TROS, they are rated from +1 to +5. When you act in a manner that advances a goal or is consistent with your beliefs, you gain a bonus to your attempt.
TROS uses dice pools, so, for every +1, you would gain an additional die to your pool. So, you may have a skill with your claymore of 10 dice, if you have a Passion: Hate Angus MacTavish at +3, you would get 13 dice. If Angus is trying to usurp the crown, and you are Loyal to the King at +2, you now use 15 dice with your claymore. And if standing 10 feet behind you is Colleen, who you Love at +4, you now fight with 19 dice. (Of course, Angus might Hate your clan, and have a Drive to take the throne for himself. )
Now, since the first person to get hit in a fight generally bleeds to death, it behooves you to make sure that if you are going to resort to violence, make sure that it is something that is important to you.
If you make a sacrifice, or take general proactive steps towards one of your goals, the Spiritual Attribute will increase. You can sell off bonuses in order to improve your character in other ways. (i.e. Reduce the Spiritual Attributes, in order to become faster, stronger, etc.) This is how you gain experience.
In TROS, there are six categories of Spiritual Attributes. Conscience, Destiny, Drive, Faith, Luck & Passion. Destiny, Drive, Faith & Passion need to be specified further.
So, for HERO, I'm thinking along these lines:
Spiritual Attributes (except Luck) would work as Overall Skill Levels (only under specified circumstances). When taking steps to advance one, it will improve. The bonuses can be sold back to gain XP on a one-for-one basis.
Luck would be treated as 1d6 Luck per plus. Luck improves by being lucky. Whoever makes the best roll during the session improves. And the Luck can be sold back for general XP at 1 per d6. Luck would no longer be available for general purchase.
You can change the focus of a Destiny, Drive, Faith or Passion, if two SA are at zero (one of them being the one that you are changing).
At a cost of (ten?) Spiritual Points, you can change a type of SA (a Drive into a Passion). The cost could be waived depending upon circumstances. {e.g. Change a Passion into Luck will cost. If Angus kills Colleen, no cost to change Passion (Love Colleen) into Drive (hunt down Angus like a dog, and leave his bones for the wild animals).}
Eliminate Psych Lims, and possibly adjust Base Points.
Chris