Characters in games using the Ubiquity Roleplaying System often begin play with fewer than 2 Style points. Methods of gaining them, and situations for using them are clearly defined in the various settings using the system, but little indication is given for the number of points the average character in an ongoing campaign might accrue. Similarly, the rate of use versus acquisition is vague. A notation in the rules indicates that GMs ought to limit players to earning 5 points per session, but that there is no cap for total points a character can have at one time.
Obviously, allowing characters to rack up too many points without needing to spend them on thwarting evil will dilute tension, and starving them for points will likewise starve a game of the heroic action the system and settings promise.
Of course, each game and group will develop differently and their game will express localized tastes, but in general I suspect that there are thresholds of 'too few' and 'too many' Style points on which most can agree.
The example of play in Hollow Earth Expedition has its protagonaist spending 8 Style points very quickly at the start of an encounter against very fearsome opposition - citing that these are all the points the player has.
The example of play in Desolation has more conservative uses of Style and does not give any indication of how many points are in the characters' pools.
All for One: Regime Diabolique does not provide an example of play, but examples throughout the book cite spending multiple Style points at a time.
If one were to organize a one-shot, a limited run game, or if one were just starting out, what number of Style points per character is recommended to keep tense situations interestingly dangerous, while also giving players the freedom and ability to 'be the hero'?