Weird, I use InDesign too. CS3, and no Exocet.
Oh, I downloaded Exocet from the net at one of the free font sites - it's widely available. For example:
http://fontzone.net/font-details/exocet-heavy. There are two versions, one heavy like the one I linked, the other light (sometimes it's just called "Exocet").
I don't remember much about the PWHB, but I've been thinking that a FATE-like reward system would be much more fun than faction benefits and restrictions. (From what I hear; I've never played FATE.) Sounds like what you've got; care to share?
Not all players were into the factions, but I think they're an intrinsic part of the game, and some of them (e.g. the Dustmen's "Dead Truce") actually impact the fiction. The Factol's Manifesto improved on lots of the faction abilities in a much more thematically appopriate way. For example, take Senses; while infravision and a bonus to poison saves kinda makes sense, the sensory touch they gained in Factol's Manifesto just fit their philosophy better.
Anyhow, here's the "belief point" system I worked up....
BELIEF SHAPES THE PLANES
These optional rules replace the action point rules with “belief points” - a measure of a PC's adherence to their beliefs. The essence is that you can do cool things with belief points that you cannot with action points, but in order to gain belief points you need to act in line with your beliefs. Each player decides whether to use belief or action points.
Beliefs
Come up with a couple beliefs your PC adheres to. Between 1 to 3 is a good start, and you can always add more or change them later, though PCs should have 5 beliefs at a maximum (for purposes of keeping track). It’s fine if some of these beliefs aren’t compatible. When you act according to a belief in the face of great cost or personal loss, you gain a belief point.
Using Belief Points
A belief point lets you “break the rules”; you can spend them as you would action points – to gain an extra standard action – or in any number of ways. For example:
• Automatic success: Succeed an attack roll, skill check, ability check, or saving throw.
• Break the rules: Do something that slightly breaks or changes the rules.
• Gain an intuitive clue: Ask the DM a question or just get a hint.
• Invent a plot twist: Invest a plot twist related to one of your beliefs.
• Reshape the planes: Trigger a worldfall, (de)stabilize a portal, shift a gate-town from the Outlands to neighboring plane (or back), establish a temporary sanctuary in an otherwise hostile plane, shape unstable planar matter, etc. At the DM’s discretion reshaping the planes may require multiple belief points be spent, or may require certain conditions be met first.
• Ritual magic: Fast-cast a ritual as a standard action, spend a belief point in place of a ritual’s component cost, or improvise a ritual you haven’t mastered.
Gaining Belief Points
When you act according to a belief in the face of great cost or personal loss, you gain a belief point. Nearly dying (or actually dying) in a dungeon, sustaining a debilitating disease or injury, sacrificing magical items, forgoing important personal (or group) goals, refusing to comply and expecting to die for it – these are examples of great costs or personal losses. Belief points never go away, but you don’t gain them by resting or reaching milestones either. If you’ve stockpiled a bunch you can only use one per round, though there is no limit to the number of belief points you can use in an encounter.
Feats, Paragon Paths, and Magic Items
Anything that refers to 'action points' applies to 'belief points' as well. When you spend a belief point, it's the same as spending an action point for purposes of paragon path features, feats, magic items, etc.