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Hero Points

Hero Point Uses and Rules

Uses: you may spend a hero-point to do the following

  • Gain an extra action (including an extra reaction) during a round, no restrictions on use, if used for an action with the [attack] trait, do not apply map.You can only gain on additional action per turn with this method.

  • If an attack would drop you to zero, you can spend a hero point to instead drop to only 1 (this is instead of using all your hero points to auto stabilize)

  • You may spend a hero-point to roll a new save against any ongoing effect, ending it immediately on a success.

  • You may spend a hero point to re-roll a dice, adding 10 if the roll is 10 or less.

  • You may spend a hero point to get sudden inspiration in the form of a hit, clue, or bit of help from the GM about a subject, the exact details are up to the GM, but should always be significant.

  • You can spend a hero point to "edit" a scene, subject to GM approval. examples could include "I think i know someone in this town", or say, while fighting a plant creature in an alchemy lab, suggesting that perhaps some of the ingredients there could be mixed to create a bomb to weaken the plant! (still requiring a check to craft potion from said ingredients!)). You cannot use this to edit things that have already occurred or been explained (you cant edit away being hurt or noticing a trap, for example), and the GM can refuse (and refund) your hero point if a modification would negatively impact the overall story. This option is intended to give the players more input into the story and allow their heroes chances to succeed, but it shouldn’t be used as a replacement for planning and cleverness, just a way to enhance them

Earning Hero points:

  • Every player begins with 1 at the start of aan arc

  • During an arc, participating in RP, preforming a heroic deed (placing yourself in danger to help someone else), or similar actions

  • Playing true to your character, even if it puts you in a worse situation.

  • If a player thinks someone else has preformed an action worthy of a hero point, they can grant them one, subject to GM veto.

Complications:

  • In some situations, you can ask the GM for the effects of a hero point, without spending one by suffering some Complication

  • You fail a lock picking check, but would really like to have succeeded, without any hero points, you ask the GM for the effects of a re-roll, the GM allows this, with the draw back of regardless of if you pass or fail, the lock-pick breaks, or perhaps the act causes more noise than you would have liked.

  • About to be dropped to 0 HP by a blow from an ogre, you ask if you can be left at one, suggesting to the GM that you survived by just barely getting your sword in the way, knocking it out of your hands and disarming you, or causing a lasting harm, leaving you feeble until you can rest.

  • On the run from the law, you edit the scene, you have a friend in this town who might shelter you, the GM agrees, but when you get there, they aren't willing to help you out of the kindness of their hearts alone as you hopes they would be.

  • Or some other similar type of thing, a benefit, followed by something that makes the benefit not quite as smooth as desired