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game_systems:hero_points [2023/05/10 19:57] – [Mechanics] elfinlocksgame_systems:hero_points [2025/06/21 05:33] (current) – [How To Use Hero Points] elfinlocks
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 In order to increase the number of available Hero Points, a character must spend [[game_systems:experience|Experience]] on [[:paths|Paths]], or begin with a large selection of Paths from having a high [[priority:potential|Potentia]]l on the [[:priority|Priority Chart]]. For every Path you unlock, you gain an additional Hero Point. In order to increase the number of available Hero Points, a character must spend [[game_systems:experience|Experience]] on [[:paths|Paths]], or begin with a large selection of Paths from having a high [[priority:potential|Potentia]]l on the [[:priority|Priority Chart]]. For every Path you unlock, you gain an additional Hero Point.
  
-==== Table: Maximum Hero Points by Level ==== 
  
-{{tablelayout?rowsHeaderSource=Auto}} 
-^Level^Maximum Hero Points^ 
-| 1| 2| 
-| 5| 3| 
-| 10| 4| 
-| 15| 5| 
-| 20| 6| 
  
 ===== How To Use Hero Points ===== ===== How To Use Hero Points =====
  
-Hero Points may be spent for various effects. Each of the below effects will list “Spend” or “Burn,” denoting whether the action in question permanently removes the Hero Point from the character.+Hero Points may be spent for various effects. Each of the below effects will list “Spend” or “Burn,” denoting whether the action in question temporarily or permanently removes the Hero Point from the character.
  
-  * **Heroic Action (Spend):** By spending a Hero Point, you gain an untyped +5 bonus to your next D20 roll. This negates the -5 from rolling a natural 1. 
  
-  * **Cat On A Tin Roof (Spend):** By spending a Hero Pointyou may add an untyped +20 to your [[Initiative]] check at the beginning of combatThis negates the -5 from rolling natural 1.+  * **Heroic Action (Spend):** Spending 1 Hero Point allows you to re-roll any d20 roll you make and take the better of the two rollsOn a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains "as-is" (so the re-roll is always result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll
  
-  * **Last Stand (Spend):** When a character is about to be knocked unconscious or killed by an effect, they may spend a Hero Point, this allows them to take their turn immediately after the damage is resolved. Upon finishing, they fall unconscious or die accordingly as normal, unless they cause sufficient healing during the turn to prevent this.+  * **Sacrifice (Spend):** Spending 1 Hero Point (and an arm or a leg!!) you may transfer damage directed at your head or body to a limb of your choice (including head or body!).
  
-  * **Limit Break (Burn):** Your next offensive action against an enemy of your choice automatically succeeds. If this is an attack, it manifests as a natural 20. If the action requires a saving throw, the enemy is considered to have rolled a natural 1 against the effect. Using this effect consumes a Standard Action, and prohibits you from conflicting actions, such as using the Full Attack action, casting another spell, etc. The DM has the final call on whether or not a given action qualifies. If the DM vetoes a particular use of this action, neither the character’s turn, nor their Hero Point, are expended. Enemy immunities still apply - for example, this would not allow you to successfully cast [[Sleep]] on an [[Elf]].+  * **Cat On A Tin Roof (Spend):** By spending a Hero Point, you may add an untyped +20 to your Initiative check. This negates the -5 from rolling a natural 1. You may only use this ability once per combat encounter. 
 + 
 +  * **Last Stand (Spend):** When a character is about to be knocked unconscious or killed by an effect, they may spend a Hero Point, this allows them to take their turn immediately after the damage is resolved. Upon finishing, they fall unconscious or die accordingly as normal, unless they receive sufficient healing during the turn to prevent that outcome. 
 + 
 +  * **Limit Break (Burn):** Your next offensive action against an enemy of your choice automatically succeeds. If this is an attack, it manifests as a natural 20 (and does not require confirmation). If the action requires a saving throw, the enemy is considered to have rolled a natural 1 against the effect. Using this effect consumes a Standard Action, and prohibits you from conflicting actions, such as using the Full Attack action, casting another spell, etc. The DM has the final call on whether or not a given action qualifies. If the DM vetoes a particular use of this action, neither the character’s turn, nor their Hero Point, are expended. Enemy immunities still apply - for example, this would not allow you to successfully cast [[priority:magic:spells:tier1:sleep|Sleep]] on an [[chargen:races:elf|Elf]].
  
   * **By A Thread (Spend or Burn):** You miraculously survive an effect that would have otherwise left you dead. Falling off a cliff, being disintegrated, eaten by a dragon - all of these are suitable examples which would warrant a use of this ability. The player and the GM should work together to determine how the character survives. Wherever they end up, upon using this ability a character is at -1 hitpoints, but stabilized (not bleeding out). Alternatively, a character may only spend a Hero Point instead of burning one - this makes the character subject to a [[Health#wounds_system|permanent injury]] from the incident.   * **By A Thread (Spend or Burn):** You miraculously survive an effect that would have otherwise left you dead. Falling off a cliff, being disintegrated, eaten by a dragon - all of these are suitable examples which would warrant a use of this ability. The player and the GM should work together to determine how the character survives. Wherever they end up, upon using this ability a character is at -1 hitpoints, but stabilized (not bleeding out). Alternatively, a character may only spend a Hero Point instead of burning one - this makes the character subject to a [[Health#wounds_system|permanent injury]] from the incident.
  
-  * **I Am A Leaf On The Wind (Burn - All):** All heroes have an exceptionally powerful soul - the potential to become more than an average mortal. In the most dire of situations, this strength can be summoned from deep within, and channeled to great effect, at great cost. Upon using this ability, all of the character’s Hero Points are permanently burned. The character must be in combat to activate this ability, and it is best utilized in a true life or death situation. For the **duration of the combat**, the character cannot die from **any source**. In addition, they receive the effects of [[Haste]], automatically confirm all critical hits, and add an untyped +20 bonus to all d20 rolls. At the end of the combat, the character **permanently dies**. They **cannot** be resurrected or revived through any means. Usage of this ability should be reserved for situations appropriate in the narrative of the campaign. After all, this is why tales are written and songs are sung.+  * **I Am A Leaf On The Wind (Burn - All):** All heroes have an exceptionally powerful soul - the potential to become more than an average mortal. In the most dire of situations, this strength can be summoned from deep within, and channeled to great effect, at great cost. Upon using this ability, all of the character’s Hero Points are permanently burned. The character must be in combat to activate this ability, and it is best utilized in a true life or death situation. For the **duration of the combat**, the character cannot die from **any source**. In addition, they receive the effects of [[priority:magic:spells:tier3:haste|Haste]], automatically confirm all critical hits, and add an untyped +20 bonus to all d20 rolls. At the end of the combat, the character **permanently dies**. They **cannot** be resurrected or revived through any means. Usage of this ability should be reserved for situations appropriate in the narrative of the campaign. After all, this is why tales are written and songs are sung.