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game_systems:hero_points [2023/09/02 06:58] elfinlocksgame_systems:hero_points [2025/06/21 05:33] (current) – [How To Use Hero Points] elfinlocks
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   * **Heroic Action (Spend):** Spending 1 Hero Point allows you to re-roll any d20 roll you make and take the better of the two rolls. On 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 a result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll.    * **Heroic Action (Spend):** Spending 1 Hero Point allows you to re-roll any d20 roll you make and take the better of the two rolls. On 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 a result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll. 
  
-  * **Cat On A Tin Roof (Spend):** By spending a Hero Point, you may add an untyped +20 to your Initiative check at the beginning of combat. This negates the -5 from rolling a natural 1.+  * **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!). 
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 +  * **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.   * **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.