Hero Points
Every character has some number of hero points, and a maximum number you
can hold. (If you overflow your max, you have to use the excess in the
next round or they evaporate.) Your initial max is 10, but every time
you get a hero point award, you also get a checkmark, and when you have
as many checkmarks as your current max, your max increases by 1 and you
start accumulating check marks again.
Increasing your max is important, because you improve your character by
spending points of max. More on this later.
You get hero points when you:
- Heroically follow one of your motivations (1d6 hero points)
- Get hosed by the GM for plot purposes (2d6 hero points)
- Are affected by a limitation (1 for being affected, 1 more for cleverly
getting around it)
- Are affected by a vulnerability (1d6+modifier of vulnerability)
- Enhance the gaming experience of the group
- Reduce your max by one (1 hero point -- ow)
Once you have these hero points, you can spend them to:
- Dictate a previously unrevealed fact about the situation at hand (1-4
hero points)
- Activate a signature stunt (1+ hero points)
- Improve a stunt (1+ hero points)
- Add an upshift to damage after a successful attack (1 hero point)
- Get information from a previously unrevealed contact (2 hero points,
plus a scene of getting the info)
- Profit from a stroke of good luck (2-4 hero points)
- Get +1d6 on your next roll (3 hero points)
- Get an upshift to a quality or power for one roll (2 hero points)
- Regain 1d6 lost failure ranks (1 hero point, plus one action/reaction)
- Regain 1d6 lost damage ranks (2 hero points, plus one turn)
- Resist automatically following your motivation (1 hero point)
- Use something gained in a previous, possibly unplayed, adventure (1-2
hero points)
Character Improvement
Rather than hero points serving double duty as experience points,
it's your maximum hero point capacity that you spend to buy or upgrade
your qualities and powers.
If you reduce your max hero point capacity by 1, you can convert a
spin-off stunt into a signature stunt.
If you reduce your max hero point capacity by 4, you can:
- Increase a quality by one rank, to a maximum of master [+6]
- Get a new quality at good [+2] (requires inventing a story hook based
on getting or having the new quality, for the GM to use against you)
If you reduce your max hero point capacity by 8, you can:
- Increase a power by one rank, to a maximum of master [+6]
- Get a new power at average [+0] (requires inventing a story hook based
on getting or having the new power, for the GM to use against you)
This file was last modified at 1902 on 04Sep06 by trip@idiom.com.