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d20 Modern Reboot: What Would You Want to See?
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<blockquote data-quote="Greg K" data-source="post: 5340284" data-attributes="member: 5038"><p>You start the adventure with a hero point (extra for a feat) and gain more as the adventure continues. You gain hero points for the following:</p><p>1. Setbacks: a significant setback resulting in the worst possible result (e.g. jumping across rooftops, failing the roll and falling to the ground), a failed save vs. a mind control drug</p><p></p><p>2. Having a character Complication come into play (e.g., physical disability, a mental limitation (e.g, obsession, fear, berserk), prejudice, a rival or enemy showing up) that causes a setback.</p><p></p><p>3. Self sacrafice: Perform a heroic action that is self sacraficing</p><p> </p><p>4. Roleplaying: anything from entertaining the players, giving a rousing speech or great description of your characters actions</p><p></p><p>5. Pulling of a spectacular action</p><p></p><p>6. GM fiat (there is a list of specific uses)</p><p></p><p>Using Hero Points: You can use them to</p><p>1. Reroll a failed roll before you know the result (add +10 if the original roll was less 10) and keep the better roll </p><p></p><p>2. Duplicate a feat for which you meet the pre-requisites</p><p></p><p>3. Double Dodge bonus</p><p></p><p>4. Cancel Fatigue (including from Extra effort: see below)</p><p></p><p>5. Recovery to shake off </p><p>a. stunned or fatigued</p><p>b. reduce exhausted to fatigued</p><p>c. make a recovery from damage (*cough* healing surge *cough*)</p><p></p><p>6. automatically avoid death</p><p>7. gain a clue or insight</p><p>8. dramatic editing based on the environment (with GM approval)</p><p></p><p>Extra Effort (once per round results in fatigue at the start of the next round. If the character is fatigued, they become exhaused, if they are exhausted, they become unconcious). Extra effort allows the following:</p><p>a. an immediate +2 to ability or skill check</p><p>b. double strength to determine the hero's carry capacity for a round</p><p>c. make an extra Will save</p><p>d. an extra standard or move action for one round</p><p>e. gain a bonus to damage for one round</p><p>f. if using fx, bumps up the power for one round</p></blockquote><p></p>
[QUOTE="Greg K, post: 5340284, member: 5038"] You start the adventure with a hero point (extra for a feat) and gain more as the adventure continues. You gain hero points for the following: 1. Setbacks: a significant setback resulting in the worst possible result (e.g. jumping across rooftops, failing the roll and falling to the ground), a failed save vs. a mind control drug 2. Having a character Complication come into play (e.g., physical disability, a mental limitation (e.g, obsession, fear, berserk), prejudice, a rival or enemy showing up) that causes a setback. 3. Self sacrafice: Perform a heroic action that is self sacraficing 4. Roleplaying: anything from entertaining the players, giving a rousing speech or great description of your characters actions 5. Pulling of a spectacular action 6. GM fiat (there is a list of specific uses) Using Hero Points: You can use them to 1. Reroll a failed roll before you know the result (add +10 if the original roll was less 10) and keep the better roll 2. Duplicate a feat for which you meet the pre-requisites 3. Double Dodge bonus 4. Cancel Fatigue (including from Extra effort: see below) 5. Recovery to shake off a. stunned or fatigued b. reduce exhausted to fatigued c. make a recovery from damage (*cough* healing surge *cough*) 6. automatically avoid death 7. gain a clue or insight 8. dramatic editing based on the environment (with GM approval) Extra Effort (once per round results in fatigue at the start of the next round. If the character is fatigued, they become exhaused, if they are exhausted, they become unconcious). Extra effort allows the following: a. an immediate +2 to ability or skill check b. double strength to determine the hero's carry capacity for a round c. make an extra Will save d. an extra standard or move action for one round e. gain a bonus to damage for one round f. if using fx, bumps up the power for one round [/QUOTE]
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