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<blockquote data-quote="CapnZapp" data-source="post: 7898032" data-attributes="member: 12731"><p><strong>Hero Points</strong></p><p><em>These Hero Points work differently and replace the ones from the rulebook.</em></p><p></p><p>You start the campaign with 2 Hero Points. You gain one more for every adventure book after the first in the adventure path (each AP features six books), so your hero is meant to gain a total of ~7 Hero Points over twenty levels if you run your own adventures. You can never have more than 2 Hero Points, so if you don't use at least one during each book, you will waste them.</p><p></p><p>You can spend a Hero Point to gain one out of three benefits:</p><p>1) change a failure or critical failure your character just witnessed into a success, or change a success into a critical success</p><p>2) immediately gain and take 2 actions</p><p>3) be removed from current danger; personal survival ensured</p><p>You can spend one (or both) Hero Points at any time, not just during your own turn.</p><p></p><p><u>Details</u></p><p><strong>1) Change a failure or critical failure your character just witnessed into a success, or change a success into a critical success.</strong></p><p>Use this to ensure that your character succeeds where you feel failure would ruin the character's</p><p>story or reputation, or where you want to shine and a regular success doesn't cut it. You can choose to spend your Hero Point after seeing the result. You can improve the results of other characters, as long as your character is present during the scene (physically or otherwise).</p><p></p><p><strong>2) Immediately gain and take 2 actions.</strong></p><p>You gain 2 actions, and use them immediately. If you do this during your own turn, you have two</p><p>extra (normally 5) actions to mix and match as you please. If you do this during another character's</p><p>turn, you interrupt them. Consider this to be a free action with the trigger "at any time, for any</p><p>reason" (see page 461). Your initiative is not changed. You can do this to jump out of harm's way,</p><p>cast a spell quickly, or use a skill before it's too late.</p><p></p><p><strong>3) Be removed from current danger; personal survival ensured.</strong></p><p>This is a genuine "extra life" where you and the GM comes up with a story of how you end up alive,</p><p>despite the odds. Spending a Hero Point this way will take you out of action and out of the scene.</p><p>Classic examples: you fall from a cliff but a thorny brush catches your fall. You're in a shipwreck,</p><p>but wash up ashore on a foreign beach. You're a soldier losing a battle, but are left for dead and</p><p>wake up bloody beneath some dead bodies.</p><p></p><p>Even assured death can be averted – if you fall unconscious on the elemental plane of fire,</p><p><em>something</em> makes you survive! (Perhaps a fluke portal whisks you to safety, or perhaps you</p><p>spontaneously gain temporary fire immunity?) Spending a Hero Point this way only saves you (and</p><p>your gear) personally. You can't save your friends and allies this way, only yourself. At the very</p><p>least you're preventing a Total Party Kill.</p><p></p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7898032, member: 12731"] [B]Hero Points[/B] [I]These Hero Points work differently and replace the ones from the rulebook.[/I] You start the campaign with 2 Hero Points. You gain one more for every adventure book after the first in the adventure path (each AP features six books), so your hero is meant to gain a total of ~7 Hero Points over twenty levels if you run your own adventures. You can never have more than 2 Hero Points, so if you don't use at least one during each book, you will waste them. You can spend a Hero Point to gain one out of three benefits: 1) change a failure or critical failure your character just witnessed into a success, or change a success into a critical success 2) immediately gain and take 2 actions 3) be removed from current danger; personal survival ensured You can spend one (or both) Hero Points at any time, not just during your own turn. [U]Details[/U] [B]1) Change a failure or critical failure your character just witnessed into a success, or change a success into a critical success.[/B] Use this to ensure that your character succeeds where you feel failure would ruin the character's story or reputation, or where you want to shine and a regular success doesn't cut it. You can choose to spend your Hero Point after seeing the result. You can improve the results of other characters, as long as your character is present during the scene (physically or otherwise). [B]2) Immediately gain and take 2 actions.[/B] You gain 2 actions, and use them immediately. If you do this during your own turn, you have two extra (normally 5) actions to mix and match as you please. If you do this during another character's turn, you interrupt them. Consider this to be a free action with the trigger "at any time, for any reason" (see page 461). Your initiative is not changed. You can do this to jump out of harm's way, cast a spell quickly, or use a skill before it's too late. [B]3) Be removed from current danger; personal survival ensured.[/B] This is a genuine "extra life" where you and the GM comes up with a story of how you end up alive, despite the odds. Spending a Hero Point this way will take you out of action and out of the scene. Classic examples: you fall from a cliff but a thorny brush catches your fall. You're in a shipwreck, but wash up ashore on a foreign beach. You're a soldier losing a battle, but are left for dead and wake up bloody beneath some dead bodies. Even assured death can be averted – if you fall unconscious on the elemental plane of fire, [I]something[/I] makes you survive! (Perhaps a fluke portal whisks you to safety, or perhaps you spontaneously gain temporary fire immunity?) Spending a Hero Point this way only saves you (and your gear) personally. You can't save your friends and allies this way, only yourself. At the very least you're preventing a Total Party Kill. Zapp [/QUOTE]
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