Rewards

Rewards

What You Get

Whenever you earn a reward, you can either take a hero point or a plot twist card.

  • Hero points can be used to (from the advanced players guide):
    • Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
    • Bonus: If used before a roll is made, a hero point grants you a + 8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to + 4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+ 4 before the roll, + 2 after the roll).
    • Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
    • Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
    • Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
    • Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
    • Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
  • Plot twist cards act as follows:

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The two limitations are that you can’t use a plot twist card that would negatively impact another character without their player’s permission, and only one in-game event/development can be triggered by a plot-twist card per encounter.

For almost all mechanical rules and restrictions, each counts as the other. You can only use one reward per round, for example. At the beginning of the campaign and when gaining a level you choose which reward to take. You can only hold a total of 3 rewards at a time. Feats and spells which give extra hero points could also give extra plot twist cards. Feats which raise the cap on hero points held raise the cap on total rewards held, and so on.

How you get them.

  • Downtime Engagement: If you write your backstory for the first session or a character journal for later sessions that develops your character or allows for a customized RP moment, you earn a reward for enriching the RP experience. Alternatively If you record the events of the session before the GM does, you earn a reward for assisting the continuity of the story moving forward. Let me know if you’re going to do this so I can step back and let you, or in the happy case of multiple takers, organize turns.
  • Play Your Character: If you have a well defined character with a clear personality, and you resolve an encounter through roleplaying that personality exceptionally well, you earn a reward for good roleplaying. If you have a hard time imagining your character’s personality, imagining what the quintessential version of your class/archetype would do is a good start. If you think another player did a remarkable job staying in character while getting through an encounter, remark on it in case I don’t notice. This isn’t an every encounter or even necessarily an every session deal. These are for your high notes.
  • Heroic Acts: You need to do an act that hits three points for this one. If you put yourself in a dangerous situation where you could very well lose something of value (life, expensive equipment, long-term goal), you do it for an in-character reason beyond gaining this reward, and you don’t use an existing reward to overcome/divert/solve the danger, then you get a reward for a Heroic Act.
  • Return from the Dead: When a character dies, she does not lose any hero points she has accumulated. If she died with no hero points remaining, she gains 1 hero point when she is brought back from the dead through powerful magic, such as raise dead or resurrection.

Rewards

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