====== Hero Points ====== Hero Points represent momentum, luck, and narrative focus. They allow characters to push beyond normal limits in critical moments. Hero Points are optional but recommended for cinematic play. ---- ===== Starting Hero Points ===== Each character begins a session with: 3 Hero Points Maximum Hero Points: 5 Unused Hero Points do not carry over unless the GM allows it. ---- ===== Spending Hero Points ===== You may spend 1 Hero Point to: * Reroll any one d20 roll (keep the new result) * Add +5 to a roll after seeing the result * Act immediately after another character * Reduce incoming damage by 5 * Remove one Condition You may only spend 1 Hero Point per roll unless the GM allows otherwise. Hero Points must be declared immediately after the triggering roll or event. ---- ===== Gaining Hero Points ===== The GM may award a Hero Point when a player: * Takes a meaningful risk * Acts in line with their Background Trait * Accepts a Complication * Advances the story in an interesting way * Suffers a significant setback Hero Points reward bold, story-driven play. Avoid giving them for routine success. ---- ===== Complication Exchange ===== A player may voluntarily accept a Complication in exchange for 1 Hero Point. The Complication must: * Change the situation * Introduce a new problem * Escalate tension The GM has final approval. This option keeps failure dynamic and player-driven. ---- ===== Heroic Recovery ===== A character who is Downed may spend 1 Hero Point to: Immediately regain 5 Health OR immediately stand and act This may only be used once per scene. Heroic Recovery represents dramatic resilience, not immortality. ---- ===== Design Notes ===== Hero Points: * Encourage bold action * Soften extreme dice swings * Support small parties * Create cinematic pacing If play feels too safe: Reduce starting Hero Points to 2. If play feels too lethal: Increase starting Hero Points to 4. Adjust between sessions, not mid-session. ---- ODDS RPG Hero Points v1.0 Playtest