Table of Contents
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
