Hero Points and Destiny Points

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Hero and Destiny points allow characters to cheat death and use million-to-one chances.

Hero Points

Every character begins play with a single Hero Point. These allow for acts of chance and million-to-one chances that might just work... Some NPCs may also have these.

A character always has a minimum of 1 Hero Point to spend in each adventure. Additional points are spent and can only be regained through the use of heroic or dramatically-appropriate use (see below).

Spending Hero Points

A character may spend as many Hero Points as they have levels in a single adventure e.g. a 3rd level character with 4 Hero Points can only expend 3 Hero Points in an adventure. Hero points can be used for the following:

  • Ignore a fumble.
  • Add +10 to a single Skill check.
  • Cheat death - the character is knocked unconscious, or a tree cushions his fall when he plummets off a cliff, etc.
  • Double the character's Base Attack Bonus for a single round.
  • To create a Masterwork item using a Craft Skill.

Gaining Hero Points

Players can gain further Hero Points if the DM feels the players has spent a Hero point in a heroic or dramatically-appropriate manner. They can also gain Hero points from their Destiny, if the optional rules are used.

Destiny (Optional)

Every hero has a destiny to fulfill. Players can choose their PC's destiny during character creation or later. These optional rules allow characters to gain additional benefits subject to the path they choose to follow. Originally used in Star wars: Saga edition, I've adopted it for use here.

Destiny points

Every player begins with 1 destiny point, and gains another at each new level (e.g. a 3rd level PC will have 3 destiny points). They must have chosen a destiny to receive these points.

Spending a Destiny Point does not take an action and grants one of the following benefits:

  • Automatically score a critical hit (no attack roll required).
  • Automatically cause an attack made against you to miss (even once the attack is resolved).
  • Act out of turn (thus changing your position in the initiative order).
  • Take damage that would otherwise harm another character within your reach.

A character may accumulate as many Destiny Points as he has levels. Thus, a 5th-level character may have as many as 5 Destiny Points if he doesn't spend any of them.

When a character fulfils his destiny, he can choose to keep the Destiny points he has remaining or transfer some or all of them to allied characters. A character who retains his unspent Destiny Points can't spend them until he chooses a new destiny. A character who chooses to give away some or all of his Destiny Points can't give more than 1 Destiny Point to any single ally. Under no other circumstances may a character transfer his Destiny Points to another character.

The following sample destinies should provide a starting point for any character wishing to take advantage of the destiny rules. Each destiny includes a brief description.

Destiny Bonus: When a character accomplishes a goal or performs a task that clearly moves him closer to fulfilling his destiny (GM's determination), he gains this short-term benefit.

Destiny Penalty: When a character does something that clearly moves him away from his destiny (GM's determination), he suffers this short-term negative effect.

Destiny Fulfilled: When a character fulfills his destiny, he gains these permanent benefits. Sometimes fulfilling a destiny has other effects as well; these are also covered here.

Sample Destinies

Betrayal

Your character is destined to betray the person or cause he cares the most deeply about.

Destiny Bonus: You gain a +1 bonus on attack rolls for 24 hours

Destiny Penalty: You take a -1 penalty to all defenses for 24 hours

Destiny Fulfilled: Increase two ability scores by +1 each.

Creation

You are destined to create something that will have an impact on the future of the world. It could be a organisation, magic item, or even a person.

Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +1 destiny bonus to all defenses (Reflex, Fortitude, and Will).

Destiny Penalty: For 24 hours, you take a -1 destiny penalty to your defenses (Reflex, Fortitude, and Will).

Destiny Fufilled: Increase two ability scores of your choice by +1 each.

Destruction

Your destiny is to destroy a person or object, for good or evil.

Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +2 destiny bonus on all damage rolls.

Destiny Penalty: You take a -2 penalty on all damage rolls for 24 hours.

Destiny Fulfilled: Increase one ability score of your choice by +2.

Discovery

Your destiny is to discover a person, species, object, or location that was either previously lost or unknown.

Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +1 destiny bonus to all defenses (Reflex, Fortitude, and Will).

Destiny Penalty: You take a -1 penalty to your defenses (Reflex, Fortitude, and Will) for 24 hours.

Destiny Fulfilled: You gain a permanent +1 destiny bonus to your defenses (Reflex, Fortitude, and Will).

Education

Your destiny is to train or educate another being or group of beings in some way. Characters with this destiny are not merely teachers providing mundane training. The education that this destiny demands must be of great importance to the world, and should lay the groundwork for the beneficiaries of your tutelage to go on to fulfill destinies of their own. Only when the training is complete can this destiny be fulfilled, and the process should take many months or years to complete.

Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +1 destiny bonus on skill checks and ability checks.

Destiny Penalty: You take a -2 penalty on all skill checks and ability checks for 24 hours.

Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice .

Founder

Your destiny is to create a new society or group; this could be a tradition, a new guild, or even an empire.

Destiny Bonus: For the next 24 hours, you and any allies within 10 squares of you gain an extra +2 bonus when using the Aid Another maneuver, for a total of +4 when successfully aiding.

Destiny Penalty: You take a -2 penalty on all skill checks and ability checks for 24 hours.

Destiny Fulfilled: You gain the benefit of Skill Focus in one skill related to the society you have founded, or a +5 destiny bonus if the skill is already focused.

Heroic Self-Sacrifice

Your destiny is to stand in harms way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their destiny.

Destiny Bonus: For 24 hours, you gain DR2. This stacks with DR from other sources.

Destiny Penalty: For 24 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful magic, receive a +2 bonus to damage rolls.

Destiny fulfilled: Your surviving allies each receive a +2 bonus to their fortitude and will defense scores.

Leadership

Your destiny is to become the leader of an organization or society. It could be anything from a guild to a country.

Destiny Bonus: For 24 hours, all allies within 10 squares of you get a +1 destiny bonus to all skill and ability checks and attack rolls. You do not get this bonus.

Destiny Penalty: You take a -2 destiny penalty to all skill and ability checks for 24 hours.

Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.

Redemption

Your destiny is to redeem a character that has been corrupted or otherwise turned to evil. The target of this destiny should be someone that has fallen from the light in some way, siding with evil over good. Turning someone away from their wicked ways is usually very difficult and requires far more than simple persuasion. Often a character that fulfills this destiny does not survive it, and sometimes neither does their redeemed target. Additionally, you may be your own target for this destiny, making your own redemption the means of fulfilling it.

Destiny Bonus: You gain a Hero Point.

Destiny Penalty: You lose one Hero Point. If you have no Hero Point to lose, you take a -1 penalty on attack rolls until you gain a level.

Destiny Fulfilled: You gain 3 Hero points.

Rescue

Your destiny requires you to save a person from death or an object from destruction. Often characters with this destiny will not know which person or object they're meant to save, let alone when or how to do so. They simply must be in the right place at the right time. A hero might spend months travellng with his allies before fulfilling his destiny by saving one of their lives.

Destiny Bonus: For 24 hours, you and any allies within 10 feet of you gain a +2 destiny bonus on all damage rolls.

Destiny Penalty: You take a -2 penalty on all attack rolls for 24 hours.

Destiny Fulfilled: Increase two ability scores of your choice by +1 each.

Revelation

You are destined to expose previously some unknown or hidden truth to the world at large. The nature of this truth is fundamental and profound - it does not require rigorous dedication or tutelage.

Destiny Bonus: For 24 hours, you and any allies involved or sympathetic to this desire for revelation gain a +1 bonus to all defense scores.

Destiny Penalty: You take a penalty of -1 to all defense scores for 24 hours.

Destiny Fulfilled: You immediately gain +1 extra Hero point and the Skill Focus feat for the Knowledge skill that is most appropriate to the subject at hand. If you already have this bonus, you gain a permanent additional +5 destiny bonus to that Knowledge skill. In roleplaying terms, you will be recognized widely as the harbinger of this information.

Romance

Your character's star is destined to be crossed with another's. Your destiny is to fall hopelessly, passionately, and possibly tragically in love with another person.

Destiny Bonus: You gain a +1 bonus on skill and ability checks for 24 hours

Destiny Penalty: You take a -2 penalty to your Will defense for 24 hours

Destiny Fulfilled: Increase all three defenses by +1. Additionally, you gain the benefit of the Harm's Way Feat if you don't already have it, but it applies to your lover only.

Self Awareness

After a long search, you discover that there's more to your real identity than you were aware of... either you are either the inheritor of some great fate, or your own past is not what it seems. You may have your memory restored, or you may learn that you have come from a more exalted heritage than you imagined.

Destiny Bonus: For 24 hours, you and your allies gain a +1 bonus to all skill checks and ability checks.

Destiny Penalty: For 24 hours, you take a -2 penalty to your Will defense.

Destiny Fulfilled: You immediately gain +1 extra Hero point, a permanent +1 to an ability score, and a permanent +1 to your Will defense.