Hero Points

During play, when a character does something truly heroic, meaningful, or true to their character, they earn Hero Points. Hero Points are reserves of luck that can be spent to create moments of shining excellence.

The GM can reward the player directly with Hero Points or through the Hero’s Narrative for great description of their action.

Each player character begins with 3 Hero Points and has a maximum of 9 Hero Points. NPCs, especially enemies, typically have a Hero Point maximum of 0. When a character earns 6 Hero Points at once, their maximum increases by 3. If you gain Hero Points above your maximum they are lost unless you spend them immediately. You can spend Hero Points as soon as they are given to you; spending Hero Points is a Free Reaction.

### **Uses for Hero Points**

**Boost**

For 1 Hero Point, you may declare to boost your roll. After rolling, replace the value of the lowest die with 9. This action must be declared before you roll. A roll may be Boosted only once.

**Rest**

For 1 Hero Point, you may trigger the effect of Resting Recovery during any Rest when you normally would not recover; or gain half the effects of a Resting Recovery during any Respite (using the entire Respite). You may use Hero Points in this way once per Rest.

**Bonus XP**

A Hero Point can be exchanged for 25 XP.

**Extra Action**

For 1 Hero Point, you gain either 1 Action or 2 Reactions for immediate use, even if it’s not your turn. If a Hero Point is used to gain an Action, you may take that Action after any currently declared actions, abilities, or attacks are resolved.

**Inspiration**

For 1 Hero Point, you can gain a hint from the GM on what to do next. This can be used to solve a puzzle that you’re stuck on, or know what the next step to take is on an ambiguous quest.

**Reroll**

For 1 Hero Point, you may reroll any roll. If the roll used at least 2 dice, you may choose to roll with an additional +1d6. This must be done immediately after seeing the results of your first roll, before the GM describes the outcome. All bonuses, including a Boost, apply to the reroll. You must take the most recent roll. You may reroll multiple times by spending multiple Hero Points, but the +1d6 on subsequent rerolls do not stack.

**Escape Death**

Sometimes, a hero is so lucky or determined that they avoid death itself. When you would die, instead gain 10 HP (from 0), ignore any penalties or injuries that would have resulted from the killing blow, and immediately take an extra turn. During this turn, you can take actions that would normally be difficult in your situation at no penalty. For example, a hero bleeding out can stand up and run out of a burning house even though their fatigue and pain would normally prevent this. Spending Hero Points to Escape Death costs 6 Hero Points and lowers your maximum Hero Points by 3. You can spend Hero Points in this way to save the life of another. In this case, both you and the character you save gain an extra turn, starting with you.

## Course of Deltas

With the Course of Deltas unlocked, the following changes to Hero Points are introduced:

* Whenever you spend a Hero Point for **Inspiration**, you are granted additional luck and serendipity. Until the next Rest, gain +6 *Luck*.