Badass Point System

The Badass Point System is a system that works in tangent with leveling.

Badass Points are a measure of just how freakin' badass you are. As you earn these points, you can spend them to do more badass stuff.

You cannot have more than 3 Badass Points at a time, unless you have an ability that changes this.

## Earning Badass Points

You gain a Badass Point for doing any of the following:

* Acting upon your vice, getting in trouble, and then getting yourself out of trouble (This should be heavily monitored by the GM to ensure the campaign doesn't derail).
* Acting upon your drive and succeeding.
* Leveling up.
* Doing something exceptionally badass (GM's discretion).

The entire party gain a Badass Point for doing any of the following:

* Reaching a milestone in the story.
* Obtaining a legendary item from random loot.
* Defeating a superboss, boss, or miniboss.

## Badass Point Effects

You can spend Badass Points to do one of the following effects:

**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 special ability that is otherwise limited. This should only be used 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.

**Special**: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

**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, esper, or other companion, but not another character or NPC.