Subject: Hero Points rules summary Date: Sun, 30 Jun 2002 15:55:31 -0700 Every PC has 10 HEPs to begin with. Only PCs and major NPCs have them. Allied spirits, minor NPCs including new River Voices, etc. have none and cannot gain them. Gain is typically 1-3 per great achievement, at GM discretion. Use is permanent and always subject to GM OK. Basic guideline for using on others' behalf is that you must be aware of their predicament and there must be a realistic way you could help, which may often include just shouting a warning. You cannot use HEPs to change combat or other action results after damage dice have been rolled, or after opponents have declared how they are allocating levels of success (hit head, 1/2 armor, etc.). HEPs take no time to use. Uses: Cost Permanent skill change +/-1% 1@ Permanent personality trait or passion +/-1% 1@ Buy back lost char pt except POW 4@ Gain one-use 1pt divine magic from quest 1@ Invoke cult magic, 1 pt 1@ (must be cast as usual, immediately, and be normally accessible magic -- i.e., not from uninitiated subcults or from associate cults) Gain 5 MP temporarily; max=POW 1@ Divine Intervention, +1% before roll 1@ (gambled; lost only on any success or fumble) One-time immediate 20% boost in 1 skill 1@ Reroll any roll 1 Buy a success BEFORE ROLLING: Chance to succeed: 01-25 4 26-50 3 51-75 2 76+ 1 Change fumble to failure 2 Change failure to success 1/15% or fraction thereof needed to get success (so if chance was 40% and roll was 61, costs 3.... 2pts before roll would have worked because skill would have been 80%) Change success to special 3 (can change failure to special at 3+ success cost) Change special to critical 4 (can change success to critical for 7, failure to critical for 11+, etc.) Change critical to hypercritical 5 (must have 100%+ skill) These rules are being tweaked regularly as we play them out. REFUNDS: If HEPs are used and the result is much the same anyway as if they hadn't been used, in many cases the GM will refund them at the same time HEPs would normally be handed out (at the end of a mission/session). -1 penalty is charged minimum; only 1/2 or less may be returned in some cases, depending on how/why the HEPs were used and what the final outcome was. Divine Magic regain rules are now officially changed as of this moment in game time, non-retroactive: At each Holy Day, roll all five cult virtues and any cult passion. After the first two successes, you may regain 1pt of magic per Ceremony roll made successfully. Thus if you roll 2 successes you get a gain that time if you make Ceremony check, if 3 you get 2 attempts, etc. High Holy Days are the same, plus you get a free POW gain as usual and all traits can get checks if succeeded. No special bonuses or penalties for criticals or fumbles.