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Hero/Action point system


The existing action point system reminded me of some hero point system that I wrote for an upcoming semi-supers game.  Rather than hijack that thread, I figured I'd start a new one.  
I wanted to pump up action points to be able to do more.  I also also aiming to make action more like silver age comics.  I threw in a healing option since there aren't any clerics running around.  What I came up with was influenced mainly by Buffy and M&M.  The Extreme Effort rule allows you to avoid that big hit but but make it more likely that you'll get in more in the future.
Comments appreciated.
The following rules are intended to make combats more super, more like comic action.  It gives the player more control of the action and makes it less likely that they’ll get killed by one bad roll.  I think that they’ll make combat take longer but that’s ok if it’s more interesting.  Super Villains get the same benefits so they’ll be more likely to survive to fight another day.
Hero Points
Hero Points represent the ability to extraordinary things at critical times.  The supply is very limited so they are best used sparingly but they can turn the tide of a battle or save a character’s bacon.

At each new level, the number of Hero Points that a character receives
= Cha bonus + (level/2).  When new points are received when leveling, any remaining points from the previous level are lost.  

Among NPCs, only the most dynamic, important villains and supers receive the same amount of Hero Points as characters.  Cohorts, typical super villains, and key NPCs receive half as many as a PC of the same level would (round fractions down).  The vast majority of the population and most monsters/animals/robots do not receive Hero Points.

A character may activate hero points once a round as a free action during their turn.  Unless stated otherwise, the use costs 1 Hero Point.  Hero Points may be used in any one of the following ways

w      Do nothing but rest for 1 round and heal damage equal to your level or heal nonlethal damage equal to twice your level.

w      Use a feat for one combat or short scene.  You must have the prerequisites for the feat but not have taken the feat.  Similarly you may use a class talent that you have the prerequisites for or a class ability that you could gain when advancing to the next level.  Note that taking Heroic Surge allows a free partial action.

w      Use an ability that has a limited number of uses per day one additional time

w      Retroactively take 10 on any D20 roll.  For 2 Hero Points, you may retroactively take 20 on any D20 roll.  

w      Cause fate or plot to go your way.  Your friend might show up at just the right time, the path or decision you choose is automatically right, the rope holding the villain might break, etc.  The cost is 1-3 Hero Points depending on the level of editing and how likely things would have turned out that way without Hero Points.

Extreme Effort
Extreme effort represents exerting yourself in a desperate situation: making a second attempt, leaping out of the way, swinging without regard for yourself, etc.  Anyone who possesses at least 1 Hero Point may use extreme effort but the effort does not cost any points.  Using Extreme Effort causes Fatigue (cannot run or charge, -2 to Str and Dex for 8 hours).  Extreme Effort while already fatigued causes Exhaustion (move at half speed, -6 to Str and Dex for 1 hour).

Extreme Effort may be used the following ways:

w      Apply a bonus to your AC equal to your level (max of 10) for one round.  This ability may be activated immediately after getting hit and applies to that roll as well (possibly negating the hit)

w      Retroactively add your level (max of 10) to any one D20 roll.

w      Retroactively maximize the damage from one die.  Example: you roll 5D6 for damage and get 1, 3, 4, 4, 6, then apply Extreme Effort to turn the 1 to a 6.

w      Lower a D20 roll by your level (max of 10) of an opponent you are in direct conflict with.  This could be a skill roll, attack roll, saving throw, etc.  To use Extreme Effort this way, the opponent must have fewer levels/HD and must have zero Hero Points.  

Massive Damage
The D20 Modern Massive Damage is revised to the following:  When you take damage in one blow > your current constitution, you must make a Fortitude save (DC=15) or fall unconscious.  If you fail, you can make another saving throw each round until you succeed to regain consciousness.  The save is a free action but you will probably have spend an action to get back up.
This allows knockout blows and makes crits more likely to floor someone.  But the blow doesn’t permanently take someone out of the of the battle; comics are full of scenes where someone recovers at a dramatically appropriate time.


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