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Hero Points

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HERO POINTS

Heroic points function as an abstract measure of heroism.


They're not exactly extra hit points, but they work in most cases as such. They
are a kind of "heroic aura" or "luck" that protects the Character's body from
damage when performing heroic acts.
Acts such as: jumping from one building to another, being dragged by a
horse, being shot six times in one round, facing more than 2 opponents at the
same time and other acts that normal humans would not be able
to do (at least not leaving in one piece).

Why Hero Points?

The Daemon System was developed for realistic environments.


In other
words: Those of you who are used to dealing with these universes know
how "fragile" humans are, and what's more, the damage is extremely
deadly, exactly like in real life. Which is extremely interesting and
practical for a horror RPG, like Darkness, Arkanum and why not Invasion.
However, this prevented Storytellers from involving their Characters in Action
and Adventure Campaigns.
Like Knights of the Middle Ages, gangsters and so on.

How do they work?

Heroic Points function as additional Life Points that a character has, but
which can only be used when the Character performs a heroic act.

The use of Hero Points is not considered an action in a round, but the
Character will only be entitled to ONE use per round. Hero Points CANNOT
be used under conditions
non-heroic.
When the Character is sleeping and his throat is cut, if he eats something
poisoned, is shot in the back, etc.
Common sense rules are valid for omitted cases.

Quantico is fighting three other team members, just as training. Your


goal, disarm Mycca, stop Gaia OR land a hit and take down Next.

First round:
Next lands an attack on Quantico, dealing 2 points of damage, which
does not hit him. Mycca now has Quantico in his sights. Gaia conjures her elemental.
Next deals 3 more damage to Quantico.
The Quantico Player decides to absorb Quantico's damage using
heroic points, he only has 3, the other 2 points are deducted from
Quantico's energy (life points).

WHENEVER possible, the Player is advised to use at least part of their hero
points to absorb damage. Whatever is not absorbed by heroic points will
be considered normal damage.

When to use and when not to use

The Narrator must allow or not the use of hero points in his Campaign or
Adventure. There are Storytellers and Players who like Campaigns more
focused on action and adventure, and they should use heroic points. Otherwise,
with more suspense, the heroic points may be disregarded.

The use of hero points decreases Players' "fear" factor regarding the unknown
and the deadly.
It is worth remembering that since Player Characters have hero points,
villains and others that the Narrator deems valid will ALSO have them.

Heroic points are linked to the ability to perform superhuman or


courageous acts, not necessarily "heroic".

Regaining Hero Points

A normal human, who has 3D in Willpower, recovers one hero point every 8
hours. It is one hero point
recovered per day per Willpower die.
This recovery is completely independent of the recovery of faith points or life
points.
In addition to this method, there are certain rituals, powers and effects that
grant extra hero points, even temporarily.
These are rare, and even rarer and more valuable are those that RECOVER hero
points.
Machine Translated by Google
The Enhancements

Hero Points

Heroic Points work as a kind of extra Life Points that a Character has.

Exactly like extra energy, but it can only be spent when he performs heroic
acts.
There are other maneuvers that more experienced Characters know how to
perform with hero points.
They are called heroic efforts.

1 point: Brave. The Character receives 3 initial PHs.


Receives an extra PH with each Character level.
You can use up to 2 PHs per round. 2
points: Valorous. The Character receives 6 initial PHs.
Receives an extra PH with each Character level.
You can use up to 4 PHs per round. 3
points: Intrepid. The Character receives 9 initial PHs.
Receives an extra PH with each Character level.
You can use up to 6 PHs per round. 4
points: Hero. The Character receives 12 initial PHs.
Receives an extra PH with each Character level.
You can use up to 8 PHs per round. 5
points: Barbaric. The Character receives 15 initial PHs.
Receives an extra PH with each Character level.
You can use up to 10 PHs per round. 6
points: Super. The Character receives 18 initial PHs.
Receives an extra PH with each Character level.
You can use up to 12 PHs per round.

Supernatural Hero Points

Characters who have a background with a connection to the


supernatural, such as any supernatural ancestor, including superpowers,
can present a new type of hero points, supernatural hero points.

Used exactly like normal hero points, but they are considered different
enhancements.
This means that the Character can have 2, 3 or even 4 points in each,
exceeding the initial limit of 5 heroic points per level. That's right, extra hero
points.
Characters who have supernatural ancestors are considered eligible to have
these heroic points.
For example, children of Mars and aliens in general, werewolves, vampires
and other undead, demons, angels, dragons, beings from Arcadia in general,
races belonging to medieval or futuristic fantasy.
Besides obvious supers and their descendants.
Even so, the Narrator will always have the final say on whether or not to allow
and use hero points in a campaign or even in an adventure.

New rules

Hero Points are normally used as extra hit points.


But they can also be used to perform any heroic act, being used as
"energy" on these occasions. These new rules with examples will be described
below.
Initially, the Character only has the power to convert hero points into life
points.
With level advancement, other efforts are learned. at the rate of ONE new
heroic effort per Character level, regardless of using Character kits or
not. And regardless of whether the kit is heroic or not.

The Storyteller must allow the Player Characters and NPCs a new heroic
effort with each level advancement.
Collisions between efforts (attack hit x dodge hit) cancel each other out.

In ALL effects, if necessary, as a Daemon default, round wrapped values UP.

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Machine Translated by Google
HEROIC EFFORTS

Extra attack Combat bonus - dodge

Cost: 2 PHs Cost: variable


Effect: The Character receives the ability to perform ONE extra attack this Effect: The Character receives a +5% bonus until the end of the scene to add
round, following the rules for multiple attacks. to their dodge tests, for each PH spent on this effort.

Auto hit - attack


Extra defense
Cost: 1 PH for every 3 levels of the defender
Effect: The Character makes an attack, no test required. Cost: 1 PH per defense
Not valid for the "extra attack" effort. Effect: The Character receives the ability to perform one or more extra defenses
during this round.
Auto hit - defense
Extra Dodge
Cost: 1 PH for every 3 levels of the attacker Effect:
The Character hits a defense, no test required. Cost: 2 PHs per dodge
Effect: The Character gains the ability to perform one or more extra dodges
Auto hit - dodge during this round.

Cost: 1 PH for every 2 levels of the attacker Effect: Magic resistance - damage
The Character successfully dodges, no test required.
Cost: 2 PHs per absorption die Effect:
Attribute Increase - Agility The Character receives, until the end of the scene, a bonus of +Xd6 to magical
damage absorption rolls, where X is half the value of PHs spent.
Cost: variable
Effect: The Character receives a bonus of +X until the end of the scene, where X
is the number of PHs used, to add Agility. Magic resistance - effect

Attribute Increase - Constitution Cost: 1 PH for every 5%


Effect: The Character receives, until the end of the scene, a bonus of +X%
Cost: variable to resistance rolls against magical and supernatural effects, proportional to
Effect: The Character receives a bonus of +X until the end of the scene, where X the expenditure on PHs.
is the number of PHs used, to add Constitution.
Jump
Attribute Increase - Dexterity
Cost: 1 PH for every 3 meters of height OR distance Effect:
Cost: variable The Character gains the ability to perform a large or long jump.
Effect: The Character receives a bonus of +X until the end of the scene, where X
is the number of PHs used, to add Dexterity.
Endurance Test - Agility
Attribute Increase - Strength
Cost: 1 PH for every 2 levels of the offender
Cost: variable Effect: The Character succeeds in an Agility test, no test required.
Effect: The Character receives a bonus of +X until the end of the scene, where X
is the number of PHs used, to add Strength.
Saving Throw - Constitution
Attribute Increase - Initiative
Cost: 1 PH for every 2 levels of the offender
Cost: variable Effect: The Character succeeds in a Constitution test, no test required.
Effect: The Character receives a bonus of +X until the end of the scene, where X
is the number of PHs used, to add Initiative.
Endurance Test - Willpower
Attribute Increase - Protection Index
Cost: 1 PH for every 2 levels of the offender
Cost: variable Effect: The Character succeeds in a Willpower test, no test required.
Effect: The Character receives a bonus of +X until the end of the scene, where X
is the number of PHs used, to add to their Protection Index.
Physical Test - choose skill

Combat bonus - attack Cost: 2 PHs


Effect: The Character succeeds in a test of the chosen skill, without the
Variable cost need for a test.
Effect: The Character receives a +5% bonus to his attack tests until the end Possible skills: Camouflage, Escapism, Sports and Stealth.
of the scene, for each PH spent with this effort.
Swap PHs for PMs

Combat bonus - defense Cost: 2 PHs for every 1 MP


Effect: The Character converts PHs into MPs.
Cost: variable
Effect: The Character receives a +10% bonus until the end of the scene to add Swap PHs for PsFé
to their defense tests, for each PH spent with this effort.
Cost: 3 PHs for every 2 PsFé
Effect: The Character converts PHs into PsFé.

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