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Heroic Inspiration

Inspiration

A player may only have one Inspiration at a time, and may use it before or after they roll a d20.

Gaining Inspiration

I, the DM may reward a player with inspiration when that player causes his or her character to do something that is consistent with the character's personality trait, flaw, or bond. The character's action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh.

A player may also expend 1 Hero Point to gain an immediate use of Inspiration.

 
 

Heroic Inspiration

Heroic Inspiration is a variant on Inspiration, intended to add Drama, Suspense, and other feelings into the game.


Heroic Inspiration comes in 6 Tiers - Copper, Silver, Electrum, Gold, Platinum and DIamond.


To begin, only Copper, Silver and Electrum, are available to players.


A player may only have a total number of Inspirations - Heroic and Normal, equal to their Prof. Modifier.


Heroic Inspirations, Gaining one, Their Effects and When a Player uses them, is strictly between the Player and the DM.

It is up to the player to conceal these Heroic Inspirations from the Rest of the Party.

Gaining Heroic Inspiration

If a Character has Inspiration, they can instead roll on the Heroic Inspiration Table. This act replaces their current inspiration with a Heroic one.


A character can spend up to 3 Hero points to increase the maximum rarity of their Heroic Inspiration.


If a character spent 2 Hero Points when they rolled for a Heroic Inspiration, they have a chance to earn up to a Platinum Inspiration.

Hero Points / Villain Points

Each Character begins with 1 Hero/Villain Point.


A Character gains 1 additional Hero or Villain Point each time they gain a level.


A Character can only have 5 Hero or Villain Points at a time.


A Player can spend a Hero or Villain Point whenever he or she makes an attack roll, an ability check, or a saving throw. The Player can spend the Hero or Villain Point after the roll is made but before any of its results are applied. Spending the Hero or Villain Point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll.


In addition, whenever a character fails a death saving throw, the player can spend one hero point in an attempt to turn the failure into a success.


Additionally, a player may spend a Hero Point to instead gain a Regular Inspiration.

 
The DM may also grant Hero or Villain Points whenever they wish.

The party may also be granted Hero/Villain Points for defeating a powerful enemy, concluding a Story-Line Mission and closing the book on a Chapter.
 
A Single player is also granted a single Hero or Villain Point for performing the weekly recap. Players that interrupt do not.
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