- All players get 3 Hero Points at the start of every game. These points do NOT carry over from one game to the next. The only exception is if a BIG BAD EVIL BOSS FIGHT is carried over from one game to the next.
- The DM can award bonus Hero Points at his discretion.
- ONE Hero Point can be used to add a d6 to any d20 roll. You can use them for yourself or to help another.
- ONE Hero Point may be used for ONE extra attack action OR for ONE extra move action OR to cast ONE extra spell.
- ONE Hero Point my be spent to recall ONE spell or special ability (examples are Rage, Bardic Music, and Wild Shape)
- ONE Hero Point can be spent to stop your character from bleeding out.
- TWO Hero Points may be spent to re-roll ANY roll… but the new result MUST be taken even if it’s worse.
- TWO Hero Points can be spent to avoid a Death.
- 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.
- 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.
- There is no restriction preventing Players from using Hero Points at any given time before or after their roll. The only exception being the use MUST accompany the result. No deciding at the end of the round that you would like to go back and add a d6 to saving throw after several other have had their turn.