Spending HP!s
Players cannot simply tell the GM what they wish to spend their hard-won HP!s on and erase them from their character sheets, that is pretty dull. Spending HP!'s without panache is not spending HP!'s. PC's need to describe, in detail, how their CP!s are taking effect. Entertaining descriptions of HP! expenditures are not merely their own reward -- they could lead to plot complications, character development, or even further HP! awards. If players are reluctant to do this (from shyness or lack of inspiration), the GM will do so for them -- but then can feel free to add a plot complication or an additional requirement to the expenditure.
Example: While climbing a towering ziggeraunt to an eviel deity, Jill has failed on her Climbing roll. Her player decides to spend 1 HP! on Scenery!, to allow her a chance of survival. If Jill's player says "I grab for a flagpole as I fall past it," the GM may say that Jill has snagged the flagpole safely. If Jill's player says nothing, and leaves it up to the GM to invent said flagpole (or ledge, awning, or gargoyle), the GM is perfectly within his rights to ask that Jill make another Climbing roll or a DEX check, to permit Jill to grab the flagpole... which then buckles under her weight, or allowing Jill to land on the flagpole roughly, knocking the wind out of her and stunning her for a round. If you pay your points without describing them, you take your chances; and some GM's are deviously creative.
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| Cinematic Rules, or Things to Do With HP!s
Especially potent cinematic actions are marked in red. Rules that are effective for a single action or throughout a scene are marked in bold; rules that can be effective for a single action only are marked in italics, and rules that are only effective between scenes or are a scene of their own are marked in bold-italics.
A "scene" here is defined as a short collection of related actions or events in a logical progression, it roughly equates to one encounter. A punch in the middle of melee is simply an action; but scamming your way past the castle guards, from drawbridge until the King's Chamber doors close behind you, is generally a scene.
Anyone Else Have a Bonus!: Spend 1 HP! to gain a bonus die roll. Roll 1d6 at levels 1-7; roll 2d6 at levels 8-14; roll 3d6 at 15-20; and roll one more d6 every 6 levels after.
Boomerang Payback!: The character can dish it out as well as he can take it! Any turn a PC takes damage, he can "save" that amount to add to the damage roll of his next successful attack for 1 HP!. Note that the character is still wounded, and possibly suffering other penalties. The returned damage does not have to be in the same format of the damage received. If Og gets winged by crossbow botls from Black Garret's shooter for 30 points, he can add those 30 points to the damage he rolls for his powerful right cross to the bandit's jaw.
Dramatic Entrance/Exit/Pose!: "The door crashes open! There, heralded by a flash of lightning and a boom of thunder, cloak flapping in a gust of wind from the storm, Lady Vouzandra stands, her shortsword unsheathed. 'You!' she roars, pointing her blade at the Count..." By spending 1 HP!, a character may make an impressive entrance, stunning (or causing Fear Checks) any onlookers momentarily.
Flesh Wounds!: Any time when combat is not actually going on, a PC can be healed back to full hit point by spending 1 HP! This heals all damage except attribute damage, wounds, and grevious wounds..
Flurry of Blows!: In combat, a PC may spend 1 HP! to gain an extra attack if they take the full attack action.
Flurry of Blocks: In combat, a PC may spend 1 HP! to gain a +8 Dodge or double the benefits for fighting defensively (or totally defensively) for extra defense that round. Note, the PC never knows the result of rolls. If Jack Moonbeam hit with his unarmed attack while mixing it up with Kent, Kent may spend HP! if he thinks the bad guy didn't miss by much!
I Am The Wind!: By spending 1 HP!, the PC may move cinematically to a distance of twice their Run Speed. This includes, but is not limited to, swinging from chandeliers, quickly vanishing from view right from under the noses of others, running through a hail of repeating crossbow fire unscathed, appearing out of the shadows behind a foes, leaping to escape an explosion, and so forth.
I Didn't Know it was Tomorrow!: Spend 1 HP! to gain another use of an ability that has a limited number of uses per day.
I Change My Feats in Combat!: In combat, a hero may spend 1 HP! to change one of their feats for another feat. They may spend 3 HP! to gain a feat they do not have. The changes or additions last until the end of the scene or fight. They must satisfy all prerequisites for feats they change to or add.
Make It Count!: When it's crunch-time, a PC can buckle down and really concentrate on the task at hand. By spending 1 HP!, he can add 10 to his skill level for the next action or scene.
Props!, Scenery!, and Extras!: For those times when the right tool is not at hand, the PC can find it with Props. Wish the road ahead of horse was a bit more winding? Change it, with Scenery. Never a city guard around when you need one? Sure there is, with Extras.
Props! are objects that can be picked up, moved around, or controlled by a PC -- tools, small appliances, containers, and so forth. Scenery! is the location and appurtenances thereof -- chandeliers, rugs, furniture, quality of road, kitchen sink.
Extras! are the folks wandering around -- pedestrians, clerics, waitstaff, theater ushers, etc. Note that summoning an Extra! should usually take place between scenes or as a scene of its own; however, some GMs may wish to allow Extras! to walk-on in the middle of another scene.
Objects, location alterations, or people that would definitely be in a location (a hay bales in a barn, or a barkeep in a tavern) can be "revealed" by the PC spending 1 HP! Things, place changes, or individuals that could be in an area (arrows at a archery range, a hammer in a blacksmith shop, or bottles in a tavern) should cost 2 HP!s. Objects that probably wouldn't, but still might in theory be in the area (a monster in a tavern, a hidden root cellar in the barn, or a Paladin in a festhall) costs 3 HP!s. Outrageously out-of-place stuff (Tiamet in the tavern, a royal throneroom inside the barn, or a Deity in the saloon) just can't be there, no matter how many HP!s are spent.
Roll With It!: "Grasshopper, in storm be like reed, not like oak." Whenever PCs are hit for damage, they can instinctively roll with the blow, reducing the d type one step or reduced damage by 20 per HP! spent.
Scene Blocking!: For 2 HP!s, a character may manipulate the position of one character within a scene. "As the door opens, the guard catches you in front of the bookshelf with the beam of his flashlight." "I call Scene Blocking! -- when the guard opens the door, I'm actually beside the bookshelf, partially hidden by its shadow."
Second Wind!: Works exactly like Flesh Wounds! (above), but can be triggered in the middle of combat, for 3 HP!s.
Slo-Mo Sequence!: The film starts to slow down and time seems to stand still as the character moves with blinding speed! For each 3 HP!s used, the PC gains an additional action. Not just useful in combat, either -- handy for athletic competitions, last minute grabs for allies falling to their doom, or escaping from pursuit.
Special Delivery Damage!: The character knows just where to punch, kick, or aim to do a little bit more damage, just has their dander up enough to put some real hurtin' on their opponent, or maybe the Forces of Right are on their side. For each HP! spent, the character upps the d type by one for their next damage roll or adds +20 to damage.
Sure, I Can Do That!: Has a character been presented with a situation -- say, climbing down the Spine of the World while avoiding Melf's Acid Arrows from wand weilding Assassin Gnolls? -- and discovered that they lack the relevant skill (in this case, climbing)? Well, fear not, Action Hero(ine)! All you need to do is spend 1 HP! to allow a roll with 15 ranks to cover for the lack of a particular mundane skill for the duration of a scene. Additional HP!'s add 15 ranks.
Take That!: You don't just have leverage, leverage is your cohort. A PC may increase the Knockback of a strike in combat by 5 feet per HP! spent. Useful for "accidentally" knocking pesky Mad Wizards into the calderas of active volcanoes.
Spell Up Yours!: Spend 1 HP! to increase the effective caster level of one of your spells by 2.
Total Recall!: Spend 1 HP! (if you're a caster that prepares spells in advance) to recall any spell just cast, and it must be spent in the same round they just cast it. Spontaneous casters can cast 1 spell without using one of their daily spell slots. That can only be done while the spell is being cast.
Rock of Gribralter!: Any time a character is dying, you can spend 1 HP! to stabilize them at their current hit point total.
In Easy Table Format for printing.
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