Hero Points Hero Points are given to reward players who put extra effort into the game. They are offered as an incentive to encourage role-play, teamwork, and player cooperation. These points are given by each player and the GM at the end of each adventure (not game session), and are distributed by secret ballot so that players can vote honestly, rather than dividing the points equally. At the end of each adventure (not game session), each player will give out two points, and the GM will distribute one point for each session necessary to complete the adventure. A player cannot give himself points, but may divide his points among the other players as he sees fit. The GM will award his points once all of the players’ points have been counted. A player may spend his hero points to accomplish any of the following, but he must declare his intent to use the points before any actions are taken. Once a point is spent, it is gone and may never be used for another purpose. One Hero Point may be spent to add a +2 to any skill check, ability check, attack roll, saving throw, or initiative roll. Up to 5 Hero Points (for a total of + 10 to the roll) may be used on a single die roll. One Hero Point may be spent to automatically succeed in a stabilizing roll to stop bleeding when between -1 and -10 hit points. Two Hero Points maybe spent to negate the effects of a critical failure, making the roll a normal failure. This option must be chosen after the failure is rolled, but before the effect is described. Two Hero Points may be spent to automatically score maximum damage on a single damage roll. Each die when rolling for damage is considered a single roll, thus, a 6d6 fireball would require spending twelve Hero Points to maximize. Three Hero Points may be spent to roll two dice for hit points when leveling up. The highest of the two rolls is then used for hit points gained. Four Hero Points may be used to gain an addition skill point. This point is spent normally, and may not increase a skill above a character’s normal limit. Five Hero Points may be spent to reroll any roll. Use of this option must be declared before any secondary effects (such as damage) are described. Five Hero points may be spent to gain an additional partial action for one round. Five Hero Points may be spent to make a critical threat automatically become a critical hit. This option must be chosen after a threat is scored, but before the critical is rolled. Ten Hero Points may be spent to force another player or NPC to reroll any roll. Twenty Hero Points may be spent to gain a new general feat. Thirty Hero Points may be used to increase an attribute by one. This increase adjusts the base attribute, and is not an enhancement bonus.