
Core Talents
Determination
(Core Ability)
A warrior can spend a point of Conviction to immediately erase all bruised
and hurt damage conditions (and their associated penalties).
Expertise
(Core Ability)
When an expert spends a point of Conviction to gain a Heroic Feat it lasts for the duration of the scene or a number of rounds equal to their level, whichever comes first. If they use Skill Training it lasts for the full scene.
The Talent
(Core Ability)
The adept can spend a Conviction point to make one use of a
supernatural power they do not possess. This works much like
spending a Conviction point to emulate a feat. An adept with
the Talent can also spend a Conviction point to eliminate any
accumulated modifiers to fatigue saving throws for using powers.
See Chapter 4 for more information on supernatural powers and
later in this chapter for more on Conviction.
Powers
Adepts can develop and use certain supernatural powers, described in
detail in Magic Powers.
Extra Effort
Heroes are often called upon to perform feats beyond their normal limits. This calls for extra effort. Players can use extra effort to improve
a character’s abilities in exchange for the character suffering some fatigue from
the effort.
Extra effort is a free action and can be performed at any time during a
character’s turn, but is limited to once per round. A character using extra effort
can gain one of the following benefits:
• Check bonus: +2 bonus on a single ability, skill, or power check.
This does not include attack rolls.
• Increase carrying capacity: +5 effective Strength for determining
the character ’s carrying capacity for one round.
• Increase movement: The character ’s speed for all modes of movement
doubles for one round.
• Increase power: Increase a power by 2 ranks for one round. This
only increases the power’s rank; you cannot apply power modifiers
(but see the power stunt benefit). Permanent powers cannot be
improved in this way.
• Power stunt: Temporarily add a power feat to a power. This includes
an Alternate Power of an existing power. The power feat must follow
the normal rules for adding a power feat. The temporary power feat
lasts for the duration of the encounter or until you choose to stop
maintaining it, whichever comes first. This includes turning off the
power or switching to a different Alternate Power. Power stunts cannot
be applied to Permanent powers via extra effort.
• Willpower: Gain an immediate additional saving throw against
a power with a Lasting effect, such as Mind Control or Nullify (see
Duration, page 70). You get this save even if the Lasting power has
a Continuous duration (which doesn’t normally allow for additional
saves at all). If you’re mind-controlled, the fatigue from the extra
effort doesn’t affect you until you’re free of it.
• Surge: Gain an additional standard or move action, before or after
your normal actions for the round (your choice). Using this extra
action does not change your place in the initiative order. You can use
a standard action gained from extra effort to start or complete a fullround
action in conjunction with your normal actions for the round.
At the beginning of the round immediately after extra effort, the character
suffers a level of fatigue (see Fatigue later in this chapter). A fatigued
character becomes exhausted, and an exhausted character becomes unconscious,
the round after using extra effort. If you spend a Conviction point at
the start of the round following extra effort to shake off the fatigue,
the character suffers no adverse effects.
Other specific uses of extra effort (usually involving supernatural
powers) are specified in the text.
Conviction
Gaining Conviction
Characters have Conviction based on their level (see Level-Based
Benefits, earlier in this chapter). As characteres improve in level, their
maximum Conviction increases.
Using Conviction
Unless otherwise noted, spending a Conviction point is a reaction,
taking no time, and can be done at any time. You may spend only one
Conviction point per round on any given benefit, but may otherwise
spend as many points as you have available. You can spend Conviction
for any of the following:
Re-roll
One Conviction point allows you to re-roll any die roll you make
and take the better of the two rolls. On a result of 1 through 10 on
the second roll, add 10 to the result; an 11 or higher remains as-is
(so the second roll is always a result of 11-20). You must spend the
Conviction point to improve a roll before the Narrator announces the
result of your roll.
Activate Core Ability
Activating your role’s core ability costs one Conviction point. See the
role descriptions in this chapter for details on their core abilities.
Challenge
You can spend a Conviction point when performing a challenge (see
The Basics in the Introduction). If you do so, you ignore up to a –5
penalty or +5 increase in Difficulty from the challenge. In essence, you
perform the challenge as if it were a normal check. If the challenge
imposes a greater Difficulty increase or penalty, you only ignore the
first +0–5.
DODGE
You can spend a Conviction to double your dodge bonus for one round.
This includes any modifiers to your dodge bonus from feats, powers, or
combat actions (such as the total defense action, page 159). The improved
dodge bonus lasts until the beginning of your next round. You can also
spend a Conviction whenever you are denied your dodge bonus, but still
capable of action (surprised, flat-footed, etc.). In this case, you retain your
dodge bonus until your next action (this is the same as spending a character
point to perform the Uncanny Dodge feat).
INSTANT COUNTER
You can spend a Conviction to attempt to counter a power used against
you as a reaction. See Countering Powers, page 70, for details.
Heroic Feat
You can spend a Conviction point to gain the benefits of a feat your character
doesn’t already have for one round. You must be capable of acquiring
the feat normally, meaning it must be a feat available to your role(s)
and you must meet all the prerequisites. For feats that can be acquired
multiple times, you gain the benefit of one acquisition of the feat by
spending a Conviction point.
Cancel Fatigue
Any time you would suffer fatigue (including the effects of using powers
and extra effort), you can spend a Conviction point and reduce the
amount of fatigue by one level (so you’re only winded by a fatigued
result, fatigued by an exhausted result, etc.).
Recover
You can spend a Conviction point to recover faster from damage.
A Conviction point allows you to immediately shake off a stunned
or fatigued condition. If you are exhausted, spending a Conviction
point causes you to become fatigued. If you have suffered damage,
a Conviction point allows you an immediate recovery check (see
Recovery in Chapter 6). This check is made normally; the Conviction
point just allows you to make it in addition to your normal recovery
check. While disabled, you can spend a Conviction point to take a
strenuous action for one round without your condition worsening
to dying.
Escape Death
Spending a Conviction point automatically stabilizes a dying character
(you or someone you are assisting) although this doesn’t protect the
character from further damage.
Regaining Conviction
Heroes regain expended Conviction points in a few ways:
First, characteres regain one point of Conviction each day. The player chooses
a time appropriate for the character, such as in the morning, at midday, at
sunset, or at midnight. By default, characteres regain Conviction in the
morning (representing the renewed hope of a new day).
Second, characteres regain Conviction by acting in accordance with their
nature. When a character successfully does something in accordance with
one of his natures that affirms his conviction, he regains a point of
Conviction. The Narrator decides when an action is appropriate for
the character’s natures and awards the Conviction point if the character is
successful.
Note that characteres can follow either of their natures, virtue or vice, to
regain Conviction, and the Narrator may occasionally use this to put
temptation in a character’s path. A good character with a vice of Greed might
have the opportunity to steal, for example, and regain Conviction. If
the character steals to further his goal, he gets a point of Conviction, but
also has to deal with the consequences of his actions. Likewise, an
otherwise amoral character who shows an unusual kindness or streak of
honor may be following her virtue to regain Conviction. Which nature
a character chooses to follow most often, tends to indicate what kind
of person he or she is.
Third, the Narrator can award the characteres Conviction for a particularly
impressive success or achievement in the adventure that renews
confidence and faith. Overcoming a difficult challenge or solving a
complex puzzle might give the characteres a burst of inspiration in the form
of renewed Conviction. The Narrator chooses when to do this, but it
should only happen once or twice in an adventure, and may not occur
at all in some adventures.
INSPIRATION
Once per game session, you can spend a Conviction to get a sudden inspiration
in the form of a hint, clue, or bit of help from the GM. It might
be a way out of the villain’s fiendish deathtrap, a vital clue for solving a
mystery, or an idea about the villain’s weakness. It’s up to the GM exactly
how much help the players get from inspiration.
Gamemasters may even wish to expand the “inspiration” facet of character
points to allow players greater control over the environment of the game,
effectively allowing them to “edit” a scene to grant their characteres an advantage.
For example, a character is fighting a villain with plant-based powers in
a scientific lab. The player deduces the villain may be vulnerable to defoliants,
so she asks the GM if there are any chemicals in the lab she can
throw together to create a defoliant. The Gamemaster requires to player
to spend a Conviction and says the right chemicals are close at hand.
How much players are allowed to “edit” circumstances is up to the
individual Gamemaster, but generally Convictions should not be allowed to
change any event that has already occurred or any detail already explained
in-game. For example, players cannot “edit” away damage or the effects of
powers (Convictions already allow this to a limited degree). The GM may
also veto uses of editing that ruin the adventure or make things too easy on
the players. Inspiration is intended to give the players more input into the
story and allow their characteres chances to succeed, but it shouldn’t be used as
a replacement for planning and cleverness, just a way to enhance them.
Action Points
Action points provide characters with the means to affect game play in significant ways. A character always has a limited amount of action points, and while the character replenishes this supply with every new level he or she attains, the character must use them wisely. A character can spend 1 action point to do one of these things:
- Alter a single 2d10 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.
- Use a class talent or class feature during your turn for which the expenditure of 1 action point is required.\
- Surge
- Dodge Bonus
When a character spends 1 action point to improve a 2d10 roll, add 1d6 to the 2d10 roll to help meet or exceed the target number. A character can declare the use of 1 action point to alter a 2d10 roll after the roll is made—but only before the GM reveals the result of that roll (whether the attack or check or saving throw succeeded or failed). A character can’t use an action point on a skill check or ability check when he or she is taking 10 or taking 20.
When a character spends 1 action point to use a class feature, he or she gains the benefit of the feature but doesn’t roll a d10. In this case, the action point is not a bonus to a 2d10 roll.
Character Level |
Action Point Dice Rolled |
1st–7th |
1d10 |
8th–14th |
2d10 |
15th–20th |
3d10 |
A character can only spend 1 action point in a round. If a character spends a point to use a class feature, he or she can’t spend another one in the same round to improve a die roll, and vice versa.
Depending on the character’s character level (see the table below), he or she may be able to roll more than one d10 when spending 1 action point. If the character does so, apply the highest result and disregard the other rolls.
Dodge Bonus
You can spend a Action point whenever you are denied your dodge
bonus, but are still capable of action (surprised, flat-footed, and so forth).
In this case, you retain your dodge bonus until your next action.
Surge
Gain an additional standard or move action, before or after your
normal actions for the round (your choice). Using this extra action does
not change your place in the initiative order. You can use a standard
action gained from a surge to start or complete a full round action in
conjunction with your normal actions for the round.
