Heroic Action Marker
Heroic Actions are meant to correct the following scenario:
“Crap, I missed. I spend an Action Point to try again. ... Crap, I missed again.”
Tired of seeing the player characters of the Platforms waste Action Point after Action Point, at no fault of their own, the Goddess Caratel has granted them the power to channel heroes from throughout time and space. Markers are drawn from a deck of 20 cards: four suites of five cards. You may only use one Heroic Action per encounter. Some may be played on turns other then your own. You can draw a Heroic Action markers four ways, currently:
- Rolling a natural 20. You may choose to re-roll that die, taking the second result even if it’s lower. If you do, you gain a Heroic Action marker. This can occur more than once.
- Lose an Action Point for a Heroic Action Marker. You do not gain any benefit that would come from spending an Action Point. However, this does not expend your Action Point bonus action for the encounter. You’re losing an Action Point, not spending one.
- Participating in Irregularities wiki/adventure log every week(the most heroic deed of all). Make a post, proofread a page, expand your characters history; all of these will grant you a Heroic Action marker at the beginning of each session.
- Doing something awesome. Successfully ride a decapitated goblin’s body down a flight of stairs. Hit a target while hanging upside down from a collapsing rope bridge. Leap off the platform onto a mutant roc’s back. A DM can award a Heroic Action to someone that does… Well, a heroic action. However, it can’t be related to die rolls, exactly. The first rule covers die rolls, thanks. Also, the action can’t be something done because of a Heroic Action Marker.
A player may have only three Heroic Action Markers at once. A fourth may take the place of one of them, at the players discretion. You can’t suddenly use one of them to make room for the fourth one, either. Two people may lose an Action Point each to trade one pair of Heroic Action Markers once per encounter. Spent Heroic Actions are returned to the deck, and all Markers are returned at the end of each session. Each unspent Marker restores a healing surge, or if healing surges are full, restores a spent daily power.
The cards and effects are as follows:
|Ace||Setsuna’s Winged Charge||Vivi’s Naive Fury||Zelos’ Sly Betrayal||Vyer’s Big Reveal|
|King||Negi’s Stern Lecture||Zidane’s Charismatic Ploy||Lloyd’s Honest Eulogy||Laharl’s Nefarious Plot|
|Queen||Asuna’s Absolute Defense||Dagger’s New Friends||Colette’s Ridiculous Luck||Etna’s Iffy Sadism|
|Jack||Konoka’s Loving Hand||Steiner’s Animated Alliance||Presea’s Glory||Flonne’s Nin-Nin|
|Setsuna’s Winged Charge||An ally within twice your speed receives an attack that would reduce them to 0 HP or less, or would otherwise end their life||Immediate Interrupt||You channel the grace of a enraged winged samurai girl (...). You move to a square adjacent to the ally, and the attack and damage are rerolled against you with a +4 bonus to attack and damage. You receive a +4 bonus to attack and damage rolls against the attacking creature until the end of your next turn. If you are bloodied by the attack, the person you are defending gains a +2 bonus to attack against the creature until the end of the encounter. If you are reduced below 0 HP, but do not die, they gain a +2 to attack and damage against the attacker until the end of the encounter. If you are killed, your allies in burst 10 gain +4 to attack and damage against the attacker until the end of the encounter.|
|Negi’s Rousing Lecture||Two or more allies within burst 10 takes damage from an enemy attack||Immediate Reaction||You channel the fury of a young wizard/English teacher. Make a rousing speech to your foes concerning your intolerance of their assault on your friends. Foes within burst 10 are dazed (save ends), and take a -2 to all defenses until the end of your next turn, or the end of their next turn, whichever comes latest. The attacked allies may spend a healing surge and gain an additional 1d4 hit points.|
|Asuna’s Absolute Defense||Your turn||Standard Action||You channel the strength of a jump-kicking, sword-swinging junior-high schooler. Until the end of the encounter, or you are rendered unconscious, or dead, enemies are marked within burst 5 of you, and you are immobilized. Furthermore, you gain an additional +2 to all defenses when you take your Second Wind or preform a Total Defense, and any spell or ability used by a target marked by you may only effect you, even if other creatures are in it’s area of effect. You may end this effect as a free action.|
|Konoka’s Loving Hand||An ally within twice your speed receives an attack that would reduce them to 0 HP or less, or would otherwise end their life||Immediate Interrupt||You channel the caring of a fledgling eastern priestess. You move to a square adjacent to the ally, and negate the damage and effects of the attack. Any other effects they may be suffering from are also cured, remedied or made better. Bandages and caring smoochies may be applied. Regardless, you spend a healing surge and the target gains hit points equal to their surge value, plus your surge value, plus an additional 2d6. You and your ally gain +2 to all defenses until the end of whichever of your turns comes latest if the ally wasn’t bloodied before the attack, or recovered from bloodied after the heal.|
|Vivi’s Naive Fury||An ally within sight is bloodied, reduced to less than 0 HP, killed, or disintegrated||Immediate Interrupt||You channel the power of an outraged young wizard. If an ally was bloodied, you gain +2 to damage rolls against the attacker and may use an at-will exploit as a minor action once per round against the attacker, until the end of the encounter. If an ally was reduced to less than 0 HP, you gain +4 to damage rolls against the attacker and may use an at-will exploit as a minor action once per round against the attacker, until the end of the encounter. Additionally, exploits with burst or blast gain +1 to their area of effect. If an ally was killed, you gain +8 to damage rolls against the attacker and may use an at-will exploit as a minor action once per round against the attacker, until the end of the encounter. Additionally, exploits with burst or blast gain +2 to their area of effect. If an ally was disintegrated, you may either gain the effects listed under “killed”, or you may attempt to disintegrate the attacker. It is Strength, Intelligence or Charisma against Fortitude, and you have a +4 bonus on the attempt.|
|Zidane’s Charismatic Ploy||Your turn, and at least two enemies are within burst 5||Standard Action||You channel the cunning of a charismatic thief. Show an enemy something interesting, and then make a speech to your other enemies about how neat it is. Tell them they should totally come see. You may pull enemies within burst 10 up to 5 squares, but they can’t be forced into obviously injuring themselves. A drop into a hidden pit is fine; off a cliff at high noon is not. Allies within burst 5 of you may shift up to their speed as a free action. You release a powder or gas in burst 5 that effects all creatures other then you; it blinds, dazes and weakens the targets (save ends). Each effect is saved against individually, and the first one that is failed against adds an additional condition. Failing blind leads to deafness; daze leads to stun; and weakness results in unconsciousness. You may “teleport” up to your speed.|
|Dagger’s New Friends||Your turn||Free Action||You channel the kindred spirit of a runaway princess. An ally appears to help. It may be an old friend, a rival that’s had a change of heart, or the local militia. It should be of equal or greater level to the caster, and should have either an obvious advantage over the enemies, such as high ground, or some gift for the player characters, such as a silver sword with which to fight the werewolf. They don’t necessarily have to be combatants, nor do they need to appear in a combat scenario. This is the bane of the DM. Get over it, DM! Likewise; meet your new best friend, PC!|
|Steiner’s Animated Alliance||You or an ally make a basic attack||Free Action||You call forth the spirit of a watchful royal guard. Call out to an ally, to rouse their battle spirit. You or your ally, whichever has not yet attacked, attack the same target with a basic attack, with a +2 bonus to the attack role. Proceed to alternate basic attacks on the same target three more times, with the following bonuses to the attack rolls: +1, -1, -2. Then, make a joint basic attack combining attack and damage rolls, dealing an additional 50% fire, cold, lightning, thunder, psychic, or radiant damage. Additionally, fire blinds and does ongoing 5 fire damage, cold restrains, lightning stuns, thunder deafens and dazes, psychic weakens, and radiant blinds and slows (save ends all).|
|Zelos’ Sly Betrayal||Anytime; or, When you die||Free Action||You draw on the deviousness of the stunning chosen one. You may not announce your intention to play this marker. Effect One: You slip off in the middle of a crowded city street, or in an encounter in which one of our allies is incapacitated, OR you may knock an adjacent ally unconscious (save ends). You may discreetly “teleport” up to 20 squares and make a nefarious speech undermining your ex-allies as a free action. You are now enemies… Or are you?! Until it’s decided, you may flee from encounters as an immediate reaction. At some point in the next two encounters, you may attack an enemy with a +10 bonus to the attack role, dealing an additional 4d8 damage. Afterward, you may “teleport” adjacent to an ally. Note: They may not be so happy to see you, treacherous fiend…; Effect Two: When you die, you instead, do not die. Perhaps you grab a foe and tumble off a cliff into the sea, or you are “incinerated”, when in fact it was only a warping spell. You are free to come back in to play at an especially tense moment. Perhaps you should pretend to roll a new character in the RL. Act it up, man!|
|Lloyd’s Honest Eulogy||Two or more party members within 10 square are bloodied||Free Action||You channel the honesty of a young swordsman. Make an honest speech to your friends and foes, gaining +2 to attack and +1 to damage rolls per bloodied party member until the end of the encounter. Enemies within burst 10 are weakened until the end of their next turn. Allies within burst 5 of you gain half of the bonus attack and damage you receive from this power (rounded down). The bonuses are dynamic; if a party member recovers from bloodied status, you lose the bonus until they are bloodied again.|
|Colette’s Ridiculous Luck||Anytime, especially after you roll and dislike the results; or, When you die||Free Action or Immediate Interrupt||You focus the incredible luck of a kind chosen girl. Until the end of your next extended rest, d20 rolls of 20, 19 and 1 count as a natural 20, except for Acrobatics checks. Also, you must make a DC 20 Acrobatics check to preform any movement action; you fall prone and are slowed until the end of your next turn if you fail. You may cancel this effect as a free action; Effect Two: When you die, you instead, do not die. Perhaps you grab a foe and tumble off a cliff into the sea, or you are “incinerated”, when in fact it was only a warping spell. You are free to come back in to play at an especially tense moment. Perhaps you should pretend to roll a new character in the RL. Act it up, lass!|
|Presea’s Glory||Anytime you are bloodied, have been bloodied, reduced below 0 health points, or killed||Minor Action or Immediate Interrupt||You call upon the fortitude of an axe wielding multi-class fighter/lumberjack girl. You gain +2 to damage rolls until the end of the encounter. You do not fall unconscious when you are reduced to less than 0 health until the end of the encounter. You do not die when you reach your bloodied value in negative health. While at or below 0 health points, you have a standard and a minor action each round. You also have free actions, and may convert the standard action into a movement or a minor action as normal. You may take opportunity and immediate actions. When you are reduced to your maximum health value in negative health points, you may deal your maximum health value as damage to one enemy in burst 20. Make it stylish. You then die. If the encounter ends with you below 0 health, you fall unconscious, but are returned to 0 health and are stable. You will wake up with full health 1d8+2 extended rests (or roughly 1d4-1 (minimum 1) days later).|