Crossroads in Cain
We will be playing with a meta-game resource called Heroic Favor. Heroic favor represents the good karma that a hero has earned. It is powerful, rare, and should probably be saved up for the most dire of times.
Gaining Heroic Favor
Each player starts off the campaign with one point of heroic favor. If his character dies, he does not gain another point of heroic favor – it is tracked by players, not characters. Heroic favor carries over from session to session. However, a player cannot have more than five points of heroic favor at any one time. If he does, he is not eligible for more heroic favor.
At the end of each game session, the GM and/or the group will choose one player who has demonstrated the best roleplaying ability, and award him with one point of heroic favor at the end of the session. This means that he has made choices not based on optimization, but rather on background and personality, sometimes to his own detriment. It also means that he has taken the initiative in out-of-combat situations. Note that a character being taciturn or reticent is not an excuse for a player not to be engaged. In such cases, there are still plenty of roleplaying opportunities.
Additionally, any character who posts at least twice in the character chat between sessions will automatically gain a point of heroic favor.
If your character is not up to date, you are not eligible for gaining Heroic Favor.
Using Heroic Favor
Heroic Favor is very powerful. Whenever it is used, it must be accompanied by a bit of flavor. Only one point of heroic favor can be used each round. Heroic Favor can be expended for one of four things:
1: If an attack would kill you, then you may spend one point of heroic favor to ignore all damage from a single attack. Instead, your HP drops down to negative half constitution. You are not stabilized.
2: You may spend one point of heroic favor to transform a natural 20 rolled against you into a natural one. You may also spend a point of heroic favor to transform a natural one into a natural 20.
3: You may use a point of heroic favor at the start of your turn to attempt remove any condition you may have. Re-roll whatever save you made to get the condition. If you pass, the condition dissipates, and you may act this turn as if you did not have the condition. If you fail the save, or there was no original save that gave you this condition, the condition leaves you at the end of your turn. You may use this for bleed, blind, confused, cowering, dazed, deafened, entangled, exhausted, fascinated, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. You may not remove broken, dead, disabled, dying, energy drained, flat-footed, grappled, helpless, incorporeal, invisible, petrified, pinned, prone, sinking, stable, or unconscious.
4: You may add advantage to a single die roll.
You may only use these die rolls on yourself! You may not use them to improve or save others. Heroic Favor represents the Powers that Be’s favor for one hero, not for his puny friends!