6. HEROIC ACTIONS (HEROIC MOMENTUM)

Overview

Heroic Momentum represents bursts of will, cinematic focus, divine favor, or supernatural exertion that allow a character to bend outcomes in decisive moments.

Where other systems are passive (Scale Bonus, Attributes, Resistance), Heroic Momentum is active:

It lets players choose when they are extraordinary.

It is designed to:

  • create clutch moments

  • reward bold play

  • prevent anticlimactic failures

  • give agency against overwhelming threats


Heroic Momentum Points

Each Heroic Rank grants a pool of Momentum points.

Momentum by Rank

Rank Points per Long Rest
Minihero 2
Hero 3
Superhero 5
Megahero 7
Ultrahero 10

All points are restored after a long rest, unless otherwise specified.


Spending Heroic Momentum

A character may spend 1 Heroic Momentum point to activate one of the following effects.

Unless stated otherwise, these effects require no action and can be used at the moment of resolution.


Core Momentum Effects

1. Reroll

You may reroll one roll you just made.

  • You must take the new result

  • Can be used on:

    • attack rolls

    • saving throws

    • ability checks


2. Narrow Success

When you fail a roll by a small margin, you may turn it into a success.

Recommended Rule

A narrow failure is:

Missing the target number by 3 or less

The DM may adjust this threshold depending on tone.


3. Extra Impact

Add one additional Heroic Impact Die to a successful hit.

  • Applied after confirming the hit

  • Stacks with existing Impact Dice


4. Limited Additional Action

Gain a limited extra action on your turn.

This action can be used to:

  • make one weapon attack

  • take the Dash, Disengage, or Dodge action

  • perform a simple ability-based action

  • use a minor class feature (DM approval)

This is not a full Action Surge—it is controlled flexibility.


5. Ignore Condition

Ignore one condition affecting you until the end of your turn.

This includes:

  • frightened

  • charmed

  • restrained

  • paralyzed (partial—see below)

  • stunned (partial—see below)

Important Limitation

For severe conditions (paralyzed, stunned):

  • you ignore the effects for your turn only

  • the condition returns afterward if still active


6. Activate Rank Feature

Some Heroic Rank abilities require spending Momentum.

This allows:

  • activating powerful effects

  • triggering special abilities

  • enhancing existing features


Timing Rules

Heroic Momentum can be used:

  • after rolling but before outcome is finalized

  • during your turn

  • in reaction to events (DM approval)

Reaction Use (Optional Rule)

You may spend Momentum outside your turn to:

  • reroll a saving throw

  • reduce incoming damage

  • resist control


Momentum Scaling by Rank

As Heroic Rank increases, Momentum becomes more flexible and powerful.


Superhero and Above: Enhanced Uses

From Superhero rank onward, characters unlock additional options.


7. Action Surge (Superhero+)

Spend 2 Momentum to gain a full additional action.

  • This follows normal action rules

  • Cannot be used more than once per turn


8. Break Control (Superhero+)

Spend 1 Momentum to immediately:

  • end one condition affecting you

  • or gain advantage on a saving throw against it


9. Impact Surge (Superhero+)

Spend 2 Momentum to:

  • double your Heroic Impact Dice on one hit


10. Defensive Surge (Megahero+)

Spend 1 Momentum to:

  • reduce incoming damage by half after all calculations


11. Interrupt Action (Megahero+)

Spend 2 Momentum to:

  • take a reaction immediately after another creature acts


12. Reality Push (Ultrahero Only)

Spend 3 Momentum to:

  • automatically succeed on a roll

  • or force another creature to reroll

DM may limit frequency for balance.


Momentum Limits

To prevent abuse:

  • You may not spend more than 2 Momentum per turn

  • Ultrahero may spend up to 3 per turn

Optional stricter rule:

  • Only 1 Momentum per roll


Narrative Interpretation

Heroic Momentum represents:

  • last-second determination

  • divine intervention

  • perfect timing

  • cinematic luck

  • supernatural instinct

It is not just mechanics—it is story pressure turning into action.


Rank-Based Feel

Minihero

  • Rare clutch moments

  • survival tool


Hero

  • reliable heroic pushes

  • occasional control over outcomes


Superhero

  • frequent cinematic bursts

  • control over action economy


Megahero

  • battlefield influence

  • defensive dominance


Ultrahero

  • reality-bending interventions

  • near-absolute control in key moments


DM Guidance

Do NOT:

  • punish players for using Momentum

  • restrict it excessively

  • forget it exists

DO:

  • encourage dramatic use

  • reward timing and creativity

  • design encounters that justify its use


Optional Rule: Momentum Refresh

To encourage active play:

  • regain 1 Momentum on critical hit or critical failure

  • regain 1 Momentum when achieving a major objective


Optional Rule: Momentum Burnout

For harsher campaigns:

  • spending more than 2 Momentum in a turn causes:

    • exhaustion (1 level)

    • or temporary penalty


Design Purpose

Heroic Momentum exists to:

  • give players control over key moments

  • reduce frustration from bad rolls

  • reinforce cinematic play

  • create “this is my moment” decisions

It ensures that:

even in a system of overwhelming power, choice still matters.


Quick Reference

Base Uses (1 point)

  • Reroll

  • Narrow success

  • +1 Impact Die

  • Limited action

  • Ignore condition

  • Activate feature

Advanced Uses

  • Full action (2 points)

  • Double impact (2 points)

  • Interrupt turn (2 points)

  • Reduce damage (1 point)

  • Auto success (3 points, Ultrahero)