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=House Rules and Notes= As a quick note: to save posts spent checking whether a roll has Advantage or what-have-you, roll the maximum number of dice you think you might qualify for. If I wouldn't have granted Advantage, or I'd have given you Disadvantage, I'll read the dice from left to right and use only the first for Disadvantage, the first and second for a normal roll, and the first, second and third for Advantage. Hopefully this will speed up gameplay for the most part, and if there are any edge cases we can work them out on the spot. ==Advancement== After completing an adventure, or after reaching some other milestone, all players will be awarded 5 Experience. You may buy upgrades for your characters at the following rates: * 3 Experience = Permanently increase Stress Capacity by 1 * 4 Experience = Gain a new Proficiency or Mastered Weapon * 5 Experience = Gain a new Trait ==Hero Points== We'll be using Hero Points from page 13 of ''the Gallantverse Campaign Guide''. At the start of each encounter, each player will receive one Hero Point. At the same time, there will be a communal group of Hero Points equal to the number of players (currently 5) available to anyone. You may spend a Hero Point (yours or one of the communal points) to grant either you or another character one of the following benefits: * '''Heroic Surge:''' Take an extra action on their turn * '''Heroic Effort:''' Roll an extra die on any Test (over the limit of 3), ignoring any one die of their choice * '''Heroic Reserves:''' Upgrade a Power one level for one action (or gain a Trait for one action), subject to GM approval * '''Heroic Resolve:''' Recover 1d3 Stress Capacity ==Villain Points== Villain Points are found on page 14 of ''the Gallantverse Campaign Guide''. At the start of each encounter, a solo Villain receives Villain Points equal to the number of Heroes facing them, and a team of major Villains receive Villain Points equal to twice the number of Villains on the team. A Villain may spent a point for one of the following benefits: * '''Villainous Surge:''' Take an extra action on their turn (two for a Solo Villain) * '''Demoralise:''' Give one Hero Disadvantage on a Test before they roll * '''Villainous Resolve:''' Recover 1d3 Stress Capacity ==New and Modified Traits== ===Martial Artist=== You gain Unarmed as an additional Proficiency if you do not already have it, and you gain Mastery of a form of unarmed attack. Once per encounter, you may re-roll a failed Unarmed Attack or Evade Test.
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