House Rules

A few rules which may be different in other campaigns, with more added later when a conflict arises…

1 – Health Potions give you your Healing Surge value and minuses one healing surge from your daily usage.

2 – Grabs are escaped with a Move Action via an Athletics or Acrobatic skill check.

3 – You can revive an ally with a successful Heal check on touch and using the KO’d character’s healing surge.

4 – An ally can also be revived by pouring a Health Potion down their throat, using a Standard Action.

5 – Health Potions cost 50 gold at Heroic Tier.

6 – Consuming a Health Potion is a Minor Action.

7 – Second Wind does not need to be used to be revived.

House Rules

Fated Journey j2apples