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Unread 24th of January, 2008, 07:22
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LeadPal
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Action Points

Action Points

The main factor that distiguishes your characters from the NPCs is nothing more than luck. Your characters are just as unlikely to survive the events of the campaign as anyone else--and yet, they do. This is why we follow their adventures above any others. This is represented by action points, which only your characters have access to.

Each character starts off with 1 action point, plus an additional action point if your character is particularly well-developed and interesting, at my discretion.

Last edited by LeadPal; 24th of January, 2008 at 08:31.
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Unread 24th of January, 2008, 07:44
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LeadPal
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Gaining Action Points
There are three ways to accrue additional action points:
  1. Gaining experience. As your character grows more capable, they will receive extra action points at shorter and shorter intervals, and these points will have a more potent effect.
  2. Roleplaying. Rather than gaining bonus experience for good roleplaying and prompt posting, you will recieve bonus action points. Acting appropriately could literally be the only thing that keeps your character alive one day.
  3. Suffering Voluntarily. Occasionally, I will offer you a trade: your character receives a bonus action point, if only they suffer an arbitrary penalty that I specify. For example, I may offer an action point if you allow your character to suffer double damage from an opponent's attack. These offers are entirely voluntary, and if you do not respond to them within 24 hours, I will assume that you have refused.

Last edited by LeadPal; 29th of March, 2008 at 09:48.
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Unread 24th of January, 2008, 07:45
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Using Action Points
You can spend 1 action point either to add to a single d20 roll, or to emulate a feat. Normally, you can only spend 1 action point in a round; if you spend a point to emulate a feat, you can’t spend another one in the same round to improve a die roll, and vice versa. The sole exception to this is the Life Over Limb rule, below.

Add to a Roll
When you spend 1 action point to improve a d20 roll, you add the result of a d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.
Code:
Character  Action Point
Level      Dice Rolled
1st-7th        1d6
8th-14th       2d6
15th-20th      3d6
Emulate Feat
At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Last edited by LeadPal; 29th of March, 2008 at 09:50.
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Unread 24th of January, 2008, 08:24
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LeadPal
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Life Over Limb
A special use of Action Points exists when your character is about to be killed (see the Death & Dying rules). Any time that your character would die as the result of a failed saving throw, your character is immediately granted the bonus from any action points they may have in reserve, which may allow them to survive after all.

Under the Life Over Limb rule, your character can use as many action points as they have and is necessary for them to survive, superceding the general rule that they can only spend one action point in a round. They can even spend an action point to gain a saving throw against an effect that usually does not allow one, such as Power Word: Kill.

The price for this benefit is high, however. Your character may suffer any manner of mutilation or penalty in exchange for their survival, entirely at the DM's discretion.

Still, anything would be better than death, right...?

Last edited by LeadPal; 29th of March, 2008 at 09:51.
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