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Drama Doubloons - En idé til at fremme og belønne rollespil

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Rune

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Drama Doubloons
Drama Doubloons {DD} will be awarded to any Character who commits a selfless act or brave deed that can only be called Heroic. Likewise Drama Doubloons can be offered to an evil aligned character who performs a particularly vile act. They can be used at the player's discretion to perform amazing � often otherwise impossible � acts, or to advance their character's profile. The GM will receive one Drama Doubloon per PC as well as one Drama Doubloon for each Drama Doubloon spent by the PCs. A player may not hold more than 20 Drama Doubloons; The GM may not hold more than 40.

On his turn, before the success or failure of an action, a player can announce he is spending a DD to help accomplish the action. This may involve adding 1d4 per DD, to their roll. This cannot be stacked with the Panache Feat nor added to damage.

If used with an attack roll, and the attack roll would have succeeded without the DD, the attack is upgraded to an automatic Critical.

One DD may be spent after a roll to add 1d4 per DD to the roll. This cannot be stacked with the Panache Feat nor added to damage.

One DD may be spent to re-roll any failed roll. The second roll may not be re-rolled.

One DD may be spent to "Take 10" on any roll that normally does not allow for a "Take 10".

One DD may be spent to "Take 20" on a roll that normally allows a "Take 10"

A player or GM may spend a DD to purchase a called shot.

One DD may be spent to activate a Hubris/Flaw or a Virtue/Wile.

If used when a character is being attacked; one DD can be spent to add a +1d20 "Luck Bonus" to the Armor Class or a Saving Throw. If used with a saving throw for half damage or partial effect, and the save would have succeeded without the DD, then he takes no damage or ill effects at all.

One DD may be spent to make something work in a way the rules normally do not allow {i.e. popping open a lock in the middle of combat by banging on it just right, firing an arrow, or throwing one's sword to cut the bonds of a bound ally in the middle of a fight, or not only disarming a foe, but sending the weapon sailing into the hand of a nearby ally}. Actions allowed at the GM's discretion.

"Rollin' the Bonez": If an action or die roll determines the character will fall below � con points or die, a DD may be used to "Roll the Bonez". The GM determines the outcome from the "Bonez Chart" (ranging from a Disfiguring Scar to a Gruesome & Horrible Death) the character takes no wounds, but passes out and is assumed dead by any attacking party.

If an action or die roll determines the character will die, two DDs may be used to purchase a "Kat's Life". A "Kat's Life" negates the death of the character and reduces the current wounds / damage by half {round up}. A "Kat's Life" may only be used Nine times. Each "Kat's Life" purchased after the first costs one additional DD. Cannot be used against a Coop De Grace.

Two DDs may be spent to purchase one Skill Point. Up to the maximum of four skill points at each Character's level up.

DDs may be traded for one extra Feat at twice the character's current level per feat; a character may buy a maximum of four feats. May only be used once per character level. A Skill may be purchased as a permanent Class Skill for the same expenditure.



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