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Willpower
May 11, 2019 21:06:05 GMT 8
via mobile
Post by Zyraen on May 11, 2019 21:06:05 GMT 8
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Willpower
May 11, 2019 21:17:35 GMT 8
via mobile
Post by Zyraen on May 11, 2019 21:17:35 GMT 8
WILLPOWER Note all uses of Willpower (WP) are considered No Action, especially related to regaining Signatures and when altering d20 rolls for Death Saving Throws. WP rerolls cannot be re-applied to the same roll.
Resurgence: costs 2 WP (once/battle) : Regain an expended Reserve and one of following A) gain +4 to a d20 roll B) take an extra Standard action on your current turn
Recovery: costs 1 WP (twice/battle) Choose one of following A) Regain an expended Reserve B) Reroll a d20 roll C) Regain an expended Signature Ability that is below Rank 4 and not a Racial Ability. Note that SM Heal can be regained in this way.
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Out of Combat Usage : each costs 1 WP, unless otherwise stated
- Add +4 to a d20 roll (costs 2 WP)
- Reroll a d20 roll
- Take 10 on a Skill check
- Manifest an Ability for an out of combat application. If not instantaneous, it typically lasts for a scene, and if combat breaks out during the scene, may be used as a free action at the start of combat or start of the player's first turn. If it is a Signature ability, the ability is expended, however the GM may at his discretion decide it is not (typically when it is left unactivated at the end of a scene). An exceptionally strenuous use might cost 2 WP.
- Press On: The characters did not have opportunity to rest properly before the next major confrontation. In such a case, the GM informs the players they are allowed to spend 2 WP to gain the benefit of a rest. Press On may only be utilised at GM's discretion, if he determines there was enough time (typically at least one minute) to recover.
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Notes on Press On
Sometimes it serves the dramatic tension of the situation (players in hot pursuit of fleeing villain) or the players made some missteps in diverting enemy attention from them (setting off all the alarms in enemy keep), resulting in the characters having had an exceptionally short time to catch their breath (eg below 5 minutes but at least 1 minute) or engaged in activity such as running or riding.
Ultimately, this helps the GM save on having to re-balance the next encounter for a depleted party (assuming a balanced encounter is what he wants). It also rewards efficiency in the first encounter for those characters that have kept most of their resources unused that they do not feel a need to "Press On".
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