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Grim Tales - 'Chronicles of the Witch Hunter'
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<blockquote data-quote="Karl Green" data-source="post: 1934555" data-attributes="member: 1467"><p>Thought I would post Action Point uses for this Game...(I am pretty sure they are all open content, if not let me know and I will remove them)</p><p></p><p>- Improve a 1d20 Roll (attack roll, saving throws, skill checks, initiative)</p><p>- Activate a Heroic Ability (some feats, talents and class features require it)</p><p>- Make a Heroic Strike (can 'strike true' against damage reduction)</p><p>- Improve your Defense (add the roll of the dice to your Defense for a round)</p><p>- Confirm Critical (you don't re-roll to confirm Crits, you spend a Hero Point if you threaten one)</p><p>- Confirm Critical Success with a Skill (each skill has a Crit special if you wish to)</p><p>- Healing after combat (heal dice of damage after minute of rest)</p><p></p><p>Gaining Action Points During Play... normally you only get your AP back when you advance a level; BUT you can also get them from the following...</p><p>- Activate a Critical Fumble with a Skill (any time you roll a 1 on a skill check I will GIVE you a AP if I activate a fumble)</p><p>- Activate a Critical Hit (award you an AP if I activate a critical threat against you)</p><p>- Activate a Critical Miss (award you an AP if you roll a 1 on an Attack check to make something bad happen)</p><p>- Heroic Rewards (award you an AP if you do something really Heroic)</p><p></p><p>There might be more (sort of similar to in Buffy where if I do something bad to you, the GM gives you an AP to help you)</p></blockquote><p></p>
[QUOTE="Karl Green, post: 1934555, member: 1467"] Thought I would post Action Point uses for this Game...(I am pretty sure they are all open content, if not let me know and I will remove them) - Improve a 1d20 Roll (attack roll, saving throws, skill checks, initiative) - Activate a Heroic Ability (some feats, talents and class features require it) - Make a Heroic Strike (can 'strike true' against damage reduction) - Improve your Defense (add the roll of the dice to your Defense for a round) - Confirm Critical (you don't re-roll to confirm Crits, you spend a Hero Point if you threaten one) - Confirm Critical Success with a Skill (each skill has a Crit special if you wish to) - Healing after combat (heal dice of damage after minute of rest) Gaining Action Points During Play... normally you only get your AP back when you advance a level; BUT you can also get them from the following... - Activate a Critical Fumble with a Skill (any time you roll a 1 on a skill check I will GIVE you a AP if I activate a fumble) - Activate a Critical Hit (award you an AP if I activate a critical threat against you) - Activate a Critical Miss (award you an AP if you roll a 1 on an Attack check to make something bad happen) - Heroic Rewards (award you an AP if you do something really Heroic) There might be more (sort of similar to in Buffy where if I do something bad to you, the GM gives you an AP to help you) [/QUOTE]
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