Kaptain_Kantrip
First Post
Here's a little system I whipped up by combining d20 Shadowchasers and AEG's Spycraft Lite d20 rules with a few ideas of my own. Please tell me what you think!
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LUCK POINTS (LP)
PC/NPC: 1d4+1 LP per level.
Monster (no class levels): Half hit dice in LP, rounded down.
Description:
Luck Points represent the character’s luck in the face of extreme danger; ordinary people and
monsters (most NPCs) do not have luck points. Rather, luck points are reserved for those of special
importance in the game.
Effect:
Luck Points are used to favorably influence a task resolution roll (either an attack roll, a skill
check, an ability check, or a saving throw). You must declare you are using a Luck Point prior to rolling
the d20. To determine your Luck bonus, roll 1d6 and add the result to the roll you declared you wanted to
influence. Once spent, Luck Points are gone. No more than one Luck Point may be spent on any given
action.
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Luck points may also be spent in any of the following special situations:
You may spend a luck point to automatically stabilize your character if he is reduced to -1 to -4 hp; you must spend two luck points to automatically stabilize your character if he is reduced between -5 and -9 hit points. At -10 hit points, your character is dead and luck points cannot be used to change this fact.
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Anytime you roll a natural “1” (critical failure), you may spend a luck point to turn it into a normal failure
instead.
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Anytime you roll a natural “20” (critical success), you may spend a luck point to turn it into an even better
result.
Combat Critical: For a critical hit, you may add 1d6 to your critical hit roll to determine bonus damage,
hit location or wound severity. You may add this bonus to only one roll and must announce to which roll
you will add it to. If added to damage, you do an additional +1d6 damage on top of your regular critical
hit. The bonus 1d6 damage is not multiplied and your Strength modifier is not added to it.
***If you are not using a critical hit location/severity table (such as DnDChick's Critical Effects), then ignore those options. Critical hits do +1d6 extra when you spend a luck point.
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Saving Throw Critical: For a critical success, you may opt to spend a luck point to receive no damage
(unless the DM determines this to be impossible, in which case you take only 25% normal damage).
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Skill Check Critical: For a critical success, you may opt to spend a luck point to obtain the maximum
result of your actions, such as convincing an enemy to switch sides, convert an unbeliever to your faith, or
make wealthy merchant’s daughter fall in love with you, etc. If you do not spend the luck point, your roll
is treated as a normal success.
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Extra Luck Points [General Feat]
You are luckier than normal.
Benefit: You get 1d4+1 luck points.
Special: You may take this feat multiple times.
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LUCK POINTS (LP)
PC/NPC: 1d4+1 LP per level.
Monster (no class levels): Half hit dice in LP, rounded down.
Description:
Luck Points represent the character’s luck in the face of extreme danger; ordinary people and
monsters (most NPCs) do not have luck points. Rather, luck points are reserved for those of special
importance in the game.
Effect:
Luck Points are used to favorably influence a task resolution roll (either an attack roll, a skill
check, an ability check, or a saving throw). You must declare you are using a Luck Point prior to rolling
the d20. To determine your Luck bonus, roll 1d6 and add the result to the roll you declared you wanted to
influence. Once spent, Luck Points are gone. No more than one Luck Point may be spent on any given
action.
________________________________________________
Luck points may also be spent in any of the following special situations:
You may spend a luck point to automatically stabilize your character if he is reduced to -1 to -4 hp; you must spend two luck points to automatically stabilize your character if he is reduced between -5 and -9 hit points. At -10 hit points, your character is dead and luck points cannot be used to change this fact.
________________________________________________
Anytime you roll a natural “1” (critical failure), you may spend a luck point to turn it into a normal failure
instead.
________________________________________________
Anytime you roll a natural “20” (critical success), you may spend a luck point to turn it into an even better
result.
Combat Critical: For a critical hit, you may add 1d6 to your critical hit roll to determine bonus damage,
hit location or wound severity. You may add this bonus to only one roll and must announce to which roll
you will add it to. If added to damage, you do an additional +1d6 damage on top of your regular critical
hit. The bonus 1d6 damage is not multiplied and your Strength modifier is not added to it.
***If you are not using a critical hit location/severity table (such as DnDChick's Critical Effects), then ignore those options. Critical hits do +1d6 extra when you spend a luck point.
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Saving Throw Critical: For a critical success, you may opt to spend a luck point to receive no damage
(unless the DM determines this to be impossible, in which case you take only 25% normal damage).
______________________________________________
Skill Check Critical: For a critical success, you may opt to spend a luck point to obtain the maximum
result of your actions, such as convincing an enemy to switch sides, convert an unbeliever to your faith, or
make wealthy merchant’s daughter fall in love with you, etc. If you do not spend the luck point, your roll
is treated as a normal success.
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Extra Luck Points [General Feat]
You are luckier than normal.
Benefit: You get 1d4+1 luck points.
Special: You may take this feat multiple times.
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