Variant Action-Points Mechanics

Yair

Community Supporter
I recently purchased Infernum, and the Mortal class there has a mechanic that, basically, acts as action points. I think its too cumbersome and too un-d20-like, so I decided to change it - but I would like to have feedback.
Are my changes bad? Is my version more powerful/weaker than the original version? Is there a better way to go about it? Feel free to slander my poor game design skills :)

First, my version:
My System said:
You may focus your will to alter fate. As a free action, up to once per round, you can make a Will check with a base DC of 5, +5 each further time you attempt it. Resting for 8 hours resets the DC to 5. If successful, you produce 1d6 iliaster points.
You lose 1 point of iliaster per round, at the end of the round.
Spending iliaster is not an action: it takes no time, and you can do it out of your turn. However, you may only spend up to x points per round [x ~ Mortal level/2]. You can spend iliaster to gain the following benefits:
* Automatically stabilize when dying.
* Activate an item fueled by iliaster.
* Boost Weapon or Armor [as base Infernum rules]
* Penalize Other's Rolls : The target suffers a -3 luck penalty per iliaster spent to one d20 roll. The iliaster must be spent in advance of the rolls being penalized.
* Boost Own Rolls: You gain a +3 luck bonus per iliaster spent to one d20 roll. The iliaster must be spent in advance of the rolls being boosted.
* Increase Damage: You increase the damage of one melee/ranged attack by +2 per iliaster spent. The iliaster must be spent in advance of the the attack roll; it increases only the damage resulting from a hit on that attack roll. This option may also be used to increase spell damage, but only if the target is allowed a saving throw.
* Influence Events: You may insert a plot-twist, adding some possible occurance (for example, meeting an old friend, a guard's key being accidentally forgotten, or so on). The GM sets the DC for the event to happen. You roll 1d20+iliaster against the DC, if you succeed the event happens.
and the original version (not a direct quote):
Infernum said:
The iliaster of a living mortal manifests as an almost idomitable will. When drawing on his will, the mortal makes a Will save; the DC for this Will save begins at DC 5 and increases by +5 each time he atempts it that day. A succesfull Will save produces 1d6 iliaster. This is a swift action (a free action that can be attempted once per round). After resting for eight hours, the DC drops back to 5.
A mortal cannot retain iliaster for long; he lsoes one iliaster per round. The amount of iliaster a mortal can spend is also limited; see the table above [~ Mortal level/2].
A mortal character may spend iliaster to:
* Automatically stabilize when dying.
* Activate an item or vehicle fuelled by iliaster.
* Boost a Weapon or Armor
* Penalize the Rolls of Other Characters: Each point of iliaster spnet gives a -3 luck penalty to one attack roll, saving throw, skill check, or ability check by another character. The target character must be within sight of the mortal. The character can either apply all the iliaster to a single roll (the character must ready an action to do this, as he needs to take a (free) action out of his initiative turn), or he can apply a generalized "bad luck" to a target or group of targets (in which case the GM chooses when each point of iliaster spends itself to deal a -3 luck penalty on a roll, at a rate of one point per roll). Any iliaster applied as bad luck that for some reason not spent dissipates after 2d6 rounds.
* Boost his Own Dice Rolls: As above, except the target is always you and you gain a +3 luck bonus (rather than a penalty). "Good luck" is spent by the GM, no more than one iliaster point on each roll.
* Increase Damage: The mortal can spend iliaster to increase the damage from an attack. Each point increases the damage by +2. The iliaster must be spent before the attack roll is made. Each point only boosts a single attack; boosting multiple attacks can be done individually. This abiliity can be used to boost the damage of any attack that the mortal makes directly with natural, melee, or ranged weapons, or spells.
* Influence Events: To influence events, the mortal states a desired goal (a destiniy or deed to be accomplished by him), and spends iliaster points that form the "fate pool". From that point on, whever there is a chance that events could concievably move towards that desired goal, the GM rolls 120. If the result is less than or equal to the amounts of iliaster remaining in the fate pool, the event resovles in a way that is beneficial to the mortal. After each successful roll, the iliaster remaining in the fate pool drops to an amount equal to the fate pool. The fate further decreases by one point each hour.
The fate pool can also affect dice rolls of others, boosting or penalizing them, at +1/-1 luck bonus per iliaster point.
A mortal may only have one fate pool at a time; he can resplendish it, but only to a maximum of its initial value.
 

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