Post by Joseph Barros on Mar 18, 2014 19:17:01 GMT -8
This is to clarify exactly what alternate action point effects are available. The "edit scene" ability is the one I promoted before, that Brian B. has made me realize that I need to be more clear about. So this is everything you need to know about what action points can do beyond what the rule book says, plus a couple extras.
A) EDIT SCENE
You can “edit” a scene to grant your hero an advantage by adding or changing certain details. For example, a hero is fighting a villain with plant-based powers in an alchemy lab. You deduce the villain may be weakened by defoliants,so you ask the GM if there are any chemicals in the lab you can throw together to create a defoliant. The GM requires an action point to add that detail and
says the right chemicals are close at hand. Now you just have to use them!
How much players are allowed to “edit” circumstances is up to the individual GM, but generally action points should not be allowed to change any event that has already occurred or any detail already explained in-game.
For example, players cannot “edit” away damage or the effects of powers (action points already allow this to a limited degree, see the following). The GM may also veto uses of editing that ruin the adventure or make things too easy on the players. This option is intended to give the players more
input into the story and allow their heroes chances to succeed, but it shouldn't be used as a replacement for planning and cleverness, just a way to enhance them.
B) INSPIRATION
You can spend an action point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players
get from inspiration and how it manifests, but since action points are a very limited resource, the help should be in some way significant.
C) RECOVER
You can spend a hero point to recover faster. An action point allows you to immediately remove an ongoing effect without taking an action.
A) EDIT SCENE
You can “edit” a scene to grant your hero an advantage by adding or changing certain details. For example, a hero is fighting a villain with plant-based powers in an alchemy lab. You deduce the villain may be weakened by defoliants,so you ask the GM if there are any chemicals in the lab you can throw together to create a defoliant. The GM requires an action point to add that detail and
says the right chemicals are close at hand. Now you just have to use them!
How much players are allowed to “edit” circumstances is up to the individual GM, but generally action points should not be allowed to change any event that has already occurred or any detail already explained in-game.
For example, players cannot “edit” away damage or the effects of powers (action points already allow this to a limited degree, see the following). The GM may also veto uses of editing that ruin the adventure or make things too easy on the players. This option is intended to give the players more
input into the story and allow their heroes chances to succeed, but it shouldn't be used as a replacement for planning and cleverness, just a way to enhance them.
B) INSPIRATION
You can spend an action point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players
get from inspiration and how it manifests, but since action points are a very limited resource, the help should be in some way significant.
C) RECOVER
You can spend a hero point to recover faster. An action point allows you to immediately remove an ongoing effect without taking an action.