[17:57:18] I was discussing something with Charles about expanding the Action Point rules. [17:58:27] Yeah, you'd be able to get extra AP between levels and do some extra stuff. [17:58:49] Only, this involves more work from you guys as PCs too. [18:01:07] You need to write down 10 aspects of your character. Their personality, things they might be focused towards, stuff like that. 2 of these aspects have to stem from your early childhood and can come from things like social or religious upbringing, and 2 more aspects come from your teenage years. The others come from your existance in your current form. [18:02:07] So like, for you Kes, you pick 2 aspects of Sev from when he was growing up and still had a family. [18:02:56] If you spend an action point while calling out a specific aspect of your character, you get to reroll any rolls of 1 on the AP die. [18:05:13] Also, you're encouraged to pick negative aspects or aspects that can be both good and bad. [18:06:08] Because you can assert that your aspect is compelling you to do something that would be counter-productive, and automatically fail any relevant checks, and get an extra AP. [18:07:12] Also, I can enforce one of your negative aspects, or turn a positive one negative in a given situation. In this case, I automatically give you an action point, OR you can choose to try and ignore your normal predisposition and SPEND an AP. [18:08:10] Finally, you can spend 2 AP to make a small "narrative adjustment" that would make sense in the realm of one of your character's aspects. [18:11:20] "narrative adjustments" being ret-conning equipment lists ("Oh, I would have bought a healing potion with all this extra gold because I'm 'Always Prepared'") or convenient cooindicences ("Hey I know that guy from Morgrave! We can ask to hide in his house to get away from the Watch!") [18:13:08] Sometimes the adjustment will be really minor and I'll just handwave the XP cost ("Hey look, I have an extra handerchief") or something a little TOO far fetched that I just wont allow ("All this extra gold I have was really spend on the exact magic item we need to get out of this mess") [18:13:19] AP cost, rather [18:14:45] Try not to be really combat oriented. [18:15:09] aspects aren't really something you do, but more like quirks of personality or experience. [18:15:37] (personality = "always prepared" / experience = "I attended a university") [18:27:27] Oh! One more thing. [18:28:32] If two or three of your aspects can be combined on a specific task, you can spend an AP for each aspect (maximum 3) to add three AP die rolls to your roll [18:32:53] so if you "fly by the seat of your pants", are "athletic", and "a few moons short of an orrery", then doing something like "I jump off the bridge to try land on the skycoach as it passes underneath" might get you 3 extra d6 to your jump check.