Much like action points or character points, character chips are a system which allows players to buy themselves a little bit of additional effort or a little bit of fate for their characters so that they may fulfill their own destinies. Chips need not be turned in at the end of an adventure. You keep them. You are encouraged to keep your Character Chips in your dice bag.
How Character Chips are Awarded
- Each character gains one chip at the beginning of each adventure except for characters with a base Charisma of 15 or higher who gain two chips at the beginning of each adventure to represent that character's inner fire imposing itself on their destiny.
- Every time you put an attribute point (from gaining levels) into Charisma, you gain a chip;
- At the end of every adventure, all players who participated in the adventure (even if they couldn't make it to every session) will vote for a character to receive an extra Character Chip. The criteria for this Chip are decided by the individual players, but it could be anything from having an amazing idea which greatly helps the party to playing their character very well, in an entertaining or simply correct way, even to the detriment of the party. The players will write the name and the reason on a piece of paper and the DM (deciding ties) will announce the winner.
- A Chip may be arbitrarily granted by the DM because they feel that a voting tie should result in both or even all players getting an extra Chip for a job well done. Completely arbitrary chips shall not be doled out by the DM for any reason.
How Character Chips are Spent
(Spending Character Chips is a swift action.)
- d20 Reroll: You may use a Character Chip to reroll a d20 before you know the outcome of the roll. For saving throws, you should be given 3 seconds by the DM before calling "Wait!" If you are not given the 3 seconds, you may use a Chip after the result has been announced.
- d20 Re-Reroll: You may use a Character Chip to reroll a d20 after you have already performed a reroll. This costs 2 chips. The extra effort exerted in this action carries over into the next turn. You may only make a single Standard action next round instead of a Full action or a Standard Action and a Move action. You may perform free actions as normal. You may not make a partial charge.
- d20 Re-Re-Reroll: You may use a Character Chip to reroll a d20 after you have already performed a reroll twice. This costs 3 chips. The extra effort involved in this kind of action causes you to completely lose your next turn with the exception of one of three actions: stand up, attempt to break a grapple, or make a 5' step.
- Add Extra Dice to a d20 roll BEFORE the roll has been made: You may use a Character Chip to add 1d6 to a d20 roll before it is rolled. This die carries over to all d20 rolls you make until the beginning of your next round. This increases by 1d6 if you have a base Charisma of 15 or higher. The dice total also increases by 1d6 for every 5th character level you have attained. Thus, a level 12 character with a base Charisma of 16 would receive +4d6 to a roll when using a Chip for this purpose.
- Add Extra Dice to a d20 roll AFTER the roll has been made: As above, except it costs 2 chips.
- Extra Effort: 5 Character Chips may be spent to both perform a Reroll and add Extra dice after the result is known but before the turn in which the roll occurred is over. That turn is over when the next turn begins.
- Team Effort: As with Great Effort, except others may donate Chips. The cost increases to 7.