Fantasy World Creations

Misc. Roleplays => Inactive Roleplays => Roleplays => End of All Days => Topic started by: Throndir on December 26, 2014, 09:52:37 AM

Title: Karma Rewards
Post by: Throndir on December 26, 2014, 09:52:37 AM
In order to encourage good posts and good roleplaying.

A list of rewards. The list isn't final, and it may change randomly and at anytime at my discretion.

You earn Karma points if someone hits +Karma on your profile (That's the Applaud button you see to the left underneath my avatar). Give people karma when they post something interesting, or if they did really well in roleplaying, or if you're just feeling generous. Basically, if they roleplayed and posted well, hit the +Karma button! They can also be given out in small quantities by GMs. (We would prefer that karma points are generated mainly be the community rather than the GMs handing them out).

This list is open to suggestions, if you feel some rewards are too much, or cost too little, please speak out. This is an evolving list.

Important Notes



Add to a Roll (Skill checks only)
Cost 5, Add to Roll. You can declare the use of 5 karma points to alter a skill check roll after the roll is made, but only before the GM reveals the result of that roll. Depending on trainer level (see table below this list), a character might be able to roll more than one d6 when he spends 5 karma points. If so, apply the highest result and disregard the other rolls. A 36th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his skill check roll.

Character LevelAction Point Dice Rolled
1st-16th1d6
17th-33th2d6
34th-50th3d6

Reroll
Cost 10, You can declare to reroll an Accuracy Check after the roll is made, but only before the GM reveals the result of that roll. You have to take the result of the next roll, even if its lower than the original.
Cost 10, You can declare to reroll a Capture Check after the roll is made, but only before the GM reveals the result of that roll. You have to take the result of the next roll, even if its lower than the original.

Earn cash
Cost 10, +$1000

Earn Trainer Exp
Cost 10, +1 Experience
Cost 50, +1 Milestone

Earn Pok?mon Exp
Cost 10, Free Round of Training Pok?mon with Command.
Cost 25, instantly level up your Starter Pokemon to the minimum entry level for active players.
Cost 50, +1 level for single Pok?mon.

Customizing Pok?mon
Cost 15, request reroll of Pok?mon's inheritance move list.
Cost 25, change skill background of an owned Pok?mon.
Cost 25, earn back a Tutor Point.
Cost 35, change nature of an owned Pok?mon. Pok?mon loses 1 Tutor Point.
Cost 35, change 1 ability of an owned Pok?mon. Pok?mon loses 1 Tutor Point.
Cost 40, add a move from an owned Pokemon's Egg List move into its inheritance move list. Pok?mon loses 1 Tutor Point.

Action Points
Cost 4, anytime an Action Point can be used by a feature, edge, or ability, do not subtract to your AP points available for that scene.
Cost 8, anytime an Action Point can be Drained by a feature, edge, or ability, tread that as used instead, and will become available at the end of the scene as normal.
Cost 12, a single Drained Action Point can be 'undrained' even without taking an Extended Rest.