D20 System: Augments

THIS SYSTEM IS NOW DEPRECIATED; VISIT http://www.thehighguardmg.com/d20-start-screen FOR THE NEWEST COMBAT SYSTEM THE WINDS WILL UTILIZE DURING EVENTS AND RPs.
Augments are a relatively new addition to the Four Winds' d20 system; utilizing the Charisma modifier of a player, they can roll to influence partners or harm enemies with feats of fantastic willpower, compelling behaviors or outright intimidation.

Augment rolls correlate directly to your character's Charisma stat. The more they have, the better roll result your target will receive. Those lacking in the charm department may want to explore other avenues of enhancing their rolls, like punching things, or shouting loudly. However, anyone can gently urge someone in unforeseen peril to move out from below a falling rock, or to hit the boss harder, etc, but it takes a bit more gentle prodding to influence friends and win enemies over.

Augment Rolls
Augment usage is limited to the player's base Charisma modifier. This means that if you've got a CHA of +3, you can affect up to three individual rolls per event.

If a player wants to buff an ally's roll result with an augment to their roll, the table for the results are as follows:

Single-Target & Party Buffs
Buffs are temporary, and only last for one combat round - both an offensive AND a defensive turn. Rolling to buff the party consumes your active turn; you cannot damage, heal or defend if you're rolling to buff!

To successfully buff, you need to roll against either the DM's set number or their own.

A player may only have TWO active buffs on them at any time ( their own, and an external source's ), and for a maximum of +5 to their roll results. Keep this in mind so you don't waste a buff! Communicate with your team members!

''EXAMPLE: If someone buffs the whole team with a +2, and someone else buffs Bakuzan's attack with a +5, Bakuzan only gets +5 as a maxed-out buff, not +7 total.''