D20 System: Buffs

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.
The Four Winds' combat system implements a series of customization buffs during its d20 and freeform RP events! These buffs are special in that they're used as a supplement for rolling results - instead of sticking with a base /roll 20 system, your character's buff will have a direct impact on your results and how you emote them!

The core philosophy behind having a combat buff in place is to allow for more in-depth IC attribution to play-style and roll results, making the phases of d20 events feel like more than standing around and waiting for good rolls.

BUFFS are actively used during combat phases of FWTC events. You may only have one buff active at a time, and it must correspond with the generalization of what you're trying to play as - a healer, a tank or a damage-dealer.

--

An ATTEMPT roll is the initial /roll 20 of the round. Everyone must roll out of 20 to pass the DM's listed check; even if the player doesn't pass, it could trigger a buff's activation. Be sure you know what your buffs are and what they do when you pick one!

A WEAPON roll is the roll performed if you pass your ATTEMPT roll; all weapon rolls are listed based on your IC weapon type, and can be affected by your combat buffs.

Be sure you know what your buffs are and what they do when you pick one! It can't be said enough - if you have a question about how your combat buff works, let an officer know!

Portions of the Damage buffs are either the intellectual property of or heavily inspired by both The Eastern Offensive and the Citrine Eagle!

Sacrificial Vigil:
You are able to sacrifice portions of a 1d10 roll of your own health to empower an ally with extra health equivalent to the result of your roll.

You are not able to roll above your own current health pool, or combine rolls in a single round. If overhealed, the extra health is added onto their pool for the duration of the event.

Given health may not be returned once sacrificed. (5 round cooldown.)

Last Gasp:
When you reach critical health levels, your own healing increases based on damage taken.