Resolve Points

Resolve Points

Resolve Points gives a character the means to improve important rolls or take other game alter actions.

A player gains Resolve points equal to his primary attribute and regain all of them, after 8 hours of rest.

Resolve points can be used, as follows.

Improve a Base Skill Check: One Resolve point nets a +1d6 bonus on any one skill roll, before the result of the roll is revealed.

Improve a damage roll: One Resolve Point adds +1d6 points of damage, of the same type you already dealt.

Regain one use of an ability that has a daily limit: By spending 2 Resolve Points, you can regain the use of any ability that has a daily limit.

Regain Reiatsu: You can regain 25% of your Reiatsu, by spending 1 Resolve Point.

Quick Rest: By spending 1 Resolve Point and spending 10 minutes resting, the character can regain 1d6 points of hit points per level, plus removing the following conditions Fatigue and Bleeding. For an extra point the character can remove the Exhausted condition or the Nauseated Condition.

Extra Release Rounds: You can spend 1 Resolve Point to gain 4 extra rounds of a release, this includes Bankais and Resurrections.

Dramatic Entrance: You can spend 1 Resolve point to make a Dramatic Entrance. A Dramatic entrance can only be performed when your character is not the focus of a given scene, in which case you arrive instantly, even during an enemy turn, and in a suitably dramatic fashion. This can include, but is not solely limited to, blocking an enemy attack targeting an ally, making a single attack or casting a single effect on an enemy, removing an ally out of harm’s way of an area-of-effect ability.

Extra Action: You can spend 1 Resolve Point to gain an extra Standard or Move action for the turn, this can only be done once per round of combat.

Concentrate: You can spend 1 Resolve point to succeed concentration check with regards to Kidou and effect that require concentration, for one round.

Act Out of Turn: You can spend 2 Resolve Points to act out of turn, with the same limitations as if you had readied an action. Only one character can interrupt a turn, at a time.

Cheat Death: You can spend 3 Resolve Points to survive any one killing blow, how this exactly plays out is up to the GM. However you will always survive an encounter in which you have spent the required Resolve points.

Will yourself Free: You can spend 1 resolve point once per Kido, to gain another save against it's effects as long as the effect has a duration longer than instantaneous.