Tri-Stat dX Energy Point Usage rules addition By Zegon Destructacon, special thanks to Ardweden and Brett In addition to the abilities that Energy Points normally present, they are also usable in a number of capabilities for even those without special powers or abilities. A character may, for any one roll that does not use ACV or DCV, spend 10 energy points to gain an additional -1 bonus to that roll. Rolls dependent on ACV and DCV may be adjusted by spending 15 energy points instead of 10. Characters may gain a X/5 bonus to one roll this way rounded down, minimum 1. So in d10 and d12 games characters can get up to a -2 bonus on one roll this way, while in a d20 game characters can get up to a -4 bonus. d4 to d8 games can get up to a -1 bonus to a single roll. Energy points may be used to temporarily increase a statistic score for run speed, intuition, or another aspect of an attribute as well for non-rolling purposes. The same limits on skill bonuses apply, as do the costs. You may use this ability to temporarily increase your ACV against someone with judge opponent, for instance. So someone increasing their body for one for jumping higher in a d8 system may spend 10 EP to increase their body by 1 point for one jump, while someone wishing to increase their ACV to impress someone with judge opponent may pay 15 EP to do so by 1 point. Furthermore, energy can be used to instantly heal a character's health points. This is done at a 5:1 ratio (Energy Points to Health Points), but may be done so almost instantly. A character killed cannot use energy points in this way to stay alive, nor can the be used in reaction to another's attack to remain conscious. A character knocked unconscious automatically spends energy points to reach -1 health if possible, but won't spend any more. Characters are limited to only recovering 1/2 of their health points per resting period using this method. Special conditions may also be recovered quickly in this manner. Statistic point recovery is an effective '10' damage for every point requireing recovering (so 50 EP), as are sensory impairments (blinding, deafening, etc.). Energy points may be used to temporarily increase an attribute's strength by one level. This is a cost per use ability, and no more than X times ten energy points may be spent in this way per turn. The energy point cost is 20 times the number of CP used to increase the attribute one level. For attributes that are used over time, this only stays in effect for as long as one application of the ability would last. Attributes cannot be increased by more than X/5 levels in this manner, with the minimum being 1. Attributes cannot be gained if not already posessed in this manner. With the case of attributes that give slots or are selective, consult the Amplify attribute for rules regarding these. This may be used in conjunction with 'Pushing' an attribute, to further increase an attribute's power. Finally, a character may use energy points to overcome a defect. The cost in EP is equal to the defect, or defects negated, and must be capable for the character to overcome. Overcoming Not So Tough, Unskilled, and Owned don't make sense, for instance. Phobia, Easily Distracted, or Blind Fury, however, may make sense. The EP cost for overcoming one of these defects is equal to the BP gained from the defect squared times 20. So someone who has Easily Distracted at level 3 and wishing to overcome it must spend 3^2 * 20, or 120 EP, to overcome it using this method.