Two Cities of Shadow: Sanity and Life over Surges and Action Points
No Action points and No Surges. Surges have been converted to Life Points but function the same as surges did before, and in Two cities of Shadow their utility has been extended.
Life Points (LP): The maximum LP is ½ your constitution score rounded up, plus your highest mod between Strength or Dexterity.
Life Points are equivalent to surges in terms of rules text and powers. (ex. “Spend a healing surge” now means “spend an LP.”)
0=LP is unconscious, -1 LP is death.
(Represent with MTG Mountain Cards)
Sanity Points (SP): The number of sanity points (SP) per day is ½ Wisdom Score, plus the highest mod between Intelligence or Charisma. Each extended rest, a hero regains 3 + Wis SP. 0 SP means the character becomes catatonic, unable to take actions except resting, -1 SP means the character has lost all senses and gone permanently insane. (Represent with Islands)
Changes to Second Wind
Standard Action Encounter Power
Regain 1 LP or 1 SP, and you regain HP as if you spent a healing surge. Until of the start of your next turn, you gain a +2 bonus to all defenses and saves.
Changes to Healing Potions
Potions that restore HP do not require healing surges to be spent.
Action Point Sub
The following actions count as spending an Action Point for the purposes of rules text and powers.
Each round, only one of these special actions may be performed
LP spent: Action performed (Actions of great Physical Effort)
1: Recharge a Martial or Primal Encounter Power
2: Recharge a Martial or Primal Daily Power
1: Add up to 5 to the next Attack roll with a Martial or Primal power, or the next Str, Con, or Dex based check. (15-20 becomes a critical hit)
1: (Heroic Effort) Take an extra Standard action
1: (Stand Firm) If you are reduced to 0 or fewer HP, regain HP equal to your surge value. (Immediate Reaction)
SP spent: Action performed (Actions of great Mental Strain)
1: Recharge an Arcane, Divine, Psionic, or Shadow Encounter Power
2: Recharge an Arcane, Divine, Psionic, or Shadow Daily Power
1: Add up to 5 to the next Attack roll with an Arcane, Divine, Psionic, or Shadow power, or the next Int, Wis, or Cha based check. (15-20 becomes a critical hit)
1: (Courage) Overcome Hesitation
1: (Willpower) Ignore the effects of any Despair card for one round.
1: (Sacrifice) The next Healing power you use also restores 1LP or 1SP to all targets
Body Save: Roll a save and add the number of LP remaining. If greater than 15, success.
Mind Save: Roll a save and add the number of SP remaining. If greater than 15, success.
At the beginning of combat, if the monster engaged is horrible in its image or surprises the heroes, each player makes a Mind save. Failure results in the Hesitation status effect (Mind save ends). Hero’s inflicted with Hesitation cannot attack or move toward any enemy, but may flee if they choose. Hesitating characters grant combat advantage.
On a critical hit, the hero makes a body save or loses 1 LP.
(Treat Wound) A hero may attempt to treat a wounded ally. Heal check, DC 15 plus amount of LP Lost. A hero may only be treated once every in game hour. Trained Only. Treatment consumes a Healers kit worth about 10gp.
(Natural Healing) Each game day that passes without a hero taking LP damage, that hero regains LP equal to their Con modifier (Min 1)
(Bed Rest) Each extended rest, a hero regains their Con modifier (min 1) in LP. A character may be treated once during an extended rest. Success doubles the number of LP gained.
(Alchemy) Any potion that restores HP also restores 1 LP. If more than (1+ Con Modifier) potions are taken in a single game day, the hero must make a Mind Save or become addicted (see below).
Horrific visions, surprises, torture, sudden pain, extended periods in darkness, and fear effects can all cause loss of SP on a failed mind save (DM discretion)
(Rattled) When a hero is reduced to 0 HP and falls unconscious, each player that can see this happen must make a mind save or lose 1 SP.
(Potion Addiction) Any hero addicted to potions must consume at least 1 potion a day or lose 1 Sp. The hero gains no benefit from this potion. Each potion after the first works as normal, though requires a Mind Save or 1 SP loss. Addiction counts as a disease for purpose of overcoming it.
(Encouraged)Whenever a hero makes a critical hit against an opponent, they regain 1 SP.
(Natural Healing) Each game day that passes without a hero taking SP damage, that hero regains SP equal to their Wis modifier (Min 1)
(Reassured) Whenever all opponents are reduced to 0 HP and killed in an encounter, each hero regains 1 SP. The opponents must have caused SP damage during the encounter.
On the loss of a Mind save, a hero may develop a psychological scar that influences roll play and further sanity loss. (They must draw from the Dispair deck, DM discretion)