
Broken Achievements
A DM may choose to utilize Achievements as a way of doling out rewards. While each achievement is a reward to itself, it can be "spent" to improve the loot or receive hints.
Achievements appear as the following: "Player received the Achievement: I'm an Example!" They are given to particular Players, or to the party as a whole. They are given at the DM's discretion, but should only be given for things that are real acomplishments, either in narrative or meta-gaming. Extremely difficult actions, saying the one thing in character that made the scene truly epic, or doing something insane that ends up making everyone bust a side when you fail. Dm's should not give out more than 10 total per session, and 3-5 is best. When an Achievement is given, the player that receives it also receives 1 AP. AP carries over from one adventure to another, but only if done by the same DM. A DM may also rule that a new campaign does not carry over Achievements or AP.
AP can be spent to improve outcomes of events. If a DM is playing with this rule, all loot not important to plot is mundane, slice-of-life objects like spoons and empty bottles. AP can be spent to place items in among the loot or into an unsearched room. The amount of AP spent will affect the usefulness of the item given.
1AP-A mundane, depletable item (A rusty, breaking sword, a key, or a map)
3AP-A mundane, non-depletable item (A standard sword, a winch, a ladder)
5AP-A magical, depletable item (A potion, magic wand with charges)
7AP-A magical, non-depletable item (A magic sword, a magical amulet)
The item given is always by DM decision. An extra AP may be spent so that the player can specify the item given. Specifying the magical effect may be worth additional AP. Having a 3AP item be masterwork, or have special qualities, will cost an additional AP.
1 AP can be spent to receive a vague hint as to the solution of a puzzle or situation. 2 AP can be spent for a more specific hint. 3 AP can be spent for the answer. If a hint or answer is given through this method, no Acheivements can be given to that player for the situation. Hints or items can be bought for other players.