Inspired by 4th Edition, all characters start off with 1 action point. A character can spend an action point to take an extra action on their turn. Characters regain their action points during a full heal up, and any action points granted by
special circumstances are lost (unless said extra special circumstances specifically override this rule).
Particularly nasty monsters may also be given Action Points at the DM's discretion.
The following feats are available to all characters using this rule.
Adventurer Feat: When you spend an action point, you gain a +3 bonus to any attack rolls made with it.
Champion Feat: When you spend an action point, you can also spend a recovery.
Epic Feat: When you spend an action point, you can also gain an additional use of a battle power this battle, or roll a check to recharge 1 power.