top of page

 

2A: ACTION!

 

Action Points Basics: Everything a character does; moving, attacking, dodging, etc, cost action points or AP for short. Most characters have ten action points, which they can start using on their first initiative. On their initiative they can use as many as all or as few as none of their action points. After their initiative they can use remaining points for anything that is a reaction, such as active dodging, reaction attacks, and such. When the character’s next initiative comes up their action points reset, any unused points are lost. On their initiative the character can mix and match actions, including moving.

 

Amount of AP:  A characters Action Points start as a base of 10, which can be affected by powers and such.

 

Pushing:  A character can push the limit to do more actions then they normally could at the cost of vitality. The maximum amount of AP a character can get by pushing is limited to 1/5th their Willpower score, rounded down. Pushing costs health, either 5 Vigor or 1 Vim.

 

Concentrated Actions: A character can spend more AP than required for the action to gain a bonus equal to +1 for every AP used over the required amount, up to a +10 bonus to a roll.

 

Dedicated Actions: When a character uses all of their action points on the same type of action can squeeze a little more action out of the points. This must be all of the AP the character has, they cannot save anything for later, so all unused points are lost. For every 3 actions of the same type in the round the character gets an additional action of the same type, as long as that is the only type of action the character does for that round. A character can even take concentrated defense so they can get the maximum amount of AP to actively defend from attackers.

 

Complex Actions: If a regular action becomes a complex action it may require more AP. Only one complex action can be attempted by a character at any one time. 

 

Suggestion: Use tokens, like poker chips, or a die to keep track of AP.

 

Action Point Costs:

 

Attack: 6 AP

Attack- 2 Handed Weapon: 9 AP

Dodge Resist (Active): 1 AP

Reaction Attack: 1AP

Use Most Powers: 6 AP

Move 5 feet: 1 AP

Move Stealthly: x2 AP

Climb 5 ft: 3 AP

Draw a Weapon: 2 AP

Sheath a Weapon: 3 AP

Draw an easily accessible item: 2 AP

Draw a difficult to access item: 4 + AP

Most Skill Actions: 5 AP

Feint Action: 4 AP

Escape: 6 AP

Recovery: 10 AP

Reload a clip weapon or with quick reloader: 4 AP

Reload a complex weapon: 10 AP

Reload a cylinder pistol: 3 + 1 per bullet

Open or Shut a door: 1 AP

Get up from Lying Down: 3 AP

Get up from Sitting: 2 AP

Get up from Kneeling: 1 AP

Coup de grace: 8 AP

Active Awareness Check: 4 AP

Shift Awareness 1 AP

Cover Area/ Over-watch: 6 AP + 1 per Reaction Attack

 

 

bottom of page