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# Action Point (AP) System

## AP Pool

- Each character has 3 Action Points (AP) at the start of their turn.

- All actions are paid from this pool. Unused AP are lost at the end of the turn.

- You may only use one Basic Attack, Empowered Attack, or Magic action per turn unless you gain additional abilities (such as class abilities, stunts, dual-wielding, etc.).

- All bonuses must be declared before any roll.

- Reactions are not paid with AP (see §2.7).

## Attack Actions (Melee/Ranged)

- Basic Attack — 1 AP. Make a normal melee or ranged attack.

- Empowered Attack — Spend extra AP before rolling:

  - +1 AP = +1 to the attack roll or +2 to damage.

  - +2 AP = +2 to the attack roll or +4 to damage.

- You may split AP between attack roll and damage (e.g., spending 3 AP total might grant  +1 to attack and +2 to damage).

## Magic Actions

- Cast a Spell — 2 AP. Casting any spell costs 2 AP regardless of its level.

- Spell Empowerment — Spend extra AP before rolling:

  - +1 AP = +1 to the spell roll or +2 to damage.

- You may split AP between roll and damage (e.g., spending 3 AP total might grant  +1 to the spell roll and +2 to damage).

## Defensive Actions

- Defensive Stance — 1 AP. Gain +1 to defend rolls (choose one: melee, range, or mental) until the start of your next turn.

- You may purchase Defensive Stance multiple times in a turn; bonuses stack. You can split purchases among different defense types.

## Movement Actions

- Move — 1 AP. Move up to your full movement speed (walk, swim, or fly).

- Disengage — 2 AP. You can withdraw from a melee opponent up to your speed without provoking an opportunity attack.

## Utility Actions

- Quick Utility — 1 AP. Examples: drink a potion, draw, throw, or stow a weapon, open a door, swap an equipped item, shout a command.

- Complex Utility — 2 AP. Use a skill in combat (e.g., Burglary to disable a trap, Influence to taunt, Lore to recall a weakness), or perform a lengthier interaction as ruled by the GM.

## Reactions

- Free (no AP cost), once per round.

- Triggered by specific events (e.g., opportunity attacks, parries, intercepts, class or stunt features).

- Unless a rule states otherwise, a character can take only one reaction between the start of their turn and the start of their next turn.

## Opportunity Attacks

When a creature moves out of another creature’s melee reach without using the Disengage action, the creature being left behind may use its Reaction to make a single Basic Attack against the departing creature. This is called an Opportunity Attack.

- Opportunity Attacks cost 0 AP but consume your Reaction for the round.

- You may only make one Opportunity Attack per round (unless a feature states otherwise).

- Opportunity Attacks are resolved as normal melee attacks using your Fight skill and your currently equipped weapon.

- Forced movement (pushes, pulls, knockbacks) does not provoke Opportunity Attacks.

- Teleportation does not provoke Opportunity Attacks.

- A creature that uses the Disengage action (2 AP) may move without provoking Opportunity Attacks for the remainder of that turn.

## General Notes on AP System

- Declare all AP expenditures and bonuses before rolling.

- Features, stunts, items, and spells may modify AP costs or add new ways to spend AP. Specific rules override general rules.

- The GM adjudicates edge cases (e.g., whether a task is Quick or Complex Utility) and may permit split-second narrative interactions without AP when they do not meaningfully affect outcomes.