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.
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.
Attack Actions
- 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.