The Action Point System is an artificial game mechanic used to
control the number of actions a persona/creature is capable of making in
a given combat round. An additional effect of this system allows for a
slightly more flexible game mechanic in regards to the actions that can
be taken during combat, characters/creatures are not limited to making
full strength attacks/actions during combat as most other systems require.
As can be seen by referencing the following action charts, if a persona
(character or creature) sacrifices power in the attacks made they may receive
additional attacks/actions.
Available Action Points
The first thing that must be determined is the total number of action
points a character or creature possesses. All personas receive a base
of 80 action points this base is modified by the personas action multiplier.
This number is a factor of the Quickness attribute, please reference
the following chart:
| Quickness Action Multiplier | |
| Quickness Attribute | Action Multiplier |
| 1 - 15 | .25 |
| 16 - 25 | .33 |
| 26 - 35 | .5 |
| 36 - 45 | .75 |
| 46 - 55 | 1 |
| 56 - 70 | 1.25 |
| 71 - 85 | 1.5 |
| 86 - 100 | 2 |
| 101 - 115 | 2.25 |
| 116 - 130 | 2.5 |
| 131 - 150 | 3 |
| 151 - 175 | 3.5 |
| 176 - 200 | 4 |
| 201 + | 5 |
Round the results of the multiplication to a whole number.
During the course of the combat round the characters state their next intended action, subtract the appropriate action points from their current total and await their action phase to resolve the action. When the character is using two weapons or weapon and shield at once the character declares his intended actions for both separately. There are no additional action points for using multiple weapons or shields, but read on for the advantage of using them.
The character may abort their intended action if the situation warrants the change (i.e. the opponent falls). The character may also change the action they take prior to the action's resolution, provided the new action has an action point cost equal to or less than the original intended action, should the situation require the change (i.e. an opponent attacks first and the defending character opts to parry ). If the character does change his action the full action point cost of the original intended action is still spent.
The action point costs of most normal actions are determined by referencing
the chart on the following page.
| Action Point Costs Chart | |||||
| Melee/Thrown Weapon Attacks | Melee/Thrown Force Multipliers | Spell Casting | |||
| Weapon Speed | AP Cost | Full | 1 | Mana Cost (Grade) | AP Cost |
| Very fast | 30 | Half | ½ | 10 ( I ) | 10 |
| Fast | 45 | Quarter | ¼ | 11 - 35 ( II ) | 25 |
| Average | 60 | Missile/Thrown Aim Multiplier | 36 - 60 ( III ) | 50 | |
| Slow | 75 | Normal | 1 | 60 - 85 ( IV ) | 75 |
| Very Slow | 90 | +25 | 3 | 86 - 110 ( V ) | 100 |
| Unarmed Attacks | +50 | 5 | 111 + ( VI ) | Equals Mana Cost | |
| Attack Type | AP Cost | +75 | 7 | Recovery | 20 + ( 5 x Grade Cast) |
| Hand Strike | 25 | +100 (max) | 9 | Movement AP Cost | |
| Elbow Strike | 35 | Miscellaneous AP Costs | AP Formula for Movement:
100 x (Distance ÷ Speed) |
||
| Knee Strike | 35 | Draw Weapon | ½ attack cost | ||
| Kick | 45 | Change Hands | 10 | ||
| Sweep | 40 | Dismount | 30 | ||
| Throw | 60 | Rapid Dismount | 15 | Parrying AP Cost | |
| Missile Weapon Attacks | Mount | 75 | Parry type | AP Cost | |
| Weapon Type | AP Cost | Concentration | 75 | Standard Melee | ½ Attack Cost + 5 |
| Short Bows | 10 | Stalking | Move Cost x 2 | Shield (buckler) | 15 |
| Long Bows | 10 | Controlled Drop | 20 | Shield (medium) | 20 |
| Light Crossbow | 10 | Prone to Kneel | 50 | Shield (large) | 30 |
| Heavy Crossbow | 15 | Kneel to Stand | 25 | Shield (tower) | 40 |
| Arbalest | 20 | Climbing | Move Cost x 4 | Off-hand Melee | ½ Attack cost |
| Sling | 50 | Swimming | Move Cost x 3 | Riposte | Base Attack Cost |
| Reloading AP Cost | Eat an Herb | 50 | A riposte is a special parry/strike combination maneuver. It is a Standard Melee Parry Followed by a ½ strength strike. In order to make a riposte parry the character must have developed Riposte Skill with the weapon used. | ||
| Weapon Type | AP Cost | Drink a Potion | 75 | ||
| Short Bow | 25 | Riding | Move of Beast | ||
| Long Bow | 25 | Shield Punch AP Cost | |||
| Light Crossbow | 75 | Shield Type | AP Cost | ||
| Heavy Crossbow | 120 | Buckler | 45 | ||
| Arbalest | 240 | Medium | 60 | ||
| Sling | 25 | Large | 75 | ||
If the action intended exceeds the available number of action points the action is begun in the current round and completed in the next, subtract any action points remaining in the current round from the total required to determine the number of points spent in the round the action is performed.
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Character Attributes
Talents, Flaws, and Wealth
Skills
Combat System
Psychic Abilities
Magic, Spellcasting, Rituals, and Runes