Action Point System


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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