Actions
Name x AP
Description
Abilities and items that can be used during combat will display the amount of AP required to use them.
If an action costs more than 5 AP you can spend 5 AP this turn and then finish it next turn.
Ex. An action costs 6 AP, you can spend 5 AP this turn and then finish it the next for 1 AP.
On your turn:
Move 1 AP
Move up to 3 meters.
Attack n AP
An attack with a weapon, different weapons use a different amount of AP. Roll damage, the targets health is reduced by the amount.
Verbal communication 1 AP
It does not use any AP. Keep it short, your turn is only a few seconds. (Can only be used once)
Use small item 1 AP
Drink contents of small vial, lock door with a key.
Interact with environment 2-3 AP
Open / Close door / chest, pick up object, pull lever.
Use tool 2 AP
Use a lock-pick, ready a bear-trap.
Switch / Equip weapons 1 AP
Switch the weapon you are currently using.
Disarm 2 AP
Attempt to disarm a target. Roll your power mod vs targets agility / power mod (targets choice). If successful the target drops their equipped weapon.
Grapple 2 AP
Attempt to grapple target. Roll your power mod vs targets agility / power mod (targets choice). A grapple creature can break out by winning a roll against your power mod with their agility / power mod. Grappled and grappling creatures cannot move and the grappled creature gains 1 disfavor when not attacking the grappling creature.
Actions not taken on your turn must be in reaction to something happening. An ability can only be taken as a reaction if it is specified that it can be. These actions will be presented in the following format:
Name x AP
Requirement to activate
Description
You may only take the reaction once for every time the condition is met.
Not on your turn
Block 1 AP
You are attacked
Roll 1d6, reduce the damage taken from the attack by that amount. You cannot reduce damage taken to below 1.
Dodge 1 AP
You are attacked
Roll 1d8, if it is above or equal to the damage of the attack you instead take no damage.
Move 2 AP
Opponent moving within range of their weapon to you
Move up to 3 meters.
Interrupt 2 AP
Target within 1 meter uses attack against someone other than you.
The targets attack fails.