Action Points

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Adventurers track their capacity to perform different actions using Action Points (AP). AP is used for most actions such as moving, attacking, battle maneuvers, magic, and using objects. The AP Cost (APC) of an action varies depending on how much effort that action would take. At the start of each turn, you gain 3 AP, and then gain additional AP based on your COR. If you had any Reactive AP (see below), you may add some of it to your new pool of AP.

Coordination (COR) Bonus AP
-3 -2
-2 to -1 -1
0 to 1 0
2 to 3 +1
4 to 5 +2
6 to 7 +3
8 to 9 +4
10 to 11 +5
12 +6

You may spend your AP as you deem appropriate on your turn. Any AP that you do not spend during your turn becomes Reactive AP, which you can spend during the round of combat before the start of your next turn. When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (i.e., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP.

Note: Some features, like the Berzerker’s Blood Rage and the Cleric’s Supportive ability, allow you additional AP (respectively, “Rage AP” and “Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.

Actions

Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.

Move

All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your Speed. This movement ends when you spend your next AP. If you have a Climb, Swim, Fly, or Burrow speed, that means that you can do those kinds of movements as well. If you combine movements (say you run, then fly over a trench, then keep running) - you use the largest movement number for your total movement (instead of adding them together), and cannot move more than your maximum speed in any specific type of movement. For example:

• If you have Speed 20, Swim 20, and Fly 30, then for 1 AP:

• You can run 10 ft, swim 10 ft, and fly 10 ft

• You cannot swim 30 ft.

• If you do not have a climb speed or a swim speed, but wish to climb a surface or swim, it costs 2ft of movement for every 1ft that you actually move. If the surface might be challenging to climb, then your MC might also require you to make a STR check, and if you have the Athletics skill, you can add that bonus to checks of this nature.

Difficult Terrain costs 2 ft of movement for every 1 ft that you actually move. Hazardous Terrain costs as much movement as Difficult Terrain, and will also specify an amount of damage that you take for every 5 ft actually moved.

Jump

While moving, you may need to jump. You cannot jump farther than you can move. Your vertical jump distance is 3ft + a number of ft equal to your STR. Your horizontal jump distance is double your vertical jump distance.

Moving through Creatures

You may move through an allied creature’s space, but this counts as difficult terrain. You may not end your turn in an allied creature’s space. You may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, Unconscious, or at least 3 Sizes larger than you. In that case, moving through a hostile creature’s space counts as difficult terrain.

Weapon Attacks

Each weapon specifies how many AP it takes to make an attack with it. Some have set numbers of AP, and others have high APCs that you can lower through training.

Examples:

• A dagger always costs 2 AP

• A longsword costs 5-STR, min 2 AP; this means that it costs 5 AP to use a longsword, but you subtract your STR from that number, to a minimum of 2.

• A Morningstar costs 5-STR min 3, but has the Hand-and-a-Half tag to reduce the APC by 1 (min 2); this means that if you are using the Morningstar with 2 hands, you can attack more efficiently

Spells and Magic

Spells will specify how many AP you need to use them. Spells also require you to expend spell points, SP; if you are out of SP, you cannot cast a spell.

Cantrips, chants, and prayers specify how many AP you need to use them; they do not cost any SP, so they can be done as many times as you wish.

Rituals and invocations take a significantly longer time to cast; each ritual or invocation will specify how long it takes to cast it.

Critical Hits

Sometimes, fate turns decisively in your favor or sways brutally against you. When you roll d20 and the number is a 20 before adding any modifiers, this is considered a critical hit (or a crit). Conversely, if you roll a 1 before adding any modifiers, this is a critical fail.

When you make an attribute check, if you critically fail, then the worst possible outcome of the scene befalls you. This might range in severity from being publicly embarrassed by a rival socialite to missing a foothold on a sheer cliff and plummeting to your death.

If you crit on an attribute check, then you achieve the best outcome that it was feasible for you to achieve. A crit does not defy reality. If you crit on a STR check with the Athletics skill, for example, then you still cannot lift an entire castle, but you might lift more than you have ever managed before.

When making an attack, you automatically miss on a critical fail, even if you would have a high enough bonus to hit normally. Likewise, you automatically hit on a crit, regardless of the target’s defenses. Additionally, if you crit with a weapon (including unarmed and natural weapons), you deal critical damage. When dealing critical damage, maximize the amount of damage that you would normally do (including any modifiers), and then roll your damage dice a second time.

Furthermore, you add your LUCK score to your damage total when you deal critical damage. Various abilities might let you expand your crit range. This means that you crit on a lower d20 roll, allowing you to crit more frequently. If you would normally crit on a roll of 20, and you have an ability that increases your crit range by 1, then you crit on a roll of 19-20. No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.

Maneuvers

Maneuvers are actions that you might take in combat to gain an edge in certain circumstances. Any creature can use any basic maneuver.

Maneuver Discreption
Dodge (2 AP) Gain +2 to your AR and Physical defenses until the start of your next turn.
Drop Prone (0 AP) Gain the Prone condition (see p. 345).
Grapple (2 AP). You may attempt to Grapple a creature. Make a STR or DEX attack roll against the target creature’s REF or FORT (their choice). If you hit, they are Grappled
Hide (1 AP) When you are Concealed, you may attempt to hide, rolling DEX/Sneaking against the AWR/Perceiving of creatures within 30 ft of you. On a success, you are Unseen
Shove (2 AP) Make an attack against a creature, using your STR and targeting their FORT. If you hit, push the creature 5 ft in a direction of your choice. You cannot do this to a creature that is more than one Size larger than you.
Stand (1 AP) Stand from being Prone. You cannot do this if your speed is 0.
Trip (2 AP) Make an attack against a creature, using your STR and targeting their REF. If you hit, the creature falls Prone.
Advanced Maneuvers

Some creatures have the ability to use advanced maneuvers. You might gain this ability by taking talents or lineage abilities. If an ability does not specifically give you access to an advanced maneuver, then you cannot use that maneuver.

Maneuver Discreption
Disarm (3 AP) Make a STR attack against a creature’s REF or FORT (they choose). If you hit, choose an item that the creature is holding; they drop that item.
Exploit (X AP). When a creature within your melee weapon’s reach does one of the following actions, you may spend AP to make an attack against that creature immediately. The amount of AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.

You can Exploit when a creature:

• Moves out of your melee weapon’s reach

• Administers a potion (drinking it themselves or feeding it to another creature)

• Makes a ranged attack while within your melee weapon’s reach