Action Point Based Combat System

Copyright Tero Oksala, Tim de Groot © 2004

Edited by Nicholas HM Caldwell for The Guild Companion

"APBCS has been designed with HARP in mind, but can be edited to suit any game system."

The Action Point Based Combat System (APBCS) presents alternative combat rules for any role-playing game, but is designed with HARP in mind. The APBCS assumes that each character has an amount of energy to spend in combat (this is represented with Action Points (APs)), and presents rules to use these APs to guide combat.

A word from the Authors

We hope that you enjoy the system. Use any part of it that you like. Do not think that anything written here is the law; edit any things you don't like. The APBCS was designed for use with HARP's original system to add some tactical events into combat. Characters still use the same basic rules as described in HARP books. We would like to hear what you think about our APBCS. If you have suggestions and/or feedback, please drop us an email at t_oksala@hotmail.com or HARP@ttsgosadow.nl
Tero Oksala a.k.a. Theros & Tim de Groot a.k.a. ttsgosadow.

An overview

Short overview

  1. Every three turns, all characters receive new APs.
Each turn:
  1. Decide which actions you want to take.
  2. Spend the APs needed to undertake the actions.

APBCS has been designed with HARP in mind, but can be edited to suit any game system. The APBCS is a combat system somewhat more complicated than the normal HARP combat system. Action points measure character's exhaustion during the combat.

What can you expect?

By limiting characters in their combat actions, people have to fight 'less effectively' in order to save APs. This way combat becomes more challenging and (we think) realistic. To give you an idea, assume that each character gets about 110 (+ miscellaneous modifiers from stats) APs per three turns, and a medium action (fighting with a normal sized sword without a shield, with a parry of about 50%) costs about 40 APs. In this way a character can spend three rounds fighting normally, or use up less APs in the first two rounds, to make a very effective attack in the third round.

The amount of APs a character gets per three rounds depends on their stats too. The average fighter will have about 120 APs per turn (or set of three rounds); with less effective fighters having less APs to spend. Some good fighters will have more than 120 APs, and will therefore be able to be more active during combat.

How will this affect your combat?

A few general examples are presented here.

Average fighter

The average fighter will be able to spend the whole combat fighting in an average stance. He could also spend a few rounds on actions that require less APs to save up APs for further rounds. He could also concentrate on a few good attacks to take his opponent down, hoping he has the time to spend a few turns without exerting himself.

Below average fighter

The below average fighter would be forced to fight more defensively, and can only concentrate in one round of the three in an effective attack stance. Far below average fighters will be forced into defense for almost an entire combat, or could concentrate on getting out of combat in the first few turns, in the hopes they won't be there during the rounds when they don't have APs left.

Above average fighter

The above average fighter would be able to use more effective (heavy, harder to use) weapons in combat without being forced to have a few rounds of less AP expenditure. He can make some very offensive moves without sacrificing much of his defense.

The rules

Receiving APs

At the start of the first turn of combat, each combatant exceptionally receives 160 APs. Every three rounds thereafter, each combatant receives new APs. The exact number of APs received depends on the combatant's Quickness and Constitution stat bonuses, he receives 110 + Co + Qu APs. Characters with a better physique and those with a good deal of physical quickness have more energy to spend in combat.

To keep track of your APs, note them down on your record sheet, and keep track of them. To help you manage your APs, use the AP sheet. You might also choose to present them in poker chips. Give every player enough chips to represent his APs. You might want to use different colored chips for 5 APs and 1 AP.

Monster APs

Monsters have a Quickness stat in the description, so you can calculate the AP total for a monster. Just use monster stat bonuses (Co and Qu). GM can assign any modifiers if he thinks that the monster might have some special abilities which make it faster or tougher.

Spending APs

Each round, your character will probably want to perform some combat action. You can only take a combat action if you have enough APs left to take the action. It is good to plan your rounds beforehand (but it is not necessary), or otherwise you might run out of APs before the end of the turn.

The first round of combat we assume that each combatant is rested. It might happen that some combatants do not receive the 160 APs, but just the 110 + Co + Qu the first round of combat. This will happen because the combatant just left another fight, and did not have the time to rest. When characters are tired, it is suggested that they get 110 + Co + Qu instead of the 160. Of course, there are countless other reasons to not give some of the combatants 160 APs to start with, this is up to the GM.

You can only perform one parry and one attack action in a given round. You cannot, for example, make an Attack 25% and an Attack 50% in one round. You should make an Attack 75% in order to use 75% of your OB in one round. If you want to parry against multiple opponents, you take one parry action, but split up the parry among your opponents. Monk may use their special attack capabilities as normal.

There is a maximum of APs you can spend in one round. This number is 40 + character's Qu + Co / 2 bonus. Faster and more sturdy characters can perform more actions during a round, because they are faster and they have better stamina.

The AP system is not an initiative system per se , but it can be used as a initiative system as well. Each round every character defines his action according to the AP rules. Then, on his/her initiative the character acts as defined.

The Actions

During a round, you undertake an action. A combat action usually consists of an attack and some parrying. Attacking, parrying, using your shield and other actions all cost APs. Wearing armor or being encumbered does not, as that is already calculated into your skills and DB.

The melee actions are just that, melee actions. But some attacks require more explanation. There are two ways to make multiple attacks in one round. The first is with a two weapon style, the other with martial art attacks. When fighting with a two weapon style, just choose an attack option, and make two attacks using the OB of your style (modified by the percentage of attack, of course). More detailed description of APs can be seen below. When fighting with a martial style, it works in the same way. Select your attack option, and then use that percentage of your OB to make attacks with (with penalties for multiple attacks and opponents as necessary).

Example:
Danne, a monk, is fighting three goblins. He chooses a 75% attack action this round, giving him 75 OB to work with. He wants to attack two goblins this round, and thus makes an attack at each of them at a reduced OB. The reduction for attacking two targets is 30 on his OB (-20 for an additional strike, -10 for attacking an extra opponent). Therefore he now makes two attacks, one at each of the goblins, with 45 OB.

Action table 1 - Melee Actions

Melee Actions:
Action APs Notes
Attack 25% 7 Use 25% of your OB to
Attack 50% 12 Use 50% of your OB to
Attack 75% 18 Use 75% of your OB to
Attack 100% 27 Use 100% of your OB to
Parry 25% 10 Use 25% of your OB to parry. Divide the parry between any number of opponents (if possible).
Parry 50% 15 Use 50% of your OB to parry. Divide the parry between any number of opponents (if possible).
Parry 75% 20 Use 75% of your OB to parry. Divide the parry between any number of opponents (if possible).
Parry 99% 24 Use 99% of your OB to parry. Divide the parry between any number of opponents (if possible)
Use Shield 1-5 Shield (APs): Buckler (1), Target Shield (2), Normal Shield (3), Full Shield (4), Wall Shield (5).

Action table 2 - Shooting Actions

Shooting Actions:
Action APs Notes
Fire Missile Weapon 10 Firing a sufficiently loaded missile weapon.
Load 30 Loading 'one round'.

Action table 3 - Throwing Actions

Throwing Actions:
Action APs Notes
Throw Small Weapon 20 Throwing a Small throwing weapon. Small throwing weapons include shuriken and darts.
Throw Medium Weapon 30 Throwing a Medium throwing weapon. Medium throwing weapons include daggers.
Throw Large Weapon 40 Throwing a Large throwing weapon. Large throwing weapons include thrown pole arms, like spears.

Action table 4 - Moving Actions

Moving Actions:
Action APs Notes
Movement * How many APs it takes to move one foot can be calculated using following formula: 40 / Base Movement Rate in feet
Moving certain distance * Can be calculated using following formula: 40 * [distance in feet / (Movement * max. running speed)]

Action table 5 - Spell Actions

Spell Actions:
Action APs Notes
Casting Instantaneous Spells 5 Casting a spell that has a casting time of instantaneous.
Casting Spell 40* Casting a non-instantaneous spell. This action costs 40 APs per round required to cast the spell. These APs must be spent at a rate of 40 APs per round.

Action table 6- Miscellaneous Actions

Miscellaneous Actions:
Action APs Notes
Cancel Action 2 After declaring an action, it might happen that you want to cancel an action that you have declared, but have not resolved yet. You can cancel that action. You get back half the AP cost of the cancelled action (round down). You can only cancel your action, when you have not resolved your action yet. You cannot cancel your parry action if the opponent you parry against has already taken his action for the current turn.
New Action x 2 Making a new action after declaring actions makes the action cost twice the normal cost. You must still stay below the limit of APs you can spend in a round.
Drawing Weapon or Shield 10-26 Drawing your weapon or shield costs APs based on the weapon/shield size (the same as the critical size).
Dropping Weapon 10 Dropping your weapon. Note: Sheathing your weapon costs the same number of APs as drawing your weapon (see above).
Take and use Herb 30 Taking an Herb from your herb bandolier and using it on yourself. Applying an Herb to another person costs APs depending on the situation, and how the Herb must be applied.
Get Up 10-20 Standing up from being down. Getting up from a prone position costs 10 APs. Getting to prone position from being down costs 20 APs.
Dodging 40 Dodging in combat. Make an Acrobatics/Tumbling maneuver, if successful add 50 to your DB (modified by the Bonus result of the maneuver roll, cannot be lower then zero) to one opponent.
Use Chi Skill 40 Activating a Chi Skill costs 40 APs. Maintaining a Chi Skill costs 10 APs per round (not necessary the round it is activated).
Use Mental Skill * Using a mental skill, which does not require a round to perform, like a lore or perception maneuver to orient at the combat, cost 10 APs by default. Mental actions that require a round to perform cost 40 APs.
Use Physical Skill * Physical skills, which do not require a round to perform (like mounting and dismounting), cost 20 APs by default. Physical actions that require a round to perform cost 40 APs.
Preparing * Each 5 APs spent preparing, gives +1 bonus to a skill for a maximum of +30. The preparing must be continuous, and followed immediately by the action that required the skill you prepared for.

Action table 7- Some Combat Actions

Miscellaneous Actions:
Action APs Notes
Charge * Charging is declared as explained in Martial Law.
Dodge 40 Dodging in combat. Make an Acrobatics/Tumbling maneuver, if successful add 50 to your DB (modified by the Bonus result of the maneuver roll, can not be lower then zero) to one opponent.
False Disengage 40 In this action a player uses 50% of his total OB (AP cost can be seen from the list) and Full Parry.
Full Parry 40 This is the only exception from parrying rules.
Mounted charge * Charging is declared as explained in Martial Law.
Sudden Dodge 5/* Character who is going to perform a sudden dodge spends 5 APs in a current round and then 40 APs in the next round.
Fencing Bind * This action should be declared following way: First weapon hits at its time and second weapon comes 5 APs after the first weapon.
Shield Parry 35 This action takes almost a full round to perform and additions from shield use should be added into AP countdown.

The Miscellaneous list is by no means complete. Other actions can be performed. As a general rule of thumb, an action that takes one round to complete, costs 40 APs. Other actions should be assigned as either a mental action or a physical action. They cost 10 and 20 APs respectively. You can use other AP costs as the GM sees fit. Keep in mind that every action should cost at least one AP and try to make a fair judgment.

Stunned

If you are stunned you can still perform actions as described in HARP.
Option 1: One stun round always requires 40 Aps, two stun rounds requires 80 APs and so on.
Option 2: Being stunned a round doubles the AP costs of any action you want to take.

Speeded

When you are speeded (with the use of Chi Speed or Haste spells) physical actions you take cost only half APs, round all fractions up. It is up to the GM to determine which actions are physical, and which are not. All combat actions (melee, parry, fire bows, etc) are physical actions, but making a perception maneuver is not. Remember that it takes 10 APs per round to keep a Chi skill activated. This cost for Chi Speed is not halved by being speeded (by Chi Speed).

Shield proficiency

Having shield proficiency reduces the AP cost to use a shield by one, to a minimum of zero. The AP costs for shield for a character with shield proficiency are: Buckler (0), Target Shield (1), Normal Shield (2), Full Shield (3) and Wall Shield (4).

Brawling

Brawling is fighting with all kinds of weapons at hand - like chairs and mugs. If using the optional AP costs for different sized weapons, brawling should be defined more clearly. When brawling, determine what size weapon is used (Tiny for a mug, Large for a chair, etc), then use the corresponding table with that particular size of brawling weapon.

Disengage from melee

To disengage from melee, your character has to spend 80 APs to do so. A detailed description can be found in the Martial Law sourcebook.

Optional: Weapon sizes I

This optional rule assumes that smaller weapons are quicker, because of their smaller size and larger weapons are slower because of their great size. The following tables reflect that difference.

Note that only the attack AP costs are different per weapon, the parry costs are universal. Round down to the nearest whole number.

Weapon Size table 1 - Tiny Weapons

Tiny Weapons (all weapons that deliver a Tiny critical):
Action APs Notes
Attack 10% 8 Use 10% of your OB to
Attack 20% 10 Use 20% of your OB to
Attack 30% 12 Use 30% of your OB to
Attack 40% 14 Use 40% of your OB to
Attack 50% 16 Use 50% of your OB to
Attack 60% 18 Use 60% of your OB to
Attack 70% 20 Use 70% of your OB to
Attack 80% 22 Use 80% of your OB to
Attack 90% 24 Use 90% of your OB to
Attack 100% 26 Use 100% of your OB to

Weapon Size table 2 - Small Weapons

Small Weapons (all weapons that deliver a Small critical):
Action APs Notes
Attack 10% 10 Use 10% of your OB to
Attack 20% 12 Use 20% of your OB to
Attack 30% 14 Use 30% of your OB to
Attack 40% 16 Use 40% of your OB to
Attack 50% 18 Use 50% of your OB to
Attack 60% 20 Use 60% of your OB to
Attack 70% 22 Use 70% of your OB to
Attack 80% 24 Use 800% of your OB to
Attack 90% 26 Use 90% of your OB to
Attack 100% 28 Use 100% of your OB to

Weapon Size table 3 - Medium Weapons

Medium Weapons (all weapons that deliver a Medium critical):
Action APs Notes
Attack 10% 12 Use 10% of your OB to
Attack 20% 14 Use 20% of your OB to
Attack 30% 16 Use 30% of your OB to
Attack 40% 18 Use 40% of your OB to
Attack 50% 20 Use 50% of your OB to
Attack 60% 22 Use 60% of your OB to
Attack 70% 24 Use 70% of your OB to
Attack 80% 26 Use 80% of your OB to
Attack 90% 28 Use 90% of your OB to
Attack 100% 30 Use 100% of your OB to

Weapon Size table 4 - Large Weapons

Large Weapons (all weapons that deliver a Large critical):
Action APs Notes
Attack 10% 14 Use 10% of your OB to
Attack 20% 16 Use 20% of your OB to
Attack 30% 18 Use 30% of your OB to
Attack 40% 20 Use 40% of your OB to
Attack 50% 22 Use 50% of your OB to
Attack 60% 24 Use 60% of your OB to
Attack 70% 26 Use 70% of your OB to
Attack 80% 28 Use 80% of your OB to
Attack 90% 30 Use 90% of your OB to
Attack 100% 32 Use 100% of your OB to

Weapon Size table 5 - Huge Weapons

Huge Weapons (all weapons that deliver a Huge critical):
Action APs Notes
Attack 10% 16 Use 10% of your OB to
Attack 20% 18 Use 20% of your OB to
Attack 30% 20 Use 30% of your OB to
Attack 40% 22 Use 40% of your OB to
Attack 50% 24 Use 50% of your OB to
Attack 60% 26 Use 60% of your OB to
Attack 70% 28 Use 70% of your OB to
Attack 80% 30 Use 80% of your OB to
Attack 90% 32 Use 90% of your OB to
Attack 100% 34 Use 100% of your OB to

These tables are optional.

Optional: Martial combat

HARP resolves martial combat with combat styles. To give an extra dimension to martial combat, you can define the size of your attack. Maybe you want a quick martial style, and you can design one that uses the Small Melee Actions table for AP costs.

Always ask your GM if he allows it, and you are not creating an overpowered style. Remember, the default is to use the Medium Melee Actions table for AP costs.

Optional: Weapon sizes II

When fighting an opponent, parrying is not allowed if you have a weapon that is two or more sizes smaller than the weapon your opponent is using. This rule makes a dagger useless as a defensive weapon against, for example, a two handed sword.

Example: Bren the Brave is using a dagger and he is fighting with a knight who wields a two- handed sword. Bren cannot parry with his dagger when the knight swings with his 2-H sword. If Bren successfully disarms the knight and the knight draws his long sword to continue the fight, Bren can parry with his dagger.

Optional: Remaining APs

The APs you still have left after the three rounds will be added to your total APs for the next turn of three rounds. You cannot have more then 160 APs after gaining new APs.

This rule is optional, and represents saved effort to be added to future actions. If you think this is unrealistic, or overpowered, don't use it.

Optional: Continuing Actions

This rule states that actions can be broken up, and continued the next round. This might be applied to firing missile weapons and spell casting among others. You could decide to use this rule for all actions, or only specific actions (using this rule only for missile weapons, or only for spell casting, for example).

Example 1: Joseph just grabbed his bow, and begins loading it. The longbow requires 2 rounds to load, and then one round to fire. This is a total of 100 APs (2x30 (loading) and 10 to fire the bow). If Joseph spends 60 APs the first action (loading 2 times) and 10 APs to fire the bow.

Example 2: When casting a spell, Josephine wants to use this rule to speed up her casting. She needs 3 rounds to cast the spell, a total of 120 APs (3 x 40). By putting all the energy she has into casting the spell for 2 rounds (spend 60 APs each round) she casts the spell in 2 rounds. This means that she spends 60 APs the first round, representing 1.5 rounds of spell casting, and 60 APs the second round, representing the finishing 1.5 rounds of spell casting to finish the spell. On the third round she cannot act at all.

Optional: Aiming

By spending more time (APs) to aim better, you can improve your OB. Each AP spent to aim, gives a +1 OB to the following missile attack. The bonus cannot exceed +30, and the missile attack must immediately follow the aiming.

AP modifications

If a character is heavily wounded, he can put less effort in his actions. To reflect this, a character receives less APs if he is wounded. Use the following table:

AP modification table 1 - Hit Point Modifications

Hit Point Modifications:
Hits left: AP mod Notes
75% to 51% -10 The character is lightly wounded, and suffers slightly.
50% to 26% -20 Being more severely wounded, the character suffers more.
25% to 1% -30 The character is badly wounded, and has a difficult time.

Optional: Wounds

Some criticals say '-x to activity', this reflects pain to the character, and reduces the effectively of that character. Instead of applying the negative modifier to all your skill bonuses, this optional rule states that the activity modifier applies to the number of APs you receive every three rounds instead. Therefore, a strike that leaves you with a broken bone, and -40 to activity, modifies the APs you receive every three rounds by -40. If you would have received 100 APs without the injury, you now only have 60 APs to spend each turn.

Examples

Example 1 - Beren the Fighter

Beren, a fighter, has a combined Constitution and Quickness bonus of 18. He therefore gets 128 (110 + 2x9) APs to spend in the coming three rounds. He can spend a maximum of 40 + Co + Qu APs in one turn. He is facing a monster he has never fought before, and is planning to play it defensively, therefore, Beren does not want to parry less then 50% each round with his Scimitar, and use his Full Shield each round.

Beren uses a Full Shield and a Scimitar as his weapon. He has the shield proficiency talent, and therefore he only spends 4 APs per turn to use his shield.

Example 1 - Beren the Fighter

Beren:
# Action Notes APs
1 Parry 100% (Full Parry), Use Full Shield By not spending many APs the first round, and still keeping his defense high, Beren has more options the coming rounds. (Full Parry 40 AP + Shield 3 AP) = 43 APs 43
2 Parry 75%, Attack 25%, Use Full Shield Still defending a lot, Beren makes a small attack to test his luck. (Parry 20 + Attack 15 + Full Shield 3) = 38 APs 38
3 Parry 60%, Attack 40%, Use Full Shield Shifting somewhat more to the offensive. 38
Total: 119

Beren has 9 APs left, and if you use the optional AP keeping rule, keeps those to add to his 128 APs for the next three rounds.

Example 2 - Ellywick the Warrior Mage

During an adventure, Ellywick explores a dungeon, and encounters a giant spider guarding her egg sack just after she fought with three terrible Orc. She does not want to disturb the big beast, but a friend of her comes running inside, alerting the spider. Ellywick and her friend are now in combat with the beast.

Ellywick plans to kill the spider fast, giving the first few rounds everything she has, in the hopes of killing the spider before it can inflict real damage. In this example we won't see what her friend does, and we will assume he simply runs away from the spider.

Ellywick fights with two short swords. She has a combined Constitution and Self Discipline bonus of 18, giving her 128 APs.

Fighting with two weapons is handled as fighting with one weapon. If she takes a 50% attack action, Ellywick gets to make two attacks, each with 50% of her OB.

Example 2 - Ellywick the Warrior Mage

Ellywick:
# Action Notes APs
1 Parry 50%, Cast Magic Shield Ellywick starts by casting Magic Shield, summoning a magical shield that will protect her. 20
2 Parry 50%, Attack 50% Still trying to defend herself, she attacks quite heavily. 35
3 Disengage Ellywick missed the spider, and she got bitten. She feels weak, and retreats back to the hall she came from. 80
Total: 135

Ellywick has 128 APs that can be split between three rounds, but her total amount of used APs is 135. So she has to spend seven points from the following turn to perform Disengage.

Attachment 1: Master Action Table

This master table is the combination of all tables (except for the examples) found in this document. Use it as a quick reference during game. The Master Action Table includes the optional tables for weapon sizes. If you don't want to use this option, use the Medium Weapon table for all weapons.

Attachment table 1 - Master Action Table

Master Action Table:
Parry Actions
Action APs Notes
Parry 25% 10 Use 25% of your OB to parry. Divide the parry between any number of opponents.
Parry 50% 15 Use 50% of your OB to parry. Divide the parry between any number of opponents.
Parry 75% 20 Use 75% of your OB to parry. Divide the parry between any number of opponents.
Parry 99% 24 Use 99% of your OB to parry. Divide the parry between any number of opponents.
Melee Actions - Tiny
Action APs Notes
Attack 10% 8 Use 10% of your OB to make an attack this round.
Attack 20% 10 Use 20% of your OB to make an attack this round.
Attack 30% 12 Use 30% of your OB to make an attack this round.
Attack 40% 14 Use 40% of your OB to make an attack this round.
Attack 50% 16 Use 50% of your OB to make an attack this round.
Attack 60% 18 Use 60% of your OB to make an attack this round.
Attack 70% 20 Use 70% of your OB to make an attack this round.
Attack 80% 22 Use 80% of your OB to make an attack this round.
Attack 90% 24 Use 90% of your OB to make an attack this round.
Attack 100% 26 Use 100% of your OB to make an attack this round.
Melee Actions - Small
Action APs Notes
Attack 10% 10 Use 10% of your OB to make an attack this round.
Attack 20% 12 Use 20% of your OB to make an attack this round.
Attack 30% 14 Use 30% of your OB to make an attack this round.
Attack 40% 16 Use 40% of your OB to make an attack this round.
Attack 50% 18 Use 50% of your OB to make an attack this round.
Attack 60% 20 Use 60% of your OB to make an attack this round.
Attack 70% 22 Use 70% of your OB to make an attack this round.
Attack 80% 24 Use 80% of your OB to make an attack this round.
Attack 90% 26 Use 90% of your OB to make an attack this round.
Attack 100% 28 Use 100% of your OB to make an attack this round.
Melee Actions - Medium
Action APs Notes
Attack 10% 12 Use 10% of your OB to make an attack this round.
Attack 20% 14 Use 20% of your OB to make an attack this round.
Attack 30% 16 Use 30% of your OB to make an attack this round.
Attack 40% 18 Use 40% of your OB to make an attack this round.
Attack 50% 20 Use 50% of your OB to make an attack this round.
Attack 60% 22 Use 60% of your OB to make an attack this round.
Attack 70% 24 Use 70% of your OB to make an attack this round.
Attack 80% 26 Use 80% of your OB to make an attack this round.
Attack 90% 38 Use 90% of your OB to make an attack this round.
Attack 100% 30 Use 100% of your OB to make an attack this round.
Melee Actions - Large
Action APs Notes
Attack 10% 14 Use 10% of your OB to make an attack this round.
Attack 20% 16 Use 20% of your OB to make an attack this round.
Attack 30% 18 Use 30% of your OB to make an attack this round.
Attack 40% 20 Use 40% of your OB to make an attack this round.
Attack 50% 22 Use 50% of your OB to make an attack this round.
Attack 60% 24 Use 60% of your OB to make an attack this round.
Attack 70% 26 Use 70% of your OB to make an attack this round.
Attack 80% 28 Use 80% of your OB to make an attack this round.
Attack 90% 30 Use 90% of your OB to make an attack this round.
Attack 100% 32 Use 100% of your OB to make an attack this round.
Melee Actions - Huge
Action APs Notes
Attack 10% 16 Use 10% of your OB to make an attack this round.
Attack 20% 18 Use 20% of your OB to make an attack this round.
Attack 30% 20 Use 30% of your OB to make an attack this round.
Attack 40% 22 Use 40% of your OB to make an attack this round.
Attack 50% 24 Use 50% of your OB to make an attack this round.
Attack 60% 26 Use 60% of your OB to make an attack this round.
Attack 70% 28 Use 70% of your OB to make an attack this round.
Attack 80% 30 Use 80% of your OB to make an attack this round.
Attack 90% 32 Use 90% of your OB to make an attack this round.
Attack 100% 34 Use 100% of your OB to make an attack this round.
Shooting Actions
Action APs Notes
Fire Missile Weapon 10 Firing a sufficiently loaded missile weapon.
Load 30 Loading 'one round'.
Thrown Actions
Action APs Notes
Throw Small Weapon 20 Throwing a Small throwing weapon. Small throwing weapons include shuriken and darts.
Throw Medium Weapon 30 Throwing a Medium throwing weapon. Medium throwing weapons include daggers.
Throw Large Weapon 40 Throwing a Large throwing weapon. Large throwing weapons include thrown pole arms, like spears.
Moving Actions
Action APs Notes
Movement * How many APs it takes to move one foot can be calculated using following formula: 40 / Base Movement Rate in feet
Moving certain distance * Can be calculated using following formula:
Spell Actions
Action APs Notes
Casting Instantaneous Spells 5 Casting a spell that has a casting time of instantaneous.
Casting Spell 40* Casting a non-instantaneous spell. This action costs 40 APs per round required to cast the spell. These APs must be spent at a rate of 40 APs per round.
Miscellaneous Actions
Actions APs Notes
Cancel Action 2 After action declaring, it might occur that you want to cancel an action that you have declared, but have not resolved yet. You can cancel that action. You get back half the AP cost of the cancelled action (round down). You can only cancel your action, when you have not resolved your action yet, e.g. you cannot cancel your parry action if the opponent you parry against has already taken his action for the current turn.
New Action x 2 Making a new action after declaring actions makes the action cost twice the normal cost. You must still stay below the limit of APs you can spend in a round.
Drawing Weapon/Shield 10-26 Drawing your weapon costs APs based on the weapons size (the same as the critical size).
Dropping Weapon 10 Dropping your weapon.
Take and use Herb 30 Taking an Herb from your herb bandolier and using it on yourself. Applying an Herb to another person costs APs depending on the situation, and how the Herb must be applied.
Get Up 40 Standing up from being down. Getting up from a prone position costs 5 APs. Getting to prone position from being down costs 10 APs.
Dodging 40 Dodging in combat. Make an Acrobatics/Tumbling maneuver, if successful add 50 to your DB (modified by the Bonus result of the maneuver roll, cannot be lower then zero) to one opponent.
Use Chi Skill 40 Activating a Chi Skill costs 40 APs. Maintaining a Chi Skill costs 10 APs per round (not necessary the round it is activated).
Use Mental Skill * Using a mental skill, that does not require a round to perform, like a lore or perception maneuver to orient at the combat, cost 10 APs by default. Mental actions that require a round to perform cost 40 APs.
Use Physical Skill * Physical skills that do not require a round to perform (like mounting and dismounting) cost 20 APs by default. Physical actions that require a round to perform cost 40 APs.
Preparing * Each 5 APs spend preparing, gives +1 bonus to a skill for a maximum of +30. The preparing must be continuous, and followed immediately by the action that required the skill you prepared for.
Various Actions * Try to make a fair judgment. Actions that require one round to complete generally cost 40 APs to perform. No action should be free (i.e. cost 0 APs).