AP

System Info
Setting
Races
Backgrounds
Magic
Deities
Skills
Abilities

Action Points occur in a variety of forms with slightly variable rules. Essentially all types of AP are expendable, semi-renewable or daily allotments of action-surge like effects. AP can be spent at the end of any initiative round, for example; Sylvester the Melfling thief can use his Heroic Action once per day to take a bonus turn at the end of his turn, or he can simply end his turn and instead use it after your turn or the Balrog’s turn, but either way once it’s used its AP is spent until Sylvester takes a nap later. You’re smart, you can figure it out, Sylvester has faith that you’ll engage the Balrog on your turn.

  • Action Points – AP – Full Rest/Full AP – AP can be used once per round to take a standard action at the end of an initiative turn
  • Willpower – WP – Full Rest/Full WP, Roleplay a critical decision successfully to your character’s Allignment/+WP – temporary WP can be spent once per round to gain advantage on a roll, WP is used as a base for WP challenges to defend against psychic attacks, some effects can drain permanent WP, if your WP = 0 you cannot resist commands or psychic effects
  • Meta-Magic – MM – Meditation or Sleep 30 min/MM – MM can be used to cast a spell (standard or free) out of turn once per round, or to gain advantage on a spell attack
  • Prana – PR – Meditation 30 min/PR – PR can be used to force a combo after a successful melee attack which would otherwise not combo (D20 < 18), or to gain advantage on a melee attack, no limit/round
  • Heroics – HA – Sleep 30 min/HA – HA can be used once per round to take an additional full turn (move + standard + free) out of turn
  • Resolve – RS – Roll a natural 20/RS – RS can be used to gain advantage on any roll, or to retcon an unsuccessful action, no limit/round
  • Divinity – DV – Prayer 5 min/DV – DV can be used once per turn to gain advantage on a Spiritual action, or to take a bonus Spiritual action out of turn, DV can also be stacked onto a successful Spiritual action as a damage modifier
  • Monstrosity – MO – Full Rest / Full MO – MO can be used to make an attack out of turn, no limit/round
  • Legendary – LG – Full Rest / Full LG – LG can be used to take a standard action out of turn, no limit/round
  • Luck – LK – Full Rest / Full LK – LK can be used to gain advantage on any roll, no limit/round

AP

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