Action Point System
A turn is divided into 12 segments. Each segments represents one second of time.
Each segment a player earns 2 action points (AP). 1 Primary AP (PAP) and 1 Secondary AP (SAP).
The basic rule for action points is the following.
Action points represent an amount of earned time available to the character towards an action. Anything that would present a reset to the amount of time will impact the characters’ current action point total. e.g. attacking will reduce the current action point total to zero. Getting knocked out reduces it to zero. Getting stunned, mind controlled, or otherwise interupted by an effect from a spell or action reduces the current AP total to 0.
Each segment is handled in two steps:
- Zero Phase actions (can be conducted anytime before an attack action)
- Actions (movement and non-movement) in Dexterity order
Each player takes their turn in their Dexterity order. However for players only taking a movement action. Unless the GM or another player indicates that they should not move until their turn they may move at any time after the segment start has been announced. The goal is to maintain the initiative order but not slow down the game play. Obvious abuse of this will be easy to detect and predict and it is up to the players to maintain the game play objectives and the obvious need for game balance.
This is when any upkeep or start of segment items are resolved.
On any given segment a character can move up to their per segment movement speed by spending 1 Secondary action point. They may if they wish spend a Primary action point as well to move again up to their per segment movement. If they are sprinting then each action point allows them to move double their per segment speed but at 1/2 DCV.
Converting 1/2 Phase, Full Phase, Free and Zero Phase Actions is pretty straight forward.
Conversion is according to the following formula:
|Action||Action Points||Max remaining Action Points^|
|1/2 phase attack action||PAP cost = 6 – speed +/- modifiers||0 PAP, 0 SAP|
|1/2 phase action||SAP/PAP^^ cost = 6 – speed +/- modifiers||6|
|Full phase action||SAP/PAP^^ cost = 12 – (speed*2) +/- modifiers||0|
|1/2 phase Attack Spell Casting||PAP cost = 4 + (Spell Level + ((Spell Level – Caster Level)/2) – speed +/- modifiers||0 PAP, 0 SAP|
|Full phase Spell Casting||SAP/PAP^^ cost = 8 + (Spell Level*2 – Caster Level) – (speed*2) +/- modifiers||0|
^number of PAPs + SAPs a character can retain after an action
^^the character can use either SAPs or PAPs or any combination for non attack actions.
Extra Time Limitation
Converting Extra Time from Phases into Action Points is done by multiplying the additional phases costs considering that a Full Phase is equal to 12 – (Speed * 2) Action Points.
Taking an early defensive action
As long as a character has zero (0) or more PAPs the player can abort to a defensive action. Hero System rules for aborting apply normally here in regard to which actions can be aborted to.
The formula for aborting to an action is the same as normal.
After you “abort to an action” you cannot take any further actions this segment even if you have remaining action points.