Turn Anatomy

Turn Anatomy

Action Points

Turns have a specific amount of "Action Points" that may be utilized within the turn. You are not required nor punished for not using all of them, but using additional Action Points past your cap will incur a level of Exhaustion, or remove a reserve/charge for each additional Action Point spent.

There are two types of actions, Actions, and Reactions. Actions may be used during the turn, while Reactions must be used on other turns during special instances that allow the reaction to be used.

Actions

This is a list of actions that any character may take in their turn.

Action Addons

This is a list of optional additions that may be added onto an action OR reaction to incur a new/improved effect, for additional Action Points.

Reactions

This is a list of actions that any character may take under special circumstances. The first Reaction taken each turn costs 0 Action Points. All additional reactions cost Action Points as normal.

Downed

When a character is downed, they may only use up to half of their Action Points every turn, and no over. In addition, most actions are changed or removed in this state. Downed creatures cannot be targetted by opportunity attack. at the beginning of a downed creature's turn and when they are initially downed, they must make a Death Saving Throw.
Changed Actions

  • Movement: You still need to spend 1 Action Point, but movement is restricted to 10ft of movement.
  • Hide: As you are down on the ground already, hide only costs 1 Action Point.
    Removed Actions
  • Disengage
  • Dash
  • Assist
  • Aid
  • Swing
  • Special Swing
  • All Reactions
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