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.
- Move: for 1 Action Point, you may move up to your Movement speed.
- Dash: for 1 Action Point, you may increase your Movement speed by half of its value. This action may only be used twice per turn.
- Assist: for 1 Action Point, grant a teammate within 5ft advantage on their next attack roll, check, or save.
- Aid: for 3 Action Points, you may pickup a Downed teammate, restoring them to 1HP.
- Brace: for 2 Action Points, the next attack roll against you has disadvantage, or the next saving throw you make has advantage. Lasts until the end of your next turn.
- Shoot: There is no preset cost for the shoot action, as each gun has its own Action Point cost to fire.
- Pistol Whip: A gun can pistol whip for 1 Action Point. This deals 1d4 + Strength Mod Impact Damage.
- Swing: Swinging a melee weapon costs 2 Action Points. All melee weapons can use either Dexterity or Strength on attack rolls.
- Special Swing: Performing a Special Swing with a melee weapon costs 3 Action Points. All melee weapons can use either Dexterity or Strength on attack rolls. This action may only be used once per turn.
- Reload: Reload your gun. Amount reloaded and Action Point cost is determined by the gun.
- Hide: Attempt to hide from creatures, must make a stealth check, while non-allied creatures in line of sight make a perception check, if any beat yours, you are not hidden. Grants advantage on attacks, but is broken on attack. 2 Action Points.
- Disengage: Attempt to disengage from enemies. When used, enemies cannot make opportunity attacks against you until the beginning of your next turn. 2 Action Points.
- Switch: Switching to your Primary, Secondary, and Melee slot is free. However, if you wish to move a weapon from your inventory to any of those slots, that will cost:
- 1 Action Point for Light weapons
- 2 Action Points for Medium weapons
- 3 Action Points for Heavy weapons
- Grapple: Attempt to grab a target. Both you and the target must make opposing Strength Checks, if you are higher, the target is rendered grappled. If the target is higher, nothing happens. 2 Action Points, may only be attempted once per turn per target.
- Shove: Attempt to shove a target for 1 Action Point. Both you and the target must make opposing Strength Checks, On a higher roll, you are able to shove the target up to STR feet away. 1 Action Point, may only be attempted once per turn per target.
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.
- Aim: For 1 Action Point, aim for a specific body part on a creature:
- Head: -5 to hit, on a successful hit, add 10 base damage to the shot. Additionally, hit target must succeed a
DC15Wisdom Saving Throw or lose 1 Action Point on their next turn. - Torso: On a successful hit, add 3 base damage to the shot, target must succeed a
DC14Constitution Saving Throw or become afflicted by the Shocked condition until the end of their next turn. - Arms: -3 to hit, on a successful hit, target receives a -1 to attack rolls until the end of their next turn. Critical Hits triple effect.
- Legs: -3 to hit, on a successful hit, target loses 5ft of movement speed until the end of their next turn. Critical Hits triple effect.
- Head: -5 to hit, on a successful hit, add 10 base damage to the shot. Additionally, hit target must succeed a
- Akimbo Fire: If a weapon is held in the off-hand, while being Light and is not Two-Handed, it cannot utilize stat additions to its damage rolls. If the secondary held weapon costs only 1 Action Point to fire, it may freely fire alongside the main hand's weapon. An off-handed weapon with more than 1 Action Point in cost may be fired at half the cost alongside the main hand's weapon. When firing solely with the off-handed weapon, this Action Point reduction only applies to weapons with a fire cost greater than 1.
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.
- Opportunity Swing: when a creature within 5ft of you moves away, you may attempt to take the Swing action on them for 1 Action Point.
- Opportunity Shoot: When a creature within 10ft of you moves away, you may attempt to make the shoot action on them for 1 Action Point, assuming the gun is loaded.
- Dodge: When a creature makes an attack roll against you, you may spend Action Points to add to your AC for that attack, at a rate of 1 Action Point for 1 AC. Dodge applies only to the triggering attack. May only be used up to twice per turn.
- Swoop: You may use Action Points to add to your saving throw modifier in the off chance that you must make a saving throw at a rate of 1 Action Point for +1 to the saving throw. Swoop applies only to the triggering saving throw. May only be used once per turn.