Skip to content

Action Points

Rule

Every turn you get three action points. There are no separate actions, bonus actions, or free actions to memorize: each thing you do costs AP, and you decide how to spend your three.

Spending AP

Moving, attacking, casting, and using an item all cost AP. Anything that costs more than you have left waits until your next turn.

Rolls you make with AP can still be pushed by FortuneFortune TermGood luck adds a d6 to your roll. or dragged down by MisfortuneMisfortune TermBad luck subtracts a d6 from your roll..

Source Player Codex, How to Play