# Introduction Actions are the tools entities have at their disposal during [[Combat Rulesets|combat]]. Their use is widely dependent on the Action Point economy. Actions are usually granted through [[Facets|Facets]] or else may be attached to [[Items and Inventory|equipment]]. # Action Points Action Points monitor the amount of actions one can take. Action Points only restore to maximum at the beginning of one's turn. ## Determining Action Points Action points are equal to a character's Stamina+3. Action points on your turn cap out at 6. Additional action points beyond this may be used in Reactions. # Types of Actions ## Standard Actions A Standard Action may be used proactively on one's own turn or reactively on another's turn in response to an action beginning to occur or completed. They cost a single Action Point. ## Full Actions A Full Action can only be used on one's own turn. They cannot be used reactively on another's turn. They also cost a single Action Point. ## Great Actions A Great Action can also only be used on one's own turn. They are intense or powerful moves that cost two Action Points. ## Quick Actions A Quick Action can be used both proactively and reactively, unless otherwise defined. They cost 0.5 AP, and are most useful in pairs. ## Reactions Reactions are a type of action taken on another entities turn in response to another action either beginning or completing. Reactions can be either standard actions (costing 1 AP) or quick actions (costing 0.5 AP). Reactions cannot be used until after an entity has already taken their first turn in combat. ## Moment of Glory A Moment of Glory is a special action that can only be taken once per [[Chapters|Chapter]], (unless otherwise noted in the text). Moments of Glory can usually be taken at any point of combat, since their purpose is to dramatically turn the tide of combat. Certain Moments of Glory may have restrictions, however. Moments of Glory do not require Action Points. ## Auras Activating auras are a unique action. Certain facets grant auras. So long as the conditionals are met, auras can be either turned on or turned off on your turn, without any AP cost. You cannot activate an aura and deactivate it on the same turn. You may only have one aura active at a time. # Common Actions Here is a list of common actions that most creatures can perform during combat, however this resource is neither intended to limit player creativity or Narrator ruling. ## Standard Actions - [[Unarmed Attack]] - [[Contest]] - [[Dodge]] - [[Move]] - [[Shift Stance]] ## Quick Actions - [[Search]] - [[Opportunity Attack]] - [[Help]]