Character Creation:

The Duality Wars

 

Step 4: What Are Action Points?

With my help, this is where you will create your own character. Outside the Mods for you to pick, and even some Racial Uniqie Moves unique to each race (see Step 6), after you have picked your Class, this is where you have to create the rest on your own. And it won't really be all that hard. But before we get into that, there is one last thing I want to discuss. Action Points.

Action Points:

You likely have noticed mentioned, several times, Action Points - during the Stats and Classes, and seen that certain classes get a certain number of Action Points. You will see mention of them some more as you journey into more of the steps.

So what are Action Points? They can be used in many ways. It depends on how a player wants to approach problems and wants to spend them per session. You can use them aggressively, passively, or defensively, or even RPingly. Let me explain.

The Action Points are, in a way, by-pass points to attach to your stats in scenes, or situations. You could also call them, in a way, Situational Points. For example, if a string of attacks or objects came in at you or the group, instead of the Opposite Game, you can opt to use your Action Points, then say what Stat you attached it to: (Charisma, in this situation, would not make sense - likely it will be Reflexes, or Speed, or Stamina - more likely the former).


Example On Non-Combat Action Point Usage:

Lets say you want to use your Charisma and in the past people or situations ignored it. You attach your Action Point and spend it with a Charisma Point. Your Charisma goes from 6 to 5, and your Action Point from 8 to 7, but it puts your Charisma into play. And that means either the NPC, or player has to take note unless they want to use their Charisma and 2 Action Points to counter, or Charisma and 2 Counters.

You can, of course, just use your Charisma Point without the Action Point, too. But then the Player could use a Counter Point, or Action Point, or their own Charisma Point to stop it.

Basically, and a lot of a times it will likely come down to you needing to remind me or the other player of these new rules, of this rule of thumb. If you play a Stat Based Point and an Action Point, the other player needs to play equivalent and something more.

Note, there are sometimes moves that negate such moves, such as mods and you can create special moves to help buffer such.

Do note, between sessions, all stats return to their normal points.

The purpose of these moves is not to be a pain, but to:

1) Get out of situational events you do not feel like doing

2) RP situations based on the character stats and using the points when you feel like you have to do so.

3) You can only continue to press the advantage after you are blocked in Combat Situations. You can continue to counter each other indefinitely until one runs out of Stat points, Action Points, or Counter Points uintil you land your blow in a Combat Situation.

That means if you are trying to charm/seduce someone to get information and you are rebuffed, you have to wait an appropriate amount of time before trying again, or at least try to attain information on something else. Other wise, you are just going to piss people off.

These stats are there to enhance your words if you are trying to be forceful; otherwise you can just simply freeform if you want to ignore using Stats and Action Points.


Action Point Usage In Combat:

As stated, you can only continue to press your Action Points in combat.

1) Lets say you and another player are locked in using Counter, with Player 1 trying to land a blow and Player 2 trying to block it and Player 2 is running out. They can use an Action Point to switch to Reflexes or Speed to try to get away, just to break the flow of combat.

2) Action Points can be used to increase the power of moves, or make them more likely to hit.

Note, later on enemies are more likely to have Action Points, especially on Reflexes and Speed themselves, so becareful. Especially bosses.

 


 

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