Taking Action
Actions Points
Each time a character has an Turn, they will be given a certain number of Action Points or AP. Action Points are used to Move, Strike, perform Spiritual Effects, and perform other actions. Characters will act with a number of Action Points equal to their Speed throughout each Cycle.
{Ex. Herald has a Speed of 10, and so would have 10 total Action Points during a Cycle.}
Initiative & Action Point Distribution
Each Cycle consists of 7 Segments. These Segments are named: 1, 2, 3, 4, A, B, C.
Character activity will spread out among multiple Segments. Early on, characters will only act during two Segments, but as they increase in Rank, the number will increase. Segments and Turns are tracked using a War Scroll that will look something like this.
The War Scroll guides the flow of War. To fill out a War Scroll, start by sorting all the characters involved by their Swiftness, highest to lowest. (In the event of a tie, holy elohim go first. It the tie involves elohim of the same allegiance, the Host determines who acts first.) Write these names, in that order, down the leftmost column leaving space for notes between each name.
For each character, you will be looking at their Speed, which determines how many Action Points they will have during one complete Cycle.
All characters should have at least 7 Speed, so write “7” across from each character’s name down the column for Segment 1. This indicates they have an Turn for 7 AP during Segment 1.
AP are assigned to Segments in a pattern alternating between number Segments and letter Segments in this order: 1, A, 2, B, 3, C, 4.
Assign each character’s remaining AP, up to 7, to Segment A. Any characters that have more than 7 AP remaining will act during a third Segment.
Assign any AP remaining, up to 7, to Segment 2. Then, up to 7 AP to Segment B, then Segment 3, Segment C, and finally Segment 4. Follow this pattern until all AP for all characters are assigned to an Turn.
Only the fastest characters at the highest levels or characters benefitting from large bonuses will ever have more than 49 Speed. However, it is possible and will ever happen. When a character's Speed does exceed 49, the overage (any amount over 49) will be applied one raise one Segment at a time to a maximum of 12 in the order of: 1, A, 2, B, 3, C, 4.
No matter how many ways Speed is increased or Actions Points are added to an Turn, a character can never act with more than 12 Action Points during a single Turn. Any AP more than 12 should be spilled over into the next Turn. If the all Turns have 12 AP, the overage is wasted.
Sample Completed War Scroll
This War Scroll includes the characters’ relative Speed and Swiftness to broaden understanding.
During gameplay, characters only act during Segments where they have Action Points assigned. Many Segments will be skipped, containing no character Turns. In Segments containing character Turns, those characters act starting with the highest Swiftness and working downward. Once all Turns in a Segment are completed, move to the next Segment with Turns.
Example of game flow using the sample War Scroll above:
- Echthra would have the first Turn for 7 AP in Segment 1, performing actions such as moving and striking with a weapon.
- Next, Tirzaiel would have an Turn for 7 AP, performing similar actions.
- Thomas would act next for 7 AP, singing Songs, moving, and possibly striking a foe.
- Finally, Kandor’s Turn for 7 AP would end Segment 1.
- Moving to Segment 2, Echthra would act for 3 AP, then Tirzaiel for 2 AP, ending Segment 2.
- Jumping to Segment A, the next Segment with Turns, Echthra would have an Turn for 7 AP, followed by Tirzaiel for 7 AP.
- Thomas would have an Turn for 5 AP, and lastly, Kandor for 4 AP.
- This Cycle would conclude, and a new Cycle would begin in Segment 1 with Echthra.
Changes in Swiftness during War are rare, and most often will be due to becoming Weakened. If this happens, do not rearrange the activity order on the War Scroll. Doing so adds too many complications. Action Points and Turns can be changes more easily and are adjusted to reflect changes in Speed.
Carrying Over Action Points
A character may choose to delay the use of Action Points from one Turn into their next Turn that has fewer than 7 AP. This is called Carrying Over Action Points and cannot increase a Turn above 7 AP. Other options are to Stand Ready or Rest instead.
Durations
Durations for most effects in the game are figured in Cycles. If something would affect a character for a specified number of Cycles, it begins to affect them immediately and will continue until the same point during the next Cycle reducing the Duration by 1 Cycle at that point until the Duration has expired.