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Taking Action

Action Points

Each time a character has a 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 and each character's Action Points are divided into Segments. The number of Segments changes depending on the highest Speed among present characters. Segments are divided into numbered Segments and lettered Segments, for example: 1, 2, 3 & A, B, C.

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Early on, most characters will only act during two Segments, but as characters and enemies become stronger, the number of Segments will increase. Segments and Turns are tracked using a War Scroll that will look something like this.

Sample Completed War Scroll

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This War Scroll includes the characters’ relative Speed and Swiftness to broaden understanding.

The War Scroll guides the flow of War. If you were to follow the War Scroll above, the first character to have a Turn would be Echthra for 7 AP (Action Points). This is shown under the "1" column for Segment 1. After Echthra finished their Turn, it would be Tirzaiel's Turn for 7 AP. Then Thomas for 7 AP and finally Kandor for 7 AP. That would conclude Segment 1.

After Kandor finished their Turn for 7 at the end of Segment 1, Echthra would act for 3 AP (Segment 2) followed by Tirzaiel for 2 AP. That would conclude Segment 2.

Segment A would start with Echthra for 7 AP, followed by Tirzaiel for 7 AP, then Thomas for 5 AP, and finally Kandor for 4 AP.

Then a new Cycle would begin at the top of Segment 1 with Echthra's Turn for 7 AP.

How to create a War Scroll

The easiest way to create the War Scroll is to use our Allies Assistant app! Simply enter in each character's information and it will automatically create an accurate War Scroll.

If filling out a War Scroll manually, 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 and how many Segments those Action Points will be spread across.

AP are spread across Segments in a pattern alternating between numbered Segments and lettered Segments. All numbered Segments are played out in order, followed by all lettered Segments. This system allows fast characters to be fast, but also intermixes their activity with other characters' activity. 7 AP are assigned to Segment 1, then any remaining AP, up to 7, are assigned to Segment A. If Segment A has 7 AP and the character has remaining AP to assign, assign up to 7 AP to Segment 2, then Segment B, then Segment 3, then Segment C and so on until all of the character's AP are assigned.

So, if the fastest character has 11 Speed, you would assign 7 AP to Segment 1, then assign 4 AP to Segment A, totaling 11 AP.

If the fastest character has 17 Speed, you would assign 7 AP to Segment 1, then assign 7 AP to Segment A, then assign 3 AP to Segment 2, totaling 17 AP.

If you want to know how many Segment columns you should plan for, divide the fastest character's speed by 7. If there is any remainder, round up. There are a few effects that can temporarily increase a character's Speed, so it may be a good idea to leave a little room between the numbered Segments and the lettered Segments to scratch in another column later if needed.

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.

Example of game flow using the sample War Scroll above:
  1. Echthra would have the first Turn for 7 AP in Segment 1, performing actions such as moving and striking with a weapon.
  2. Next, Tirzaiel would have an Turn for 7 AP, performing similar actions.
  3. Thomas would act next for 7 AP, singing Songs, moving, and possibly striking a foe.
  4. Finally, Kandor’s Turn for 7 AP would end Segment 1.
  5. Moving to Segment 2, Echthra would act for 3 AP, then Tirzaiel for 2 AP, ending Segment 2.
  6. Jumping to Segment A, the next Segment with Turns, Echthra would have an Turn for 7 AP, followed by Tirzaiel for 7 AP.
  7. Thomas would have an Turn for 5 AP, and lastly, Kandor for 4 AP.
  8. This Cycle would conclude, and a new Cycle would begin in Segment 1 with Echthra.

Changes in Swiftness, Speed, and Bonus Action Points

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 changed more easily to reflect changes in Speed.

Besides changes in Speed, a character can receive bonus Actions Points during their current Turn or their next upcoming 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. The Swiftness Perk that allows a character to immediately take an Action for free does not count toward this total.

Carrying Over Action Points

A character may choose to delay the use of some Action Points from one Turn into their next Turn that has fewer than 7 AP. This is called Carrying Over Action Points and no more AP can be Carried Over than would increase that Turn above 7 AP. Other options are to Stand Ready or Rest instead.

Preparation at the Onset of War

When War begins often times characters will wish to react. Once the Host declares that War is beginning, characters will need to wait to act until they have a Turn. This is where those characters who with higher Swiftness get to experience the benefit. If a character feels it is urgent that they get to prepare or respond, they can do so by using Inspiration or a Swiftness Perk.

Durations

The Durations for many effects are measured in Cycles. The effects usually begin immediately and the Duration decreases by 1 Cycle or expires at the end of the exact same Turn during the following Cycle.

Ongoing Songs are an exception. When an Ongoing Song is no longer maintained, its effects expire at the end of the singing Minstrel's first Turn in the Cycle.