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		<title>Initiative Roll and Action Points - Revision history</title>
		<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;action=history</link>
		<description>Revision history for this page on the wiki</description>
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			<title>Peter Knutsen:&amp;#32;/* The Reflexes Roll */ adding external margi to tables</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=2783&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;The Reflexes Roll:&amp;#32;&lt;/span&gt; adding external margi to tables&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 10:02, 1 June 2011&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;For instance, Helen rolls 2S to generate 12 APs and has nothing stored in her Bank. Roberto rolls 1S to generate 11 APs and has 2 APs stored in his Bank, so his AP total is 13 AP and therefore he gets to act first.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;For instance, Helen rolls 2S to generate 12 APs and has nothing stored in her Bank. Roberto rolls 1S to generate 11 APs and has 2 APs stored in his Bank, so his AP total is 13 AP and therefore he gets to act first.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;! Roll !! Result&amp;lt;br&amp;gt;(Always)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;! Roll !! Result&amp;lt;br&amp;gt;(Always)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;! Roll !! Result&amp;lt;br&amp;gt;(Normal) !! Warrior&amp;lt;br&amp;gt;Reflexes I !! Warrior&amp;lt;br&amp;gt;Reflexes II&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;! Roll !! Result&amp;lt;br&amp;gt;(Normal) !! Warrior&amp;lt;br&amp;gt;Reflexes I !! Warrior&amp;lt;br&amp;gt;Reflexes II&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Wed, 01 Jun 2011 10:02:25 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
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			<title>Peter Knutsen:&amp;#32;/* Please note */ Adding Edge information, and correcting error about ALL Martial Arts Stunts being weapon-specific</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1665&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Please note:&amp;#32;&lt;/span&gt; Adding Edge information, and correcting error about ALL Martial Arts Stunts being weapon-specific&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:33, 4 February 2011&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Professional warriors very often get Speed Factors. One source is simply a high-[[Item Quality|Quality]] weapon. One aspect of weapon Quality is high Durability, another is improved damage or Armour Piercing ([[PA]], not to be confused with AP which is a major subject in this article), a third is prettiness ([[Decoration]], expensive materials), and a fourth is balance and usability in the form of an RD bonus, but a fifth aspect of weapon Quality is speed, swinginess, another aspect of weapon balance design, which results in Speed Factors.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Professional warriors very often get Speed Factors. One source is simply a high-[[Item Quality|Quality]] weapon. One aspect of weapon Quality is high Durability, another is improved damage or Armour Piercing ([[PA]], not to be confused with AP which is a major subject in this article), a third is prettiness ([[Decoration]], expensive materials), and a fourth is balance and usability in the form of an RD bonus, but a fifth aspect of weapon Quality is speed, swinginess, another aspect of weapon balance design, which results in Speed Factors.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A very well-shaped sword can easily give 1 SF on all uses, as a mundane (non-magical) effect.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A very well-shaped sword can easily give 1 SF on all uses, as a mundane (non-magical) effect&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and at higher cost with an [[Edge]] to give a further 1 SP for one specific usage&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;On top of that, more Speed Factors can be had via Martial Arts Stunts. Usually these are action-specific, i.e. you get 1 or 2 SFs for Normal Attack or for Disarm, but some hugely expensive ones are general-purpose for a given weapon type, e.g. Sword Master which gives +1 SF for all sword uses. (&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;All &lt;/del&gt;Martial Arts are weapon-specific).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;On top of that, more Speed Factors can be had via Martial Arts Stunts. Usually these are action-specific, i.e. you get 1 or 2 SFs for Normal Attack or for Disarm, but some hugely expensive ones are general-purpose for a given weapon type, e.g. Sword Master which gives +1 SF for all sword uses. (&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Most &lt;/ins&gt;Martial Arts are weapon-specific).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Martial Arts can also add Speed Factors to Reactions, and to Move Actions, including Charge. Charge cost a lot of APs (base 14 AP, as a Class E action), and is rarely used, but when it is useful it is very useful, and 3 Speed Factors reduces the cost to 11 APs, or 4 Speed Factors reduce it to 9 APs, a popular breakpoint for many warrior types.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Martial Arts can also add Speed Factors to Reactions, and to Move Actions, including Charge. Charge cost a lot of APs (base 14 AP, as a Class E action), and is rarely used, but when it is useful it is very useful, and 3 Speed Factors reduces the cost to 11 APs, or 4 Speed Factors reduce it to 9 APs, a popular breakpoint for many warrior types.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:33:22 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
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			<title>Peter Knutsen:&amp;#32;/* Advice */ 2 typos fixed</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1664&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Advice:&amp;#32;&lt;/span&gt; 2 typos fixed&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:29, 4 February 2011&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 131:&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Fast Weapon Enchantments, to add Speed Factors, are also worth looking into. Maybe find one expensive but broad-scope Fast Weapon Enchantment that adds a few Speed Factors, and then a cheap but powerful much narrower one (which then costs only half Essence, as per he rules), maybe one that synergizes with your Martial Arts specialization, for massive one-trick pony power (you could, e.g., become a Master Disarmer), or maybe one that does not, for versatility.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Fast Weapon Enchantments, to add Speed Factors, are also worth looking into. Maybe find one expensive but broad-scope Fast Weapon Enchantment that adds a few Speed Factors, and then a cheap but powerful much narrower one (which then costs only half Essence, as per he rules), maybe one that synergizes with your Martial Arts specialization, for massive one-trick pony power (you could, e.g., become a Master Disarmer), or maybe one that does not, for versatility.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Item Abilities can be good too. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;IF &lt;/del&gt;your weapon is made of wood and is balanced, like a stick, staff or wooden sword (e.g. the bokken favoured by Miyamoto Musashi, the Sengoku-era &amp;quot;sword saint&amp;quot;), look at Shillelagh. Other Item &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ABilities&lt;/del&gt;, although less attractive, exist for heavier weapons.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Item Abilities can be good too. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If &lt;/ins&gt;your weapon is made of wood and is balanced, like a stick, staff or wooden sword (e.g. the bokken favoured by Miyamoto Musashi, the Sengoku-era &amp;quot;sword saint&amp;quot;), look at Shillelagh. Other Item &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Abilities&lt;/ins&gt;, although less attractive, exist for heavier weapons.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Please note ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Please note ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
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			<pubDate>Fri, 04 Feb 2011 17:29:27 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Advice */ clarifying about desirability of AP  Bank size &gt;1</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1663&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Advice:&amp;#32;&lt;/span&gt; clarifying about desirability of AP  Bank size &amp;gt;1&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:27, 4 February 2011&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are many Martial Arts options available to combatant characters, both melee fighters, unarmed fighters and ranged combatants, but you absolutely do want to increase your Bank to a capacity of 2 AP. It's cheap and helps immensely at evening things out, reducing the likelihood of finding yourself in a situation where you have APS you cannot use productively.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There are many Martial Arts options available to combatant characters, both melee fighters, unarmed fighters and ranged combatants, but you absolutely do want to increase your Bank to a capacity of 2 AP&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, if your character is ''not'' to be a noncombatant&lt;/ins&gt;. It's cheap and helps immensely at evening things out, reducing the likelihood of finding yourself in a situation where you have APS you cannot use productively.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Warrior Training I is nice too, but getting your Bank upgraded to 2 APs is much more important. Probably you'll also want a Bank of size 3 before you buy Warrior Training I, but at that point it's a matter of style, and of course how good your Reflexes stat is. The worse your Reflexes are, the more frequently you'll Fumble, which is where Warrior Reflexes I (and II) helps.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Warrior Training I is nice too, but getting your Bank upgraded to 2 APs is much more important. Probably you'll also want a Bank of size 3 before you buy Warrior Training I, but at that point it's a matter of style, and of course how good your Reflexes stat is. The worse your Reflexes are, the more frequently you'll Fumble, which is where Warrior Reflexes I (and II) helps.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:27:06 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* The AP Bank */ rewording a bit</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1662&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;The AP Bank:&amp;#32;&lt;/span&gt; rewording a bit&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:25, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 114:&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The AP Bank is a character's ability to store unused Action Points that can then be used in the next Round, and which also serves to improve his AP Count so that he gets to act sooner.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The AP Bank is a character's ability to store unused Action Points that can then be used in the next Round, and which also serves to improve his AP Count so that he gets to act sooner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;All Mammalian and Avian characters automatically have a Bank that can contain 1 AP, due to their neural structure. More primitive life forms may not have this, although note that highly evolved &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reptiles&lt;/del&gt;, e.g. lizardmen, are likely to have quite sophisticated central nervous systems; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the statement &lt;/del&gt;applies only to terrestrial life forms &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(but including dinosaurs!)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;All Mammalian and Avian characters automatically have a Bank that can contain 1 AP, due to their neural structure. More primitive life forms may not have this, although note that highly evolved &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Reptilians&lt;/ins&gt;, e.g. lizardmen &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and some dinosaurs (such as velociraptors)&lt;/ins&gt;, are likely to have quite sophisticated central nervous systems; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this &lt;/ins&gt;applies only to terrestrial life forms&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;; realistic extraterrestrial life forms cannot sensibly be classified as Mammalian, Ichthyoid and so forth&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The Bank is the total amount of APs that may be stored, not the amount that may be accumulated per Round. The Bank size can also be increased via Lores and Martial Arts Stunts. It's fairly easy to get it to size 2 via a Lore, then to size 3 via a cheap Stunt and then to size 4 via an expensive Stunt. All of this has the Tactics: Individual Skill as a prerequisite, although larger scale Tacticss Skills can substitute as per the usual rules. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The Bank is the total amount of APs that may be stored, not the amount that may be accumulated per Round. The Bank size can also be increased via Lores and Martial Arts Stunts. It's fairly easy to get it to size 2 via a Lore, then to size 3 via a cheap Stunt and then to size 4 via an expensive Stunt. All of this has the Tactics: Individual Skill as a prerequisite, although larger scale Tacticss Skills can substitute as per the usual rules. &amp;nbsp;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:25:41 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Other Actions */ Adding a note to self</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1661&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Other Actions:&amp;#32;&lt;/span&gt; Adding a note to self&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:21, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Swimming and Climbing will most likely be full-Round actions, and thus not need to be handled as Move Actions, but this is not certain yet.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Swimming and Climbing will most likely be full-Round actions, and thus not need to be handled as Move Actions, but this is not certain yet.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Other Actions ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Other Actions ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Other Actions may cost APs, or be full-Round Actions. A full-Round Action still costs 1 AP, just to prevent characters who rolled F-6 on Initiative from performing them. Any excess APs may be banked.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Other Actions may cost APs, or be full-Round Actions. A full-Round Action still costs 1 AP, just to prevent characters who rolled F-6 on Initiative from performing them. Any excess APs may be banked &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(on second thought, allowing any excess APs to be banked is probably a ''really shitty'' idea. This must be thought about more carefully...)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Spellcasting ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== Spellcasting ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Spellcasting counts as an Other Action, but special rules need to be made for Spellcasting with an CTI of less than 1 Round, e.g. 1 Second or 1/10 Second.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Spellcasting counts as an Other Action, but special rules need to be made for Spellcasting with an CTI of less than 1 Round, e.g. 1 Second or 1/10 Second.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:21:02 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Move Actions */ clarifying word added</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1660&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Move Actions:&amp;#32;&lt;/span&gt; clarifying word added&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:18, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or marbles, or otherwise difficult. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or marbles, or otherwise difficult. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gunpowder &lt;/ins&gt;firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Characters are softly limited to 2 Move Actions per Round. If a character wishes to perform a 3rd Move Action in any given Round, he must pay 1 FP in addition to all other costs (e..g for Run or Charge), and a 4th Move Action has an added cost of 3 FP.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Characters are softly limited to 2 Move Actions per Round. If a character wishes to perform a 3rd Move Action in any given Round, he must pay 1 FP in addition to all other costs (e..g for Run or Charge), and a 4th Move Action has an added cost of 3 FP.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:18:21 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Move Actions */ more typo</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1659&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Move Actions:&amp;#32;&lt;/span&gt; more typo&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:17, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Move Actions are actions that lets the character move a number of hexes, noting that some hexes cound double or triple because of obstacles or otherwie being difficult Terrain. The three most common Move Actions are Walk, Run and Charge.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Move Actions are actions that lets the character move a number of hexes, noting that some hexes cound double or triple because of obstacles or otherwie being difficult Terrain. The three most common Move Actions are Walk, Run and Charge.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or marbles, or otherwise &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;difficlt&lt;/del&gt;. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or marbles, or otherwise &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;difficult&lt;/ins&gt;. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:17:21 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Move Actions */ typo</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1658&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Move Actions:&amp;#32;&lt;/span&gt; typo&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:17, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 86:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Move Actions are actions that lets the character move a number of hexes, noting that some hexes cound double or triple because of obstacles or otherwie being difficult Terrain. The three most common Move Actions are Walk, Run and Charge.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Move Actions are actions that lets the character move a number of hexes, noting that some hexes cound double or triple because of obstacles or otherwie being difficult Terrain. The three most common Move Actions are Walk, Run and Charge.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;marbled&lt;/del&gt;, or otherwise difficlt. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Walk is a &amp;quot;safe&amp;quot; Move Action, one that can be performed in relative safety even on ground that is slippery, covered with caltrops or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;marbles&lt;/ins&gt;, or otherwise difficlt. Run is more efficient, you get to move further per AP, but it's not safe, so if you Run over unsafe ground, you risk becoming unbalanced or even falling prone. Running also costs 1 Fatigue Point per Move Action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Charge combines a movement with a melee or unarmed attack (or with a weapon attack, such as a crossbow or firearm), and costs 2 FP. Like Run, it is an unsafe Move Action, when the surface moved over is dangerous.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 97:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Steps are a &amp;quot;safe&amp;quot; movement option, so there's no need to worry over dangerous ground, and also they do not cost Fatigue Points (except maybe in borderline absurd cases, like trying to Step in tournament plate mail; creating rules for this is hardly a priority).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Steps are a &amp;quot;safe&amp;quot; movement option, so there's no need to worry over dangerous ground, and also they do not cost Fatigue Points (except maybe in borderline absurd cases, like trying to Step in tournament plate mail; creating rules for this is hardly a priority).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Other Move Actions ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Other Move Actions ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Other possible Move Actions include Jumping, Sneaking, Crawling and various Parkour-like actions. These count as Move Action, thus sofly limiting the character to 2 per Round.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Other possible Move Actions include Jumping, Sneaking, Crawling and various Parkour-like actions. These count as Move Action, thus sofly limiting the character to 2 per Round.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:17:01 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Reactions */ re-phrasing slightly</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Initiative_Roll_and_Action_Points&amp;diff=1657&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Reactions:&amp;#32;&lt;/span&gt; re-phrasing slightly&lt;/p&gt;

		&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
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		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:15, 4 February 2011&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 81:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 81:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Reactions are usually defensive in nature, such as Parry (using a weapon), Deflect (the equivalent of parry but done unarmed), Block (using a shield to parry) and Dodge (which normally costs 1 Fatigue Point and requires the character to move 1 hex randomly). A Reaction is always performed in response to another character's action.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Reactions are usually defensive in nature, such as Parry (using a weapon), Deflect (the equivalent of parry but done unarmed), Block (using a shield to parry) and Dodge (which normally costs 1 Fatigue Point and requires the character to move 1 hex randomly). A Reaction is always performed in response to another character's action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A special Reaction is the &lt;/del&gt;Tactical Strike, performed as a response to a character moving into an adjacent hex to the one one is standing in, without this other character performing a Charge on oneself. A Tactical Strike functions as a normal attack, except the AP cost is lower. Usually much lower. Tactical Strikes are therefore highly useful to &amp;quot;control ground&amp;quot;, serving to discourage enemies from trying to run or otherwise move past one, e.g. to get within melee range of more vulnerable allies further behind (traditionally, the lightly armoured noncombatant spellcaster, the squishy/clothie wizard).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;Tactical Strike &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is a different Reaction&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and is &lt;/ins&gt;performed as a response to a character moving into an adjacent hex to the one one is standing in, without this other character performing a Charge on oneself. A Tactical Strike functions as a normal attack, except the AP cost is lower. Usually much lower. Tactical Strikes are therefore highly useful to &amp;quot;control ground&amp;quot;, serving to discourage enemies from trying to run or otherwise move past one, e.g. to get within melee range of more vulnerable allies further behind (traditionally, the lightly armoured noncombatant spellcaster, the squishy/clothie wizard).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Move Actions ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Move Actions ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:28:30 --&gt;
&lt;/table&gt;</description>
			<pubDate>Fri, 04 Feb 2011 17:15:38 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Initiative_Roll_and_Action_Points</comments>		</item>
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