AP & Tempo
The Quickstart card, in living ink — same numbers, moving parts.
The printed card (Quickstart handout)
| AP per Round | 10 + chosen Speed Attribute (Dex/Int/Per) + Action Skill |
| Banking AP | You may bank unused AP; subtract banked AP from first action next round |
| Initiative (per action) | d20 + Action AP − Speed Bonus (lowest acts first) |
| Speed Bonus | floor((Dex + Per)/2) + Action Skill |
| AP Roll (optional) | 1: +3 • 2–4: +1 • 5–16: as listed • 17–19: −1 • 20: −3 |
| Unarmed attack | 6 AP |
| Armed/Ranged attack | 5 + weapon speed |
| Spell | 5 + cast time (Snap 0 • Quick 1 • Standard 2 • Lengthy 3 • Ritual 4–5) |
| Move | 1 m per AP (AP Roll doesn’t modify movement) |
| Defense stance | 2 AP → +1 Defense (ends if you take any other action) |
| Use item / device | 10 AP / device speed |
| Defense | Single target number used in attack resolution. Raise via stance or abilities. |
| Body Save | Str + Sta (+mods) |
| Reflex Save | Dex (+mods) |
| Mind Save | Best of Int/Wis/Chr (+mods) |
Life Points = 15 + Stamina + Toughness skill + (Athletics ÷ 2) + abilities. Mana (Magic) = floor((Int + Wis + Chr)/2) + highest attribute + MR. Psychic & Tech pools per path.
📄 Print it for the table: Quickstart handout (PDF) · the full booklet lives in the Armory.
◄ Lesson One: The Round
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