Single Petal Studios

Derived Statistics
Action Points
Action points (AP) are the “resource” players use to commit actions during combat. Generally, a character gets twelve (12) action points at the start of each cycle plus one (1) additional AP equal to their Celerity Bonus. AP is used to perform Actions and Maneuvers. Different maneuvers cost different AP to perform. If a character runs out of AP, they can perform no further actions or maneuvers until they gain additional AP.
In some cases, a character might perform an action that continues overtime whilst not requiring attention from the character. In this case, Passive AP (PAP) is used to track the continuing action. Unlike AP, which increases with Celerity, PAP is fixed at twelve (12) per cycle. Whenever a character uses up AP, the same amount of PAP is spent during that cycle. However, even if a character does not use the remainder of their AP, their PAP is always fully consumed by the end of the characters’ turn. PAP dependent effects continue through the characters time, though some may be stopped by a character. Since PAP effects do not usually require attention, a character can benefit from more than one PAP effect at a time.
As an example, the Whip Swing maneuver requires four (4) AP to initiate with an Electro Whip. If initiated at the start of a character’s turn, the character would have eight (8) PAP for the remainder of the turn. This eight (8) PAP represents the four seconds of swinging movement the character experiences during the rest of the turn, during which they may still perform other actions using their remaining AP.
Hit points
Hit points (HP) determine the general state of health of a character. A character’s base maximum HP is equal to eight (8) plus their Constitution Modifier. Hit points are split into standard hit points (HP) and DecaHP (DHP). One (1) DHP is equal to ten (10) HP. DHP is typically used for SolarLink components and space craft and rarely used for characters.
When a character reaches zero (0) or less HP, they fall unconscious unless they succeed on a Willpower Attribute Roll. If a character reaches negative HP equal to eight (8) plus their Constitution Modifier, they die. For example, a character with a Constitution Bonus of +1 would need to reach a negative nine (-9) HP to die.
Defense
Defense represents how difficult it is to hit a character. Whenever an attack roll is made against a character, the attack succeeds only if the attack roll is greater than the character’s defense. A character has a defense of ten (10) plus their Dexterity Modifier.
By design, there are few ways to increase defense. Defense remains relatively static in order to maintain gameplay pace. Since most characters will have a defense around ten (10) to thirteen (13), it is faster to confirm non-parried attacks.
Reduction
Reduction is the primary method by which a character improves their survivability. Reduction is split into Physical, Chemical, Light, Thermal (Cold), Thermal (Hot), and Electrical Reduction (See Damage Types). When a character is dealt damage, they reduce the damage by their reduction score corresponding to the type of damage. If that reduction would drop the damage dealt to zero (0) or less, the character receives zero (0) damage.
Turn Order Bonus
Turn Order is used to determine how quickly a character responds to combat. Characters have a Turn Order Bonus equal to the sum of their Celerity and Wisdom Modifiers. At the start of combat, each character rolls 2d10 and adds their Turn Order Bonus to determine Turn Order.