Action Powers

Penetrating Strike:  Cost 1AP, you make a basic attack that ignores two points of defense, you may spend additional AP up to your might stat to ignore 2 points of defense for each AP spent. 

Hamstring: Cost 1AP, make a basic attack, if the attack does damage you may reduce the targets agility stat by 2 , you may spend additional AP, up to your might score, to reduce the targets Agility stat by 2 for each AP spent.  This penalty lasts until the end of your next turn.

Rattle: Cost 1AP, make a basic attack, if the attack does damage you may reduce the targets might or dexterity stat by 2 , you may spend additional AP up to your might stat to reduce the targets might or dexterity stat by 2 for each AP spent.  This penalty lasts until the end of your next turn. 

Demoralize:  Cost 2AP, pick a stat other than HP, the target enemy take a penalty to that stat till the end of your next turn equal to your charisma stat.

Inspire: Cost 2AP, pick a stat other than HP, the target ally gains a bonus to that stat till the end of your next turn equal to your charisma stat.

Second Wind: Cost 2AP, gain temporary hit points equal to your health stat.

Taunt:  Cost 1AP, forces the target to direct its attacks to you for one round. 

Inspiring Aura: Cost 1 AP. Pick a stat other than HP, all allies that can see and hear you again a bonus to that stat equal to the amount of AP you spend on this action.  This bonus lasts for as many rounds equal to your charisma score. 

Demoralizing Aura:  Cost, 1AP. Pick a stat other than HP, all enemies that can see and hear you gain a penalty to that stat equal to the amount of AP you spend on this action.  This penalty lasts for as many rounds equal to your charisma score

Force Surrender: Cost 4AP, if a target has less HP than three times your charisma score, you can force it to surrender through threats or persuasion. The target must be sentient and understand your words. May not work on certain targets at the GM's discretion.

Grapple: Cost 2AP. One of your hands hand must be free.  You grab the target, reducing their agility in half and prevent them from moving away.  If target makes any melee attacks they can only target you.  The target remains grabbed for a number of rounds equal to your might stat minus the target's defense stat.

Pin:  Cost 2AP, requires you to use both your hands and the target must already be grabbed. For the rest of the duration of the grab, you pin the target to the ground, reducing their agility to zero and making them unable to cast spells or take actions other than basic attacks with light weapons.

Repair:  Cost 1+ AP.  You may repair a mechanical construct healing if for 1/10 of its total HP for each AP spent.   

Reload: Cost 1AP.  Loads a firearm so that it may be fired again. 

Mage Strike: Cost 1AP and 1MP. Requires training in a magic school. You make a melee basic attack and add your magic stat to the damage.

Shield Wall: Cost 2 AP. Requires shield training and a shield being equipped, you use your shield to block the next incoming attack against you before the end of your next turn, negating its damage.

Dodge: Cost 3 AP. You avoid the next attack made against you before the end of your next turn, negating its damage.

Total Defense: Cost 3 AP: till end of your next round your defense stat is doubled and reduces all sources of damage.

Disarm: Cost 4 AP. If your might stat exceeds the targets defense stat you may cause them to drop a weapon or item they are holding. If your might stat is twice the targets defense stat and you have a free hand you can grab the weapon or item from the target.

Steal: Cost 4 AP. If your dexterity stat exceeds the targets defense stat and you have a free hand you may take one item or weapon that is on their person that they are not currently holding.

Careful Aim: Cost 1AP. Ranged weapons only. You spend a round taking careful aim at the enemy's weak spot. The next ranged basic attack you make against the target deals double damage