Activity Points

Every 2 weeks you will have 5 action points to spend.

Simple Actions
  1. 1 Action point can be spent to recruit somebody.
  2. 1 Action point can be spent to get 2 xp towards 1 skill.
  3. 1 Action point can be spent to do a level 1 background on somebody(or an organization), this requires a dif 7 roll against your skill.
  4. 1 Action point can be spent to do minor repair work or modifications on your mech, this will require a tech roll on your part.
  5. 1 Action point can be spent to get General Knowledge of an area or current events.
  6. 1 Action point can be spent doing minor PR work. A social skill roll will be required at the end of this based on your current rep level.

Moderate Actions
  1. 2 Action points can be spent to get 2 xp towards 3 skills.
  2. 2 Action points can be spent to get 4 xp towards 1 skill.
  3. 2 Action points can be spent to do a level 2 background on somebody, this requires a dif 12 roll against your skill.
  4. 2 Action points can be spent to do moderate repair work or modifcaitons on your mech, this will require a tech roll on your part.
  5. 2 Action points can be spent to get a more detailed Knowledge of an area or Current events.
  6. 2 Action points can be spent to do moderate PR work. A Social skill roll will be required at the end of this based on your current rep level.

Complex Actions
  1. 3 Action points can be spent to get 2 xp towards 6 skills.
  2. 3 Action points can be spent to get 4 xp towards 2 skills.
  3. 3 Action points can be spent to do a level 3 background on somebody, this requires a dif 17 roll against your skill.
  4. 3 Action points can be spent to do major repair work on your mech. This requires a tech skill roll on your part.
  5. 3 Action points can be spent to do Major PR work. A Social skill roll will be required at the end of this based on your current rep level.

Activity Points

Time After Time TMancer