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<span class="mu-s">Turn 1-1</span>
Alright, gotten your bearings? Found your footwork? It doesn't look like there's any Slicerats roused and ready just yet, so this should all be fine time to remind yourselves of the basics. Spread out a little, saunter and recon, mingle, such as it is.
Alright, let's recap:
You have Agility, Action Points (AP) and Reaction Pool/Points/Powers/Prowess/Proficiency. Take your pick, it hardly matters.
Your Agility is spent on moving. Usually 1 tile per 1 Agility. You can also spend it on <span class="mu-i">moving</span>, which is 1 Agility for a roll against your Move in an attempt to do some fanciful gymnastics. Thats sometimes better than going all the way around, over, under and through. If you spend more Agility on this, your skill increases - you don't make multiple rolls. IF you've got a habitual hankering for fancy footwork, you can also try to combine this grace with fighting. Some kicks are just more dramatic when done with a high jump. What that means is that you can try to combine this agile movement with your more normal actions, but obviously, if you flop the footwork, it's going to be a right pain.
Otherwise, spend agility to add +1 to a physical action.
That brings us to ACTION POINTS. You have 6. To do a small minor action is 1. That includes movement, so you can spend both AP and Agility to move. Otherwise its any tiny thing. Pick something up, do a skill roll, talk with game mechanical intent, open a door, push a lever, grab something from your belt, stow something in your belt, so on and so forth.
For 3 AP you're doing a Major Action - that's something that matters to you. Principally, that means throwing down, using your Style. You can also try to do other things, but you don't much know how yet, so it's not so important.
There's a universal truth, which is that MORE AP on the SAME ACTION is BETTER - it raises your target numbers a chunk, 1:1. If you're a practiced Shatterhand, you'll start salivating at how that means your margin bonus plays in when you deliver that 6 AP+3 Agility High Kick and strike out at 12+6 skill. Yes. But of course that's then all you're doing.
This is a matter generally of personal opinion, and there's no best way about it. Sometimes you want to attack twice (3 AP then 3 AP), sometimes you want to attack once really well (3 AP + 3AP as skill boost).
You have skills base wise, because you do know how to fight - 12 is roughly 75%, 14 is roughly 90%. But you do also take penalties, problems and issues. And <span class="mu-s">techniques</span> especially can eat a lot of your skill, so that's where AP comes in handy.
Finally, there's REACTION. Pick one, it's what you do when the world reaches out to punch you.
Dodge rolls your Reaction, +3 if you can retreat.
Parry rolls your Style, easier with a free hand.
>Shatterhands can retreat when parrying, +3 skill
Block rolls your Style and gives you sheer absorption factor.
There's a bunch of peculiarities here that you'll learn with time and training.