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Increase Action Points?

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Spectator6
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Increase Action Points?

Post by Spectator6 »

Hey everybody! I just now got into these awesome games, I'm partway into the first one. I've got a pretty general question though and after scouring the internet for its answer, haven't been able to find anything on it. Are you able to increase your action points? And if so, how? If not, then what part of the character creation phase determines how many action points your character will be allowed?

Because my character only has 8 action points and it's been that way ever since I started. Ian can perform a series of action in one turn (shoot his deagle a few times, punch/kick the person) and I can't help but feel inferior with my measly one aimed shot + move away 2 spaces. What gives?

Thanks for the help guys, this seems to be a great community!
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Xandax
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Post by Xandax »

Action points (AP) are goverend by your Agility. As I recall it (withouth looking in the manual cause I can't find it right now) you get a base of 5 points (with 1 agility) and then 1 Action Point for every even Agility point you assign after that, meaning 2 Agility will give you 6 AP, 4Agility = 7AP and so up to 10 Agility for 10 AP.
And because AP governs the amount of action you can take each turn, thus if Ian has more AP then you, he can move more.

There are perks in the game which can increase APs - but as I recall the perks that increase AP only allows movement with thoese extra points. (Bonus Move)
Now I don't know what level you are, but personally I try to always have my characters agility set at 10 for the maximum amount of AP. However such advice is only good at character creation time :D Also - I'd advice you to do is at level 9 to take the Perk "Bonus Rate of Fire", which reduces the cost of shooting with 1 action point. It can help balancing out AP disparaty :)

Hope this clear up some issues.
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Mr. Pastorius
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Post by Mr. Pastorius »

Actually, APs are derived a bit more complicated, here's a c/p: Initial Level: Starting action points are equal to ½ Agility + 5. Average characters will have 7 action points. This ½ Agility is rounded down.

Apart from the Bonus Move perk, which gives you additional 2 APs per turn for moving only, there are also perks Action Boy (gives you +1 AP per level, max is 2) and Gain Agility (which, depending on your present agility, gives you an additional AP).
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Post by Xandax »

Mr. Pastorius wrote:Actually, APs are derived a bit more complicated, here's a c/p: Initial Level: Starting action points are equal to ½ Agility + 5. Average characters will have 7 action points. This ½ Agility is rounded down.
<snip>
Which is excatly the same as I've listed more simply.
5 base plus 1 AP per 2 even agility point.
Mr. Pastorius wrote: Apart from the Bonus Move perk, which gives you additional 2 APs per turn for moving only, there are also perks Action Boy (gives you +1 AP per level, max is 2) and Gain Agility (which, depending on your present agility, gives you an additional AP).
Ahh - yeah. I forgot that Action Boy was also in Fallout 1, but Gain Agility is not implemented in Fallout 1. That is a Fallout 2 perk.
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Spectator6
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Post by Spectator6 »

That's perfect guys, thanks a lot! I'll be awaiting those upcoming perks then, because there's no way I'm restarting with a new char now ;)

When I read through the manual, it said that the AP lights only show your last remaining 10 AP available. So I had this picture in my mind that you eventually get like 20 or 30 AP as your character progresses! haha

Thanks again guys, what an awesome game =)
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Mr. Pastorius
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Post by Mr. Pastorius »

Xandax wrote:Which is excatly the same as I've listed more simply.
5 base plus 1 AP per 2 even agility point.
Sorry, must've misread that.
Gain Agility is not implemented in Fallout 1. That is a Fallout 2 perk.
Strange, I thought it's also in F1. My bad. :P
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Post by Xandax »

Mr. Pastorius wrote:<snip>
Strange, I thought it's also in F1. My bad. :P
I wasn't sure myself, so I looked at the perks list on the Fallout 1 section of this site :D
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Post by Kipi »

Doesn't Buffout or Psycho also rise you AP temporary? IIRC one of these two does that.
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Post by Xandax »

Kipi wrote:Doesn't Buffout or Psycho also rise you AP temporary? IIRC one of these two does that.
Well, in Fallout 2 - and I'm not 100% sure the effects are the same in Fallout 1 but it could be :) - the effect (amongst other effects) of Jet gives you +2 Action points, Psycho gives +3 Agility (still to a max of 10 I think) and Buffout gives you +2 Agility (also to a max of 10).

But chemicals have large withdrawl symptoms and Jet has high (50%) addition rate. Of course addictions can be kicked by simply traveling around the wasteland, but in Fallout 1 you are under a timelimit, so I wouldnt' recommend that for Fallout 1, but it is usefull/usable in Fallout 2.
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Post by Spectator6 »

Oh, is that what the chems are for? You can take those to boost certain traits? I've found a few of the packets, just never knew what they were for... I didn't want to try them out due to the adverse side-effect warning for dependancy.
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