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Previous Section: [[05 🔵 Advantage and Disadvantage]]
# Game Timing
There are five general measurements used to describe the division of time within the game.
## Campaign
A campaign is a complete game focusing on a continuous series of characters or events.
## Story
A story is a discrete portion of a narrative that often takes several session to play out. Stories generally have an overall goal or framework, such as "Overthrow the king."
## Session
A session is a single evening of gaming, generally encompassing several encounters.
## Encounter
Encounters are moments in the game that are especially challenging, intense, and time-sensitive. Most game sessions include at least one encounter, and two to five is standard. Encounters can be Exploration, Social, or Combat.
All three types of encounters are likely to use the rule systems covered here. Challenges or rules specific to each type of encounter are discussed in their individual sections.
## Round
A unit of time used to measure combat encounters. A round normally lasts about 6 seconds in combat situations. The point during a round when you are up in initiative is called your turn.
## Downtime
Existing outside the normal game timing there is downtime. This is time between encounters or sessions that pass without roleplaying, which is narrated in an abstract fashion.
# Next Section
[[02 🔵 Initiative]]
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Previous Section: [[01 🔵 Game Timing]]
# Initiative
Encounters are often action-packed with many participants clamoring to accomplish their goals. Because all encounters are time-sensitive, most make use of a system called initiative to organize these moments of chaos into a cycle of rounds and turns. Different types of encounters can modify how initiative works, but the core mechanic stays the same.
## Rounds and Turns
A Round represents about 6 seconds un the game world. During a round, each participant takes a Turn. The order participants take their turns is decided by the Initiative Order. Once everyone takes a turn the encounter continues to the next round.
### Action Points
At the beginning of each participant's turn they get an allotment of Action Points (AP) to use during the round. The basic allotment is 2 AP per round. Characters get additional AP equal to their [[01 🟡 Attribute Descriptions#Reaction|Reaction]] score as long as that score is above 0. Characters can not have more AP then the max specified by 2 + Reaction. At the start of a characters turn their AP gets reset to this max value. Information on using AP can be found in the [[03 🔵 Actions|Actions]] section.
## Determining Initiative
Initiative determines the order of turns during an encounter. When the GM calls for initiative (typically when an encounter starts), every participant makes a [[01 🟡 Attribute Descriptions#Reaction|Reaction]] check (d20 + Reaction + Reaction) to determine their place in the initiative order. If a large group of identical creatures is involved in the encounter the GM makes one roll for the whole group, so each group member acts at the same time.
Once all participants have rolled the GM ranks all participants in order from the highest Reaction check to the lowest. This is called Initiative Order, and the GM follows it to determine when each participant acts during each round. Initiative remains the same from round to round.
If there is a tie, the GM decides the order between NPCs and players decide the order between their characters. If the tie is between an NPC and PC the GM decides the order. Optionally the GM can have each tied creature roll a d20 with no modifiers to break the tie with the highest roll going first.
# Next Section
[[03 🔵 Actions]]
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Previous Section: [[02 🔵 Initiative]]
# Actions
When you take actions on your turn you can take any of the actions presented here or gained from features. Each action has a cost in [[02 🔵 Initiative#Action Points|AP]]. If you don't have enough AP to meet that cost you can not take the action on this turn. You can however start an action as long as you have at least 1 AP remaining and then continue the action on your next turn. If you take another action after starting but not finishing a previous action all spent points are lost and the started action does not get completed.
Some actions may be taken at anytime and are denoted with an (A) other actions can only be taken during a character's initiative turn denoted with an (I).
## List of Actions
### Assist (A)
Cost: 2 AP
You can become a helper on a [[04 🔵 Types of Checks#Working Together|Teamwork Check]] to help an ally on a [[04 🔵 Types of Checks|Check]].
### Attack (I)
Cost: 2 AP
You may perform one of a variety of attacks. See Combat for more information.
### Autofire (I)
Cost: 1 AP
If you don't have 10 ammo remaining in your weapon you can not take the Autofire action. When you take the Autofire action you must make an attack action with a ranged weapon on the same turn and spend 10 ammo from your weapon. To determine if your attack hits treat the optimal range of the weapon as one category closer to the attacker. If your attack hits roll the base damage of the weapon and then multiply it by the amount you beat the DV, up to a maximum denoted by the weapon's Autofire property (3 for SMGs, 4 for Automatic Rifles). This is the amount of damage dealt.
### Avoid Incoming (A)
Cot: 1 AP
When you use this action you make a Reaction + Athletics check to avoid an incoming AoE attack. The result of the check determines how far you can move. If you choose to move more than 10 feet you dive to the ground at the end of the action and gain the Prone condition. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
### Block (A)
Cost: 1 AP
You can make an [[04 🔵 Types of Checks#Attack Rolls|Attack Roll]] that is targeting you into an [[04 🔵 Types of Checks#Opposed Checks|Opposed Check]] that you defend with an Agility + [[02 🔵 Skill Descriptions#Dueling|Dueling]] check. This can only be done when the incoming attack is a Melee Attack and must happen on the same turn as the Action is taken.
### Call a Shot (I)
Cost: 1 AP
You take a -5 penalty to your Attack Roll in order to aim for a specific part of a target. This must be combined with an Attack action on the same turn. Choose one of the following effects if your attack hits.
| Name | Effect |
| --------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Disarm | Roll damage as normal. The target of your attack must make a Agility or Strength save with a DV equal to your damage roll. If the target fails they drop any items they are currently holding. Regardless of the outcome of the save your attack deals half of the damage rolled. |
| Increase Damage | You add +5 to the result of your damage roll. |
| Wound | Roll damage as normal. Your target receives a wound regardless of the damage rolled based on the normal wound rules. Regardless of the wound dealt your attack deals half of the damage rolled. |
### Dodge (A)
Cost: 1 AP
You make an Attack roll that is targeting you into an Opposed Check that you defend with Agility + Acrobatics. This can be done to a Melee or Ranged attack and must happen on the same turn as the Action is taken.
### Drop Prone (I)
Cost: 1 AP
You drop yourself to the ground and gain the Prone condition.
### Full Defense (A)
Cost: 2 AP
You may add your Agility to your EV an additional time. This effect lasts until the start of your next turn.
### Grapple (I)
Cost: 2 AP
A character can attempt to grab on to a target by making an Opposed Check of Athletics + Strength against the target's Athletics + Strength or Acrobatics + Agility. If the target fails they gain the Grappled condition until they are freed. On the target's turn they can reattempt the Opposed Grapple Check. A different character can make an Opposed Athletics + Strength check to free the grappled creature.
### Hide (I)
Cost: 2 AP
A character can attempt to hide following the rules detailed in the [[02 🔵 Skill Descriptions#Stealth|Stealth]] section.
### Hit the Dirt (A)
Cost: 1 AP
You can quickly drop the the ground to give an attacker a -3 to their Ranged attack roll and gain the Prone condition.
### Intercept (A)
Cost: 1 AP
If an opponent comes within range while you are wielding a melee weapon you may make an Attack action. Taking the attack action costs AP as normal. This can not be used while wielding a ranged weapon.
### Jump (I)
Cost: 2 AP
You can jump according to the rules described in the [[02 🔵 Tracking Time#Jumping|Jumping]] section.
### Maneuver Mount/Vehicle (I)
Cost: 2 AP
You can maneuver a mount or vehicle that you are currently controlling.
### Move (I)
Cost: 1 AP
You may move a number of feet equal to your move speed. This action can be split up within your turn. If you have multiple types of movement speed you can only move a total distance equal to the largest movement speed. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
### Observe in Detail (I)
Cost: 2 AP
This action is intended for determining details that may be obscured due to the pace and rigors of combat. It is assumed that everyone engaged in a combat is aware of the presence of everyone else, barring the use of Stealth or obscuring magic, but not necessarily details of their gear or equipment, and in some particularly hectic or rushed circumstances, the identity of individuals. In the midst of a hectic gunfight/brawl in the dark, the winner of the brawl, who is now sprinting toward your character, may not be identifiable without an Observe in Detail action.
### Pick Up/Put Down Object (I)
Cost: 2 AP
A character may pick up an object within reach or put down one that they were holding. This action means care is taken to put the object down or pick it up. If the picked-up object is a weapon, this counts as readying the weapon.
### Push (I)
Cost: 2 AP
You can make an opposed Strength + Athletics check to attempt to push a creature up to a distance equal to twice your Strength.
### Quickdraw (I)
Cost: 1 AP
A character my quick draw a weapon with the Quickdraw property. The character may immediately attack with the weapon. Attacking in this manor costs AP as normal.
### Ready Weapon (I)
Cost: 2 AP
A character may ready a weapon by using this action. This includes drawing and readying a firearm; pulling a melee weapon from a sheath or pocket; taking out and readying a grenade or throwing knife; or any other kind of weapon preparation. Almost all weapons require this action before they are ready for use, though many times it occurs before combat even starts.
### Reload Weapon (I)
Cost: 2 AP
Some ranged weapons require a Reload Action after the weapon has run out of ammo. If a weapon is out of ammo it can not be fired until it is reloaded.
### Sprint (I)
Cost: 2 AP
A character may move at a sprint with this Action. This increases the character's movement speed by the result of an Agility + Athletics check. You can not take this action if you have already taken a Move, Sprint, or Avoid Incoming action this round.
### Stand Up (I)
Cost: 1 AP
You can use this action to get back to your feet and remove the Prone condition.
### Take Aim (I)
Cost: 1 AP
You gain a +2 to your next ranged attack roll. This action can only be used once per turn but if the bonus is not used it carries over to the next round and can be stacked. If you take a turn without taking the Take Aim or a Ranged Attack any bonuses are lost.
### Take Cover (I)
Cost: 1 AP
You use something in your area to provide protection but must operate from the constraints created by the cover. You gain the In Cover condition.
### Trip (I)
Cost: 1 AP
You may only take this action while wielding a melee weapon and it must be combined with an Attack action. If the attack hits reduce the base damage by 3 and the Target rolls an Agility + Athletics check with a DV equal to your attack roll. If the target fails the gain the Prone condition.
### Use Complicated Device (I)
Cost: N/A
Some devices are more complicated and require more focus to use. The exact cost is up to the GM. This action may be extended over multiple rounds but the Action must be completed before any other Action can be taken by the character.
### Use Simple Device (I)
Cost: 1 AP
Simple devices are those that are activated with a simple movement like a thumb trigger, pressing a single key, or flipping a lever.
### Use Skill (I)
Cost: 2 AP
You may use an appropriate skill to accomplish a task.
# Next Section
[[02 🔵 Tracking Time]]