Turn Structure for Combat and Social Encounters
Each character (whether a player character or a nonplayer
character) gets one turn to act during each round.
During their turn, the character can do any of a number of
things, such as dash for cover, attempt to unlock a sealed
door, or shoot a pistol at an opponent. The activities the
character can perform during their turn are split into
three categories: incidentals, maneuvers, and actions.
Incidentals
Incidentals are minor activities characters can undertake that require extremely little time or effort. Dropping a broken radio, speaking to a friend, or switching on a stun baton are all incidentals. There is no hard limit to the number of incidentals a character may perform during their turn, although your GM may veto excessive numbers of them or decide they are complex enough to warrant counting as a maneuver. The following are examples of incidentals:
• Speaking to another character.
• Dropping an item held in one’s hands.
• Releasing someone the character is holding.
• Minor movements such as shifting position, peeking around a corner, or looking behind oneself.
Maneuvers
Maneuvers are activities that aren’t complex enough to warrant a skill check, but still involve time and effort on the part of a character. Characters are allowed one maneuver during their turn, and certain circumstances may allow them a second maneuver as well (see page 98). The following are some examples of maneuvers:
• Aiming a weapon.
• Moving one range band closer or farther away from an enemy (for more on range bands, see page 105).
• Opening a door.
• Diving behind cover.
• Standing up.
Actions
Actions are important activities that are vital to a character’s accomplishment of a goal. Each character may normally only perform one action during their turn, likely the most important activity they undertake during their turn. Actions almost always involve performing a skill check, although certain character abilities may require using an action to activate them. The following are some examples of actions:
• Hacking a computer.
• Unlocking a locked door.
• Firing a weapon.
• Punching or grappling an opponent.
• Instructing allies with a series of orders.
• Performing first aid on an ally.
• Sneaking up on a vigilant foe.
• Climbing a cliff.
Out of all of these options, the most common during combat are those that involve attacking an opponent. Attacking an opponent requires a combat skill check, sometimes referred to in shorthand as a combat check or simply an attack.
Incidentals
Incidentals are minor activities characters can undertake that require extremely little time or effort. Dropping a broken radio, speaking to a friend, or switching on a stun baton are all incidentals. There is no hard limit to the number of incidentals a character may perform during their turn, although your GM may veto excessive numbers of them or decide they are complex enough to warrant counting as a maneuver. The following are examples of incidentals:
• Speaking to another character.
• Dropping an item held in one’s hands.
• Releasing someone the character is holding.
• Minor movements such as shifting position, peeking around a corner, or looking behind oneself.
Maneuvers
Maneuvers are activities that aren’t complex enough to warrant a skill check, but still involve time and effort on the part of a character. Characters are allowed one maneuver during their turn, and certain circumstances may allow them a second maneuver as well (see page 98). The following are some examples of maneuvers:
• Aiming a weapon.
• Moving one range band closer or farther away from an enemy (for more on range bands, see page 105).
• Opening a door.
• Diving behind cover.
• Standing up.
Actions
Actions are important activities that are vital to a character’s accomplishment of a goal. Each character may normally only perform one action during their turn, likely the most important activity they undertake during their turn. Actions almost always involve performing a skill check, although certain character abilities may require using an action to activate them. The following are some examples of actions:
• Hacking a computer.
• Unlocking a locked door.
• Firing a weapon.
• Punching or grappling an opponent.
• Instructing allies with a series of orders.
• Performing first aid on an ally.
• Sneaking up on a vigilant foe.
• Climbing a cliff.
Out of all of these options, the most common during combat are those that involve attacking an opponent. Attacking an opponent requires a combat skill check, sometimes referred to in shorthand as a combat check or simply an attack.
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