BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

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.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!