Reaction-Time Modifier

Reaction-Time is the effective "speed" of an organization or realm's government. Lower numbers are faster, and are able to outmaneuver "slower", larger-numbered realms. 
== Reaction-Time Tables ==
Tech Level	Modifier
TL0-4 	+2
TL5-6 	+1
TL7-8 	+0
TL9-10 	-1
TL11+ 	-2
Organization/Management Skill 	Modifier
Management 9 or less 	+3
Management 10-11 	+2
Administration 12 or less;Management 12-14	+1
Skill 15-17 	+0
Skill 18-20 	-1
Skill 21+ 	-2
Complexity(highest Status the realm supports)/2, rounded down	Complexity(highest Status the realm supports)/2, rounded down
Status 	Modifier
8 	+4
7 	+3
6 	+3
5 	+2
4 	+2
3 	+1
2 	+1
1 	+0
0 	+0
== Political Maneuvers ==
Is it possible to use a Wait maneuver to prepare a move, forfeiting your current turn but gaining the first move the next turn. This can be used effectively if you're expecting a natural disaster, or monster horde.p.37
== Government Type Effects ==
* Aristocracies (and thaumatocracies) benefit from -1 to final reaction-time modifiers. This might help counter their knack for relatively high Status individuals. 
* Other governments do not have direct effects towards reaction-time. 
== Altered Time Rate and Other Shenanigans ==
The next case is a territorial dispute between the incredibly slow Sloggs and hyper-fast Bluazz. However, the case resolves itself because the Bluazz hyper-evolve before She-Hulk's eyes and decide to leave for the stars before the Sloggs can even get through their opening introductions. -- excerpt of She-Hulk Vol. 1 #7, "Space Cases"It is possible that a whole species with Altered Time Rate (or Decreased Time Rate), throwing them off the usual reaction-time track. It is unknown how these traits would affect the modifiers, but this editor suggests you use a -5 or +5, respectively. 
== References ==
* Realm Management, p.24
Category:Rules