Actions and Initiative

## Summary

### Actions

*Actions define how players, monsters and neutral characters interact in fast paced situation.*

Each Turn each player is entitled to the following:

* 2 Regular Actions
* 1 Bonus Action
* 1 Reaction

Most actions and techniques operate using regular actions. These include most *Movement*, *Basic Attacks* and interacting with the environment.

### Prepared Actions

A character may choose to delay the effects of their turn contingent on the behaviour of adversaries they can see. For example "I will wait until the monster is within short range before shooting my *Pistol*". To do so expends the character's *Reaction*. Additionally, a character may forgo a *Regular Action* during their turn to increase the number of *Reactions* they have by 1.

**Example:**

"I will wait until the monster is within short range before shooting my Pistol. Additionally, I will forgo one of my Regular Actions for a Reaction."

The monster charges towards the target (as expected), the character uses their Reaction and Regular Action to fire their Pistol (as intended). The shot does not kill the monster and it attacks. Because the character gained a bonus Reaction, they are now free to use Reaction-based techniques such as Evasive Dodge. Had the character instead used the Regular Action during their own turn (instead of converting it to a Reaction), they would be unable to use any further Reactions (having used it to *Prepare*). Alternatively a character could simply choose to have 2 Reactions and 1 Regular Action in a turn (exchanging a Regular Action for a Reaction). This would not involve any Prepared Actions (other than the Reaction conversion).

## Player and Adversary Turns

For simplicity, adversaries and players take their turns sequentially. During the player's turns, they may alternate the order of action however they wish (to encourage teamwork). This applies likewise to the adversaries.

### Reactions

Many techniques are *Reactions*. These actions occur out of step with the order of combat. In other words, *Reactions* often occur during the opponent's turn (whether player or adversary). Most *Reactions* specify a condition to allow them to occur.

## Initiative and Turn Order

An important question in any turn-based combat is who takes the first turn.

### Rolling Initiative

At the start of each encounter, the Arbiter will set a target Initiative Score for the adversaries (usually 10 + *Wit*).

Each player rolls a D20 and adds their *Wit* score.

* Those characters who exceed the target *Initiative* score may act in the first turn.
* Those characters who roll under the target *Initiative* score may not act in the first turn, nor take *Reactions* during the adversaries first turn.

## Special Rules

### Seizing the Initiative

*To encourage players to act in a prompt and fun fashion, if the players manage to organize their turn in a sufficiently short time, they may 'Seize the Initiative'.*

To seize the Initiative, the total player turn must not exceed a time specified by the Arbiter. If players spend too long planning their turn (which is somewhat unrealistic) they lose this bonus.

* If the party has successfully *Seized the Initiative*, the next turn up to one of the players may gain an extra Regular action.
	+ The same character may not be the recipient of this extra Regular action two turns in a row.

### Monstrous Reactions

*One of the chief problems in any game which involves an action-based economy is that many large monsters (which are prestigious to fight) are difficult to balance. These creatures invariably either crumble under the onslaught of many heroes or each turn annihilate one hero before moving onto the next. To avoid this Monstrous Reactions have been included.*

Whenever an adversary is present alone, they gain a *Monstrous Reaction* (some creatures gain multiple such reactions, described explicitly).

* A *Monstrous* *Reaction* may be used at any time during the Player's turn to perform a Regular Action (or standard Reaction).
	+ An adversary may only use one *Reaction* per player.
* Against players who failed their *Initiative* check these actions may precede the player's action (potentially compromising the player's action).
* If an adversary has multiple *Monstrous Reactions*, they gain those reactions even if multiple adversaries are present but the number per turn is reduced to one per adversary.