Combat Time and Round
Combat time used whenever actions need to be performed in an orderly fashion and timing of actions is important. This is usually combat, though their might be other reasons for it to be used. Its primary goal is promoting fairness according to the characters being played.
Combat Round
In normal Combat characters and pcs have 1 turn per round so it is
A combat round is ten seconds long, broken into 1 second turns. When the character gets to go during the round depends on the number turns they have, and is found on chart xxxx.
the one with the highest combat sense goes first.
uses their move action first. The second lowest goes second, etc. Once all characters have mmovd for that turn, then the character with the highest combat sense performs their attack action, then the second highest, etc. Once everyone has acted, then move on to the next turn.
Each character starts combat (on turn 1) with one swift, move and attack actions. They can use these in any order they choose. They receive additional turns depending on their action rank (usually 2) as per the chart below.
Initiative
As most characters and npcs will go on the same turn, the order in which characters move is determined by the characters combat sense (or simply dex if they lack that skill), those with the highest score goes first. If both have the same score they go at the same time.
Action Type
Any ability which grants an action will list type, and give which type(s) of action it is.
Manipulate: sometimes called noncombat actions, as they are not related to combat or movement. They are manipulating physical items,
Combat: combat
Move
Free
Swift: swift actions are those which require 1 ap to perform and
Readied action(0+action ap)
Readied action, is like hold action except there is some action which the character has prepared. Such as they readied their spell, drawn an arrow in their bow, or a gun pointed at a target. They can use the action at any time, include in the middle of someone else’s turn. Two or more character with raided actions, roll their combat sense, highest to lowest determines the order of action. If one is incapacitated by the attack, they are still able to perform their action unless their role 10 or more lower from the action that incapacitated them.
Abort action.
There are actions that character’s can do before it is their action, by giving up all or some of their next actions. Dodge and dive for cover being examples. Abort move uses your next move action, while full abort uses your next full turn.
Prepared Action
Used when the character does not have enough AP to perform the action on their turn, or want to ‘prepay’ a planed action. It is most often seen long casting spells or attacks. The action must be used as reaction, abort or as the first action during their next turn or it is lost. Like a readied action, the points can be lost if a concentration check is failed (see).
