Turns
[3.1.1] Initiative - Any number of characters can try to act
during a single turn. These actions occur simultaneously but they don't
all start at exactly the same time, so it is important to decide which
characters will decide how to act first. This is their initiative.
- [3.1.1.1] Surprise - if a character uses stealth or some other trick
they have initiative regardless of other factors.
- [3.1.1.2] Reach - Usually the character with the
longest reach has initiative. But if two characters are closer than
half the reach of the longest character's weapon, then the closer
character actually gets initiative (except for missile weapons which
still get initiative when they have the most range.)
Also, if a character is outreached and not using a missile or similar
long range weapon, he can only attack his target's weapon and not the
target, and then only when his target attacks him. The exeption is if
when his target attacks the target's weapon's reach is shorter than
the defender's (this character's) total reach.
[3.1.2] Interfering - An action can be used to keep another action
from succeeding. The roll for the success of this action is one roll
against the success of the action being prevented. There can be several
rolls against the success of one action. If any of these are successful
the action fails. Interfering actions can't use more hit points
than the action being interfered with.
[3.1.3] Multiple Weapons - Each hand to hand weapon a character uses
simultaneously can be used once per turn.
Copyright © 1997 - 2001 Seth Galbraith and Benjamin Galbraith