Structured Encounter
Structured encounters cover any situation where initiative is called for. This includes; Combat, Driving, Debating, and any other situation where a clear turn order is needed.
Actions during a Structured Encounter are broken into three times
- Actions
- Maneuvers
- Incidentals
Actions
You get 1 Action for free at the start of your turn, and can spend 2 Strain (When using the House Rules) to get another one, with a max of so may actions up to your Agility.
There are Four major types of actions a character can make during their turn:
- Exchanging an action for a maneuver.
- Spending the action to activate an ability.
- Performing a skill check
- Performing a Combat Check
Exchanging an Action For a Maneuver.
You can use your action to perform a maneuver. This can be used for any maneuver you have access to. When doing this you cannot pass the two maneuver limit.
Spending To Activate an Ability
Some abilities will require you to use an action to activate them. Once this ability is activated you will have spent your Action for this turn, and cannot take any more unless a talent gives you another, or you spend 2 strain to gain another.
Perform a Skill Check
This is the most common action you will take. This will be used anytime you want to perform an action that requires a Skill check to resolve. Actions that do not require a skill check will either be a Maneuver or an incidental, depending on what it is.
Perform a Combat Check
This covers any action that directly harms another person, and in general this is basically a normal skill check with some extra bits about Range and who you are specifically targeting. Because of this the dice pool is made slightly different, as its now based on the range of the target, the defense of the target, and the environment you are in.
Maneuvers
This covers any actions that do not require a skill check to-do, but still have some effect on the current encounter. This covers the most common actions a player can do, but players are free to ask if they can do something that isn't covered here.
Aim
Take a Manuever to aim your weapon or ready yourself for a swing, giving you a j until your next turn or until you take an action or maneuver. You can also take two Maneuvers to aim and get j j added to your roll.
You can also target a specific item carried by the opponent or a specific part of the target. This causes your next combat check to suffer j j. If you spend two Maneuvers to aim, then you only suffer j.
Assist
Characters can assist each other on skill checks. Each ally gives adds j to the characters dice pool.
Guarded Stance
A character can take a maneuver to add j to any combat checks they make, but gain 1 Melee defense.
Interact with the Environment
Interacting with anything in the environment takes a maneuver to do. This includes opening doors, taking cover, or moving a large item.
Manage Gear
You can spend a maneuver to draw a weapon from its holster, or to take an item from your stash.
Mount or Dismount
Getting off or on a mount takes a maneuver to-do, This covers getting in vehicles or getting on a trained mount. Mounting an untrained animal requires an Average [kk] Survival check.
Move
Moving requires a Maneuver, and each maneuver lets you move two range bands. (6 Squares or up to medium range). You also must spend a maneuver to engage an opponent in short range.
Drop Prone or Stand from Prone
Dropping prone or standing up takes a maneuver. While prone you gain 1 Ranged Defense, but all melee combat checks gain j to their rolls.
Preparation
Some actions might take additional time or prep to pull off. Usually this is triggered by an ability, if anything requires it then it will usually be listed as "prepare".
Incidentals
This is any action that does not take a skill check, and does not have any measurable effect on the ongoing encounter. This is things like dropping an item, talking to anyone, looking around, gesturing, or make some other minor movement.