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  • Welcome
  • How to Play
    • Actions & Dice
      • Anatomy of an Action
      • Ideals & Regard
      • Space & Positions
      • Time & Turns
    • Attributes & Characteristics
    • Prepare for Battle!
    • Recovery & Rest
  • Your Hero
    • Advancement
    • Starting at Higher Levels
  • Origins
    • Tel-Kanan
    • Mazr
    • Shinar
    • Zordin
  • Callings
    • Champion
    • Wanderer
    • Mastermind
    • Messenger
    • Sorcerer
    • Arbiter
  • Lore
    • Ancient Cylinder
    • Ancient Mirror
    • The Atlatl
    • Ancient Rod
    • Balloons
    • The Bow
    • Civilization
    • The Cloak
    • Code of the Clay King
    • Crafting
    • The Dagger
    • Dance
    • Death
    • Deep Time
    • Dream
    • Forestcliffs
    • The Hand
    • Insurgency
    • Lord Adod
    • The Mace
    • Medicine
    • Monsters
    • Navigation
    • The Panoply
    • Path of Air
    • Politics
    • Riding
    • Scrolls of the Sorcerer
    • The Shield
    • Skyremes
    • The Sling
    • Solar Circle
    • Song
    • The Spear
    • The Stone
    • The Sword
    • Tactics
    • Trade
    • Wisdom of Adod
    • Wrestling
  • Items & Conveyances
    • Arms
    • Armor
    • Mundane Items
    • Magical Items and Artifacts
    • Mazrian Devices
    • Travel & Conveyances
  • Glossary
 

HOW TO PLAY  ⟩  ACTIONS & DICE

Time & Turns

← Space & Positions  ✧  Attributes & Characteristics → 

As heroes explore the Skysea, the conversation shapes the pace of play: heroes ask questions and say where they want to go; the Guide answers and describes what they see. When heroes approach danger, the Guide may call them to make a group effort—for example, to land a balloon safely, or to vie for the weather-gage against an approaching threat. Eventually, during battle and other moment-to-moment situations, a more structured pace is necessary: turns. Each character takes one action on their turn. A round passes when all heroes or all foes take their turns.Turns and rounds reflect a pace of constant action and struggle, but they don’t correspond to specific durations. In battle, a turn might last a few seconds, with actions resolving in the brief moments of spear thrusts and sword slashes. During a typhoon, a turn might last several minutes, with actions resolving as extended exertions.

Turn Order

When players enter battle or another tense situation, all heroes Maneuver themselves to Act First. Then follow this sequence:
  1. First round: Heroes who successfully Act First take turns in any order. 
  2. Foe round: All Guide-controlled characters take turns, in any order. 
  3. Hero round: All heroes take turns, in any order. 

Repeat steps 2–3 until the battle ends or the situation resolves.

Foregoing your action. If you forego your action on your turn, you regain +1 awareness or +1 grace (your choice).

Things to Do Before Acting

At the start of your turn, before you act, you can move a small distance—for example, getting close to an ally to help or heal them—or interact with simple objects, like opening a door. You can also equip or unequip whatever arms you like from the items you’re carrying. Doing so doesn’t take an action. You can take -1 grace to do something more involved before acting— rummaging through your pack for an item, picking up a sword that was knocked out of your hand, or donning a helmet. Also, the Guide can charge you  -1 awareness to answer a question you ask in the heat of battle.  Your turn ends the instant your action resolves. After your turn, you remain in the state you were in when you took your action—no changing armaments or moving away from explosions!

Triggered Actions

Many actions are triggered by other actions or events, as noted with the ↻, ➟, and ➥ symbols. These actions resolve outside the flow of turns. There are three kinds of triggered actions:
  1. ↻ Reactions, triggered by another character’s action or an event, happen simultaneously to their trigger. 
  2. ➟ Following actions, triggered by an initial action you take, let you “combo” a second action.
  3. ➥ Counters, triggered by another character’s action, are directed back at them after the triggering action is resolved.

Order of operations

If multiple actions are triggered, they resolve in the order above: first reactions, then following actions, and finally counters. A reaction pre-empts a following action, and a following action pre-empts a counter. For example, if a monster Grabs you, they can ➟Restrain you as a following action—which prevents you from  ➥Counterattacking. 

One at a time 

If multiple triggered actions of the same type are available to you at the same point in time—for example, two reactions, or two following actions—you can only take one of them (your choice).

← Space & Positions  ✧  Attributes & Characteristics → 

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