
Measuring Time
- Initiative: Initiative is the smallest unity of measurement in combat. Initiative determines the order in which characters take their actions within a round. A character's initiative is equal to their Dex + Wits. If two characters are tied, the character with the higher Wits goes first, if both character's Wits are tied, the character with the higher Dex goes first, if that is also tied the two characters throw a test, retest on ties, to determine who goes first.
- Round: Each character can take up to two actions, one standard and one simple, per round. The character with the highest initiative goes first, and characters act in the initiative order until all players have taken their actions. once all characters have acted, the completed round ends.
- Rage Rounds: The initial round of combat is called the Universal Round. Thereafter, some characters have the ability to act more than once per turn. The additional actions are resolved after the Universal round during special Rage rounds. Once all Rage rounds have been resolved, the current turn ends and a new turn begins.
- Turn: Complex scenarios resolve via a series of turns. Each turn includes at least one round of actions (the Universal round) and also includes any Rage rounds that occur. Regardless of the number of Rage rounds (or lack thereof), a turn represents roughly three seconds of time, during which the combat unfolds.
Each character can take up to two actions, one standard and one simple, per round on her initiative.
Standard Action
Any action that requires your character's full attention is a standard action. Examples include kicking down a door, punching a mugger, climbing a wall, or picking a lock. If there is confusion, the Storyteller determines if your action requires a static challenge or an opposed challenge. Actions that require a challenge (static or opposed) are always standard actions, even if the target doesn't resist your challenge. If you chose to forgo your standard action, you gain an additional simple action instead. Note that you cannot forgo your simple action to gain another standard action.
Simple Action
A simple action is something your character can do without a challenge. Examples of simple actions include readying/drawing a weapon, knocking an arrow, using a supernatural power on yourself, or running around a corner. Note that you cannot forgo you simple action to gain another standard action.
Movement
You can use a simple action or standard action to move up to three steps. If you use both your standard action and simple action to move, you can move up to six steps on your initiative.
When taking your steps you must move around other characters. Allies may allow you to move past them, but unwilling characters may physically block you. If you as a player cannot safely and easily move past the space an opposing character occupies, then you are considered blocked. Unless the player blocking you is prone or grappled, or you are intangible or otherwise able to move past her, you cannot continue your movement. The storyteller is the final arbiter of whether a character is blocked or not.
Advanced Movement
Trying to move by jumping, climbing, swimming, or other unusual means requires a standard action instead of a simple action and often requires a static challenge. For example, climbing a sheer cliff requires a standard action to move three steps and may require a static challenge.
Fair Escape
Fair Escape is a character's ability to get out of dangerous situations. Attempts to fair escape automatically fail if there is no logical way to leave the area. For example, you cannot fair escape while you are grappled or in a locked room with no windows.
To use this rule, wait until the start of your initiative, raise your hand, and announce that you wish to try and fair escape. You can attempt to fair escape any time you have the opportunity to expend an action, even during Rage rounds.
To successfully fair escape, you must avoid being involved in any Physical Challenges for one full round (or Rage round); in addition, Mental and Social Challenges versus your Physical attribute also block an attempt to fair escape. If you are attacked before your initiative, your attempt to fair escape automatically fails (even if the attack misses). When you declare your intention to fair escape, other players who have not acted yet have the opportunity to announce that they plan to physically attack you later in the round. If no one declares intent to attack, you fair escape immediately.
If someone declares intent to attack, your fair escape is put on hold. If you are attacked later in the round, your fair escape fails. if you are not attacked, then your fair escape succeeds at the end of the round, after all other characters have acted. If you fail to escape you can take steps or other actions, but not until after your fair escape attempt fails. If it is not possible for your character to be physically attacked in the current round, then your attempt to fair escape automatically succeeds.
Lying Prone
Sometimes, you want to duck for cover, but there isn't anything to hide behind. By using a simple action to drop to the ground, lying on your stomach, you gain a little protection. Lying prone doesn't prevent you from acting on your initiative, but it does limit your movement. While prone, you can crawl up to one step by taking a simple action. Alternatively you can use a simple action to stand up and move one step. If your lying prone on the ground, and an opponent targets you with a Physical ranged attack from more than three steps away, you get a +2 bonus to your defensive test pool from the concealment. If an opponent physically attacks you from within three steps while you are prone, you suffer a -2 penalty to your defense test pool due to lack of mobility.