
Turns
From Missoula Roleplayer's Club - Wiki
When the game enters combat rounds, actions are divided into Turns. Each turn is considered to have a duration of 3 seconds in game time; they may take much longer in real-time. Each turn is divided into stages based on the types of actions that can be taken during that time.
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Free Actions and Intentions
At this point, all players may say up to one sentence in-character. Use this time to announce intentions, call out commands, or point out impending danger. Any reflexive actions should also be taken during this time.
Roll Initiative
Each character involved in a combat rolls Initiative at the start of a round. Initiative scores determine the order in which characters take their actions. They are calculated by adding Dexterity + the player's D10 roll. Players with the Fast Reaction Time quality gain a +5 bonus to their Initiative.
Mental Actions
This part of the round is for those actions which happen at the speed of thought and require no physical action to perform. Spells and powers that require the caster to perform some physical action to engage their power would wait until ranged or physical. Short incantations are free actions as described above.
Ranged Attacks
Ranged actions include any use of a projectile or thrown weapon.
Physical
All melee and unarmed combat happens at this point in the round. This is the only time when characters may take move actions. All other types of actions can be held until this point. Actions held until the end of a round are lost.
Extra
Extra actions may be ranged or physical and are gained by applying a cumulative -2 penalty on all attacks in the round.
Bonus
Bonus actions are gained from having high Dexterity. These actions may only be ranged or physical and do not provide a movement bonus. In the Heroes: St. Louis game, you can gain extra mental actions if you have the Mental Alacrity Quality.
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