I have been slowly working on Grim Tales (a dark fairy D&D-esque game with an implied setting; sort of my contribution to the thematic games list) behind the scenes, but it was actually Brendan's latest post that inspired me to finally work out my Reactions.
Characters are basically either proactive on their turn or reactive in others' turn, but being reactive is just that: you forgo being proactive. I still need to work out the numbers, though, but playtesting will surely help with that.
Participants (PCs and NPCs alike) roll Initiate (Tenacity) to determine their initiative score, based upon which they are placed in the Action Queue in decreasing order. Equal scores favour PCs, and further ties are broken by negotiation between the players.
To set up an ambush, the party must stay out of their opponents’ vision. This may necessitate a Stealth (Finesse) test. If they are successful, they may take 1 Action (Minor or Major) each before making Initiate tests. Furthermore, they may once reroll their Initiate tests if they wish.
When the party is ambushed, they may test Vigilance (Insight). On a success they deny their opponents the extra Action (but not the optional reroll).
Once the initial Action Queue has been established, follow these four steps, then repeat until the encounter is over:
- First character in the Action Queue takes the Spotlight.
- Character with Spotlight is moved to the bottom of the Queue.
- Character with Spotlight acts, taking either a Major and a Minor Action in any order, or two Minor Actions.
- Other characters may use Reactions. If so, they are placed under the character with Spotlight, delaying their own turn to act.
- Charge: Move into an adjacent Zone (provided you are not required to make a Traverse (Tenacity) test to do so) and attack a target. Make a Fight (Might) test against the target enemy’s Armour Class. On a success you deal damage, and you may reroll one of your damage dice. You cannot use Reactions until you gain Spotlight again.
- Fight: You make a Melee attack against an enemy in your Zone. Make a Fight (Might) test against the target’s Armour Class. On a success you deal damage.
- Intimidate: You present your strength and martial capabilities in a threatening manner. Make a Force (Might) test against the enemies' Morale.
- Reload: Reload a weapon with the reload tag.
- Shoot: You make a Ranged attack against an enemy in range. You must not have an enemy in the same Zone as you. Make a Shoot (Finesse) test against the target’s Armour Class. On a success you deal damage.
- Tackle: You tackle, throw, or kick someone out of position. Make an opposed Force (Might) test. On a success they are moved into an adjacent Zone of your choice.
- Ready: Draw a weapon, get something out of your pockets, or produce something from underneath your coat. Includes stowing a handheld item as well.
- Traverse: Move through a Zone. Make a Traverse (Tenacity) test if necessary.
- Dodge: Make a difficult Acrobatics (Finesse) test. On a success you avoid all damage. On a failure you take full damage.
- Guard: Take the damage in an ally’s stead in your Zone.
- Parry: You may only opt to Parry against Melee attacks unless you have a shield. Reduce incoming damage by 1d3 plus any Protection bonus you have.