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 Night's Edge

 Scavenger

 Gamers' Gauntlet

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[4.1] The Combat Round

   As stated previously, each combat round has a duration of 3 seconds. The combat round is divided into three parts: the Initiative roll, Declaring Actions, and Performing Actions.


[4.1.1] Initiative Roll

   The first step in a round is for everyone to make an Initiative roll. A character's Initiative score for a combat round is their Reaction attribute plus 1d10, adding in any initiative modifiers. Possible initiative modifiers are:
   After the modifiers are added in, if the resulting Initiative is 0 or less, the character cannot perform any actions this round (they were too slow) but can make another initiative roll the next round.


[4.1.2] Declaring Actions

   After all persons involved have made their initiative rolls, it is time for them all to declare their actions for the round. The exact nature of Actions and possible choices are explained in
Section 4.2: Actions. Each character has one or more action that can be done in a round. The number of actions depends upon the person's Agility score.

Agility# of Actions
11 action
2-32 actions
4-73 actions
8-94 actions
105 actions

   The character(s) with the lowest initiative roll declare their actions for the round first. Then, the next highest initiative goes, then the next, ending with the person with the highest initiative rolled that round. What this does is let the characters with the fastest reflexes (highest initiatives) know what the slower people are doing and react to them. If two people share the same initiative roll, use their Reaction attribute as a tie breaker (lower Reaction score has to declare first). If those match as well, have them do their best to declare simultaneously (GM's discretion).

   When declaring an action, players must be clear about all details. The target, if applicable, must be identified, as well as any appropriate numbers, such as how many shots are going to be fired from a gun.


[4.1.3] Performing Actions

   Now that all characters have declared, the actions are brought into play. The first actions enacted are those of the character with the highest initiative roll. All actions are considered to happen simultaneously, with regards to game play. After the actions of that character are completed, the next highest initiative roll goes, making the necessary rolls, etc.

   If a player so decides, they can yield their turn in the round to the next player in line (next highest initiative). After that person has gone, the person who yielded may decide to complete their actions or yield again. If a player yields to a character who also yields, the next person after both of them may go, afterwhich the first player to yield can go (or yield), followed by the next person who yielded. Please note, though, that the player with the lowest initiative of the players who have not yet gone for that round cannot yield their turn. This means that the characters cannot get into an endless loop of yielding to one another.

   Alternatively, a character can decide to cancel their declared actions and do nothing at all. This may be done to save ammo by not shooting an already dead opponent, not entering a vehicle that is now on fire, or for any other reason. Passing a turn has no penalties, and it is possible to cancel one or more actions while still performing the others that were declared.


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