Skirmishes
The Skirmish rules are intended for detailed or intricate fast-paced combat between a small number of relatively powerful individuals in a constrained combat area. They take longer to resolve than Battles and should be restrained to combats that hold a great deal of significance to the game.
Skirmishes take place as a series of Rounds. Each Round represents a brief period of time (a few seconds) wherein each character receives a Turn on which they may perform Actions to eliminate their enemies or otherwise secure their objectives.
Skirmishes require the following components for a battle:
- A map of the battlefield & its terrain;
- Some means of measurement of distance — by default, a ruler;
- Markers to indicate combatant locations.
Round Order
Rounds in Skirmishes have 3 phases.
- The GM provides the players a brief overview of the current situation, if necessary. He informs them of what the enemies appear to be planning on doing this Round; he may fully describe the intended Actions of slower NPCs, and not at all the Actions of faster NPCs at his discretion.
- All players take Turns in whichever order they figure (or simultaneously).
- All enemies take their Turns in whichever order the GM determines (or simultaneously).
Some characters may have Features that let them act before or after all other characters. In such a case, the Round phases look more like this:
- Overview provided
- Fast characters take Turns
- Ordinary characters take Turns
- Slow characters take Turns
In all cases, PCs move before NPCs. If for any reason two NPCs or PCs are fighting each other, assign odds to & roll a d6 to determine who goes first.
Surprise Rounds
A Surprise Round is a special kind of Round where only characters who are ambushing another set of combatants may act.
Turns & Actions
On their Turn, characters may:
- Take up to 2 Instant Actions.
- Of these, only one may be a Save Action; we count any usage of Spell Dice (i.e. for casting) as a Save.
- Take as many Free Actions as desired.
- Take a single 1-Turn Action if they take no other Actions on their turn (excepting Free Actions).
- Spend Actions on continuing/finishing a previously-chosen multi-Turn Action whose Duration has not yet ended.
- Spend Actions on Concentration to extend the Duration of a previously-chosen Action.