@@ -115,19 +115,19 @@ Heavy weapons are generally more effective than Light weapons, but they cost 6 I
Heavy weapons are those with a \gls{weightrating} of -1 or greater.
Smaller weapons, those with a \gls{weightrating} of -2 or less, and brawling attacks with fists, all count as light weapons.
\subsubsection{Quick Actions}
\subsubsection{\Glspl{quickaction}}
\Glspl{quickaction} can interrupt the usual Initiative priorities.
Any time someone attempts a Quick Action, they take their action immediately, even if they have a negative Initiative score.
If two characters interrupt the Initiative flow with Quick Actions then whoever currently has the highest Initiative Score goes first.
Any time someone attempts a \gls{quickaction}, they take their action immediately, even if they have a negative Initiative score.
If two characters interrupt the Initiative flow with \gls{quickaction} then whoever currently has the highest Initiative Score goes first.
Quick Actions allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words.
\gls{quickaction} allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words.
Characters on less than 1 Initiative can continue taking Quick Actions, but suffer a -1 cumulative penalty for each Quickaction below.
Characters on less than 1 Initiative can continue taking \gls{quickaction}, but suffer a -1 cumulative penalty for each \gls{quickaction} below.
For example, you can move, then Keep Edgy, even after you're too disoriented to attack anyone, but that movement will suffer a -1 penalty.
Meanwhile, Keeping Edgy requires no roll and has no associated numbers, so it does not incur any penalty.
However, defending oneself after this point would have a -2 penalty, and further Quick Actions would suffer a -3 penalty.
However, defending oneself after this point would have a -2 penalty, and further \gls{quickaction} would suffer a -3 penalty.
\initiativechart
...
...
@@ -178,7 +178,9 @@ You might block the attacks of three fighters, but after that everyone becomes t
\subsection{Movement}\index{Movement}
By spending two Initiative, characters can run as a Quick Action, acting before all other actions. Characters can run 3 squares plus their Speed Bonus during this time. This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later.
By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions.
Characters can run 3 squares plus their Speed Bonus during this time.
This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later.
Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics Skill Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running.
...
...
@@ -671,7 +673,7 @@ The hobgoblins each have a +1 bonus to Initiative and the ogre has a +0 bonus.
The ogre reached forward, grabbing Hugi by the beard and pulling him back through the horde of hobgoblins and out from the protection of his companions.
The other players want to attack the ogre, but he's making a movement action - these count as Quick Actions so they are allowed to operate before other actions.
The other players want to attack the ogre, but he's making a movement action -- these count as \gls{quickaction} so they are allowed to operate before other actions.
Hugi disappears behind the crowd.
The ogre's Initiative reduces to 0 and he is done for the \gls{round}, but Arneson and Thenton each have one action left.
...
...
@@ -725,7 +727,7 @@ If the enclosure rating goes down to 3, then someone casting a 1st level spell,