Journeying

Open

Segmented

In situations of high danger or drama, every second counts.

Mod Action Description
- Assist Give advantage to an ally's action, skipping your segment
+3 Ready Stand up, unpack an item, draw or reload a weapon, raise a shield
+3 Hasty Action Quickly act with disadvantage
0 Dash Move at full movement rate
0 Recover Attempt to remove a negative status
0 Standard Action Use any skill or perform any action as normal
-3 Slow Action Use any skill or action requiring a large, heavy, two-handed, or slow object
-3 Ability Use any ability

Movement
If acting on any segment other than Dash, a character may also move a distance equal to their lowest movement speed as part of their action.

Using Weaponry
Check Accurate ± Defense to determine the target number
Roll 1d20. Each point below the number is damage, up to the weapon's maximum.
Above the target, the attack misses or fails to pierce the target's defense.
Exactly equal to the target, the attack is a critical hit and deals the weapon's maximum, ignoring any mundane defense.

Shields and Helmets
A shield provides 1 defense and may be discarded (destroyed) to negate a single attack A helmet provides no defense, but may be discarded to negate a deadly attack

Moving in Range
If anything moves in range of a combatant, they can choose to make a free hasty attack, but they forfeit their next action.
This includes actions that may happen next round if they have already acted.

Waiting
A character can choose to wait and act later in the current segment or in a later segment

Down
If a character takes more damage than their Pain Threshold in a single strike, they are Down and must Ready as their next action

Ties for Segment Order
First, whoever is Quickest
If Quick is tied, then whoever is most Vigilant
If Vigilant is also tied, then whoever is most Discrete
If Discrete is also tied, choose at random