A reaction is an action you can usually take once per round. Some abilities, such as All in the Reflexes, may grant more.

You regain reactions at the beginning of your turn.

Using a Reaction

You may spend your reaction on your own turn. If you do, you cannot use it again until the start of your next turn.

Outside your turn, an opponent usually needs to take an action that provokes reaction before you can attempt to react.

When reacting outside your turn, make an AGL check:

  • On success, you spend your reaction and the reaction occurs.
  • On failure, you do not spend the reaction. If another action later provokes, you may try again.
You may attempt to react even without a provoking action, but the action resolves immediately after the current action. If you fail the AGL check in this case, you lose your reaction.

Timing

A reaction to a provoking action usually resolves before the action that provoked it.

Example: if a creature steps away and that movement provokes reaction, the reaction resolves first. Then the movement continues, and the provoking creature may resume its move and primary action as normal if still able.

Common Reactions

ReactionNotes
Threat attackAttack a target that provokes reaction while moving through or acting in your threatened area.
Ready weapon attackAttack in melee or at range with a ready weapon against a provoking target, such as a caster or a creature standing from prone.
Avoid a blinded person's attackBrief defensive reaction.
Catch an edgeCatch a pit edge, ledge, leap, wall, or ceiling if the surface moves suddenly. AGL check.
Catch a falling adjacent companionAGL check; can prevent them going prone or falling.
CounterspellReact to a spell where allowed.
CounterattackReact with a counterattack where allowed.
DeflectAttempt to deflect an incoming attack that has struck you.
Desperate DeflectEmergency deflect option where allowed.
Desperate TimesWarwager option.
Drop proneFall prone immediately.
Follow ThroughRequires Wheat from the Chaff or similar ability.
Follow UpWarwager option.
I Can Take ItDefensive reaction option.
Look OutWarn or protect another where allowed.
Move 5 feetMove 1 square when someone provokes; this movement itself provokes unless an ability such as Agile Combatant prevents it.
RecoverBlood and Honour option.
Sacrifice ShieldDefensive sacrifice.
Sacrifice LimbDefensive sacrifice.
CraterTake a wound and half damage; damage something nearby as you are smashed into it.

Threat

Threat is generated by particular movement and actions.

Examples:

  • moving through a target's melee range
  • moving toward a spear or polearm
  • casting some spells
  • standing quickly from prone
  • attacking with both weapons
  • unarmed attacks against armed opponents
To execute a reaction against threat, make an AGL check. Failure means the opportunity is missed as the window closes.

The move or spell that provoked threat is resolved at the same time as the threat reaction, even if the target is killed or incapacitated.

If a spellcaster is struck while casting, they must make an SDF check with a penalty equal to the damage taken or lose the spell. If the spell is lost, the caster must make a MAG check or the spell goes awry.

You may only make one threat action per round unless a rule grants more. If you critically succeed on the first AGL check to react, you may attempt a second reaction using a d12.

Deflect as a Reaction

Deflect is usually a reaction. Shields may grant a free deflect once per round.

See Deflection for full rules.