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.
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
| Reaction | Notes |
| Threat attack | Attack a target that provokes reaction while moving through or acting in your threatened area. |
| Ready weapon attack | Attack 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 attack | Brief defensive reaction. |
| Catch an edge | Catch a pit edge, ledge, leap, wall, or ceiling if the surface moves suddenly. AGL check. |
| Catch a falling adjacent companion | AGL check; can prevent them going prone or falling. |
| Counterspell | React to a spell where allowed. |
| Counterattack | React with a counterattack where allowed. |
| Deflect | Attempt to deflect an incoming attack that has struck you. |
| Desperate Deflect | Emergency deflect option where allowed. |
| Desperate Times | Warwager option. |
| Drop prone | Fall prone immediately. |
| Follow Through | Requires Wheat from the Chaff or similar ability. |
| Follow Up | Warwager option. |
| I Can Take It | Defensive reaction option. |
| Look Out | Warn or protect another where allowed. |
| Move 5 feet | Move 1 square when someone provokes; this movement itself provokes unless an ability such as Agile Combatant prevents it. |
| Recover | Blood and Honour option. |
| Sacrifice Shield | Defensive sacrifice. |
| Sacrifice Limb | Defensive sacrifice. |
| Crater | Take 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
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.