TURN REFERENCE

ACTIONS

  • An Action is the main thing that a Player chooses to do each turn.


  • Actions are not limited to Attacking or Defending. An Action can be just about anything that the Player wants to try to achieve within the bulk of the 5 second window of their turn.


  • Examples of Actions include:

• Attacking

• Healing

• Preparing a future Attack

• Extra Movement (Up to their full Movement Speed)

Performing a mentally or physically strenuous feat

BONUS ACTIONS

  • A Bonus Action is a more limited form of an Action. Players can still do some things as their Bonus Action that they would do as their Main Action, but to a lesser effect. Of the 5 seconds in a player’s in-game turn, a bonus action shouldn’t take more than about 1-2 seconds of it.


  • Players can still attack, defend, or move as their Bonus Action, but there are more limits in place. For example, a Player could use their Action to attack and then decide that they want to use their Bonus Action to attack as well. They can do this, but their Bonus Action attack cannot be a regular attack using their main weapon. They would have to utilize a side arm or utilize a Quickened Attack.


  • Examples of Bonus Actions include:

• Quickened Attacks

• Reloading a Weapon

• Adding a Damage Boost


  • Picking up a new Weapon or retrieving a Familiar Weapon can count as the Player’s choice of either an Action or a Bonus Action. Transforming a Familiar Weapon is a Free Action. Transforming an Unfamiliar Weapon (for the first time) can count as the Player’s choice of either an Action or a Bonus Action.

MOVEMENT

  • Each Player has a set amount of Movement Speed. Players can move the full amount of their Movement Speed (or ‘Movement’) each turn if they choose. They can also choose to hold part or all of their Movement for later, or hold all of it in order to Dodge as a Reaction.


  • Players must be able to move freely in order to utilize their Full Movement. If they are Grappled, Trapped, Paralyzed, etc., they cannot use their Movement until they have been freed.


  • If Prone, standing up takes half that Player’s Movement.


  • Climbing over or climbing onto an object requires twice the amount of Movement per block (1 block = 5 feet).

REACTIONS/ATTACKS OF OPPORTUNITY

  • Reactions can be used outside of a Player’s turn to block an Attack, take an Attack of Opportunity, or activate an item, Semblance, or special power.


  • Each Player gets one Reaction per round.


  • An Attack of Opportunity is a Reaction that allows the user to try and attack a person or object that was within their melee range and is now attempting to leave it.


  • An Attack of Opportunity can not be performed if the Player has already used their Reaction for that round. Similarly, a Reaction cannot be used if a Player has already performed an Attack of Opportunity that round.

DODGING

  • If a Player held their Action or did not use any movement on their turn, they may attempt to Dodge (Roll 1d20 + Agility). Dodging successes are as follows:

• 1-8: Fail to dodge, take full damage

• 9-14: Partially dodge, take half damage (rounded down)

• 15-20: Successfully dodge, take no damage


  • There are some cases where Dodging may not be possible. Whether or not a Player can Dodge an incoming threat is up to the GM.

SEMBLANCES

  • In “RWBY: From Shadows”, whether a Player can use their Semblance as an Action and/or a Bonus Action varies depending on the semblance and what the Player is trying to achieve.


  • If a semblance would deal damage like an Attack would, then it must be treated as an Action. It could also be used as a Bonus Action, but it would deal damage as though it were Quickened.