Play takes place in 'rounds' with each participant declaring their intended action, and these being resolved. The length of a round varies; in combat it might only cover a few seconds of action, while during a long overland chase a round might be measured in hours.
A character may only make one roll per round.
State Actions
All characters state what they are attempting to achieve this round. Every character gets an action. That action will either succeed be opposed by something. That opposition may be a passive, environmental, effect, or another characters action. A character may change their action, and describe an appropriate reaction to another character's action.
[Example needs updating]
Example: A group of adventurers are preparing to leap across a narrow chasm when an unusually fast orc appears and charges at Larry the Spearman. Larry turns and sets his spear, which might leave the orc injured but won't get Larry across the chasm!
Another orc rushes at Nimbleknees the thief. He responds by quickly ducking aside and leaping over the chasm using Physical Agility; He was planning to do this anyway - no skin off his nose, as long as he wins the roll..
Quintilius Mageborn is preparing to cast a spell and levitate across the chasm (a complex action requiring Mental Agility to formulate the spell, and Mental Strength to carry his weight) when a third orc attacks him. Quintilius scrambles to take cover behind Larry - a task requiring Physical Agility - Quintilius is distracted by his hasty escape and can no longer cast a spell!
Crumb the Barbarian is flexing his mighty sinews to power a leap across the chasm when an unseen orc witch doctor assaults his mind from the shadows. Crumb's mind may be tiny but it is his own! With a bellow of rage he pushes away the intrusion and turns to seek out his adversary. Alas, the attack on his Mental Endurance has left him disoriented and there will be no leaping (Physical Agility) or smiting (Physical Strength) this round.
###################################################
A character may only make one Type of roll per round. This does not mean that characters performing a Mental task cannot take any physical activity, just that they cannot take any physical activity requiring a roll. Likewise, most adventurers can fight and chew gum at the same time.
When a character takes an action which will affect another character the reacting character must re-describe his action to take into account his response. This response must include what the character is doing to prevent the pinning action occurring.
Since a character may only make one Type of roll per round the response may preclude some desired actions.
Example: A group of adventurers are preparing to leap across a narrow chasm when an unusually fast orc appears and charges at Larry the spearman. Larry turns and sets his spear, turning this into a contest of Physical Strength (which fortunately is higher!) which might leave the orc injured but won't get Larry across the chasm!
Another orc rushes at Nimbleknees the thief. He responds by quickly ducking aside and leaping over the chasm using Physical Agility; He was planning to do this anyway - no skin off his nose, as long as he wins the roll..
Quintilius Mageborn is preparing to cast a spell and levitate across the chasm (a complex action requiring Mental Agility to formulate the spell, and Mental Strength to carry his weight) when a third orc attacks him. Quintilius scrambles to take cover behind Larry - a task requiring Physical Agility - Quintilius is distracted by his hasty escape and can no longer cast a spell!
Crumb the Barbarian is flexing his mighty sinews to power a leap across the chasm when an unseen orc witch doctor assaults his mind from the shadows. Crumb's mind may be tiny but it is his own! With a bellow of rage he pushes away the intrusion and turns to seek out his adversary. Alas, the attack on his Mental Endurance has left him disoriented and there will be no leaping (Physical Agility) or smiting (Physical Strength) this round.
3) Initiative Order
Initiative is d6 plus the Agility of the same type as the ability used for the characters action. Eg. Attacking with an axe using Physical Strength means Physical Agility for Initiative, using Mental Agility to formulate a spell means using Mental Agility for Initiative.
A GM may require a character to use an alternative to the expected Type depending upon the situation. this is fine.
4) Pin
When a character with a higher initiative takes an action which will require a response from another character the responding character must re-describe his action to take into account his response. This response must include what the character is doing to prevent the pinning action occurring.
Since a character may only make one Type of roll per round the response may preclude some desired actions.
For simplicity, GMs may decide that a Pin also brings a character up the initiative order so that their entire response can be played out at the same time. Of course, there may be other characters in the initiative order waiting to further pin