Home | Actions | Aim | Analyze | Assist | Attack | Block | Camp | Command | Coup De Grace | Craft | Crawl | Dash | Defend | Delay | Demoralize | Deep Breath |Disarm | Distract | Don | Drop Prone | Escape | Feint | First Aid | Forage | Forecast | Hide | Impress | Initiative | Inspire | Interact | Investigate | Leap | Lie | Navigate | Overclock | Palm | Perform | Persuade | Ready | Release | Reload | Resist | Search | Shift | Shoot | Shove | Sneak | Squeeze | Stand | Steal | Stow | Stride | Strike | Sunder | Take Cover | Tinker | Track |Train | Traverse | Treatment | Trip |


Delay



Basic, Tactical


Activation: Free; Triggered when your turn begins

Target: Self

Rolls: None



You postpone the rest of your turn and are removed from the initiative order. At the end of any other creature's turn, you may re-enter the initiative order as a free action. Your initiative changes to that position for the rest of the scene. You can't use reactions while delayed.

If you don't re-enter the initiative order before your next turn would begin, the delayed turn is lost, your initiative remains unchanged, and your next turn occurs at your original initiative count.

When you Delay, any effects that would occur at the start or end of your turn happen immediately. Any beneficial effects that would expire during your turn also end immediately. The GM may rule that other turn-based effects end as well. Delay cannot be used to avoid effects that occur on your turn or to extend effects that would expire on your turn.