A character may attempt as many Reactions as desired during each round. Each Reaction can only be used in response to a specific set of circumstances, and the character must be aware of those circumstances. If the character is not aware of the action, no reaction is allowed.
There are four Reactions detailed in the rule book – Defend, Protect, Retaliate, and Land Safely (under mounted combat, ch.5, p.129). Other reactions might be possible.
The first Reaction a character attempts each round costs 1 point of Doom. The second Reaction costs 2 points of Doom, the third costs 3 points of Doom, and so on.
The cost resets to 1 at the end of the round. (House rule for simplicity, but we could go back to “resets at the start of your turn” if you want.)
Against a Melee Attack, make a Parry test.
Against a Ranged Attack, make a Acrobatics test.
Against a Threaten Attack, make a Discipline test.
A Defend reaction is a D1 Struggle. A Protect reaction is a D2 Struggle.
Allows you to use your Acrobatics skill in place of Parry when making a Defend reaction against a Melee attack. Reduces the Doom cost of that reaction by 1 (to a minimum of 0).
Stacks with the Parrying weapon quality, the Deflection (Parry) talent, and the Riposte (Parry) talent (because you are making a Parry test).
Weapon reach applies.
Does not apply to a Protect reaction.
Reduces the Doom cost of a Defend Reaction against a Melee attack (a Parry test) by 1 (to a minimum of 0).
Stacks with the Parrying weapon quality.
Does not apply to a Protect Reaction.
Reduces the Doom cost of a Defend or Protect Reaction against a Melee attack (a Parry test) by 1 (to a minimum of 0).
Counts as having the Parrying quality.
Allows you to use the Parry skill in place of Acrobatics when making a Defend Reaction against a Ranged Attack.
If you have Guard then shields provide X Cover Soak against Melee and Ranged Attacks.
A Melee attack made in response to one of:
• A foe moving out of Reach without using the Withdraw action.
• A foe in Reach making a Test that isn’t an attack or an attack-related Test (like Exploit ) of some kind against an Engaged target. *
Retaliation is resolved before the triggering action. Momentum from the retaliation test can be used to increase the triggering test’s difficulty (repeatable).
* The intention is that if you have a foe in Engaged range and you attempt a ranged or threaten attack against someone else, then the foe who is in your face has the option to retaliate.