In moments of peril, when death is a real and present threat, gameplay switches to a detailed, blow-by-blow timescale of 3-second rounds.
Peril begins when you or a companion are faced with immediate danger or violence. Peril ends when the danger diminishes or combat ends. Notably, it may continue past the subdual or surrender of enemies if an ally is dying.
Surprise
If at the start of Peril you are unaware of the instigating danger or violence, you must roll Perception successfully or be surprised. You always roll against Surprise if a threat appears from darkness, if you are asleep, or if foes succeeded Subtlety to move silently.
Surprised characters do not get to act or react in round 1 of peril. Potentially, groups of foes can surprise each other. Subtlety may be rolled to Quickdraw and surprise opponents who are already aware of you.
You are unlikely to surprise foes while carrying a light source.
Initiative
Characters in Peril act in descending order of Perception: Characters with the highest Perception take their actions first, followed by those with the next-highest levels. Enemies act likewise. If a player character and an enemy character have the same Perception level, the enemy acts first. Once everyone acts, a new round begins.
Actions
In Peril, you get 2 actions per round.
Typical actions include:
- Attack (with a Melee or Ranged skill)
- Move (up to your Agility + 2)
- Stand up from prone
- Load a ballistic weapon (some require more than 1 load action)
If you’re adjacent to an ally in initiative order, you can act together. You can delay your turn to be adjacent to an ally’s turn. You can skip your turn.
A single action may be held to trigger at a defined point later in the round. If the trigger never comes to pass, the action is wasted. This is useful for warding against enemy approach.
Grid Play
The Bookkeeper may choose to represent the positions of participants in peril on a grid map. Usually, a large sheet of graph paper is suitable for this. The grid should be visible to players. Each square represents a square meter. Characters and enemies should be represented by simple pencil marks or small tokens or pawns.
Facing & Facets
It is important to know what direction a character is facing. Tokens used for characters should include a line denoting this.
A square has four corners and four sides. These are its facets. Your facing must align with 1 of these. You may rotate outside of your turn (this costs a reaction) once surrounding foes have finished moving. During peril, attacks originating from your front and sides may be defended against, and attacks from the back may not.
Grid Movement
When characters move, they traverse grid squares equal to their movement in meters. They may move into adjacent, free squares via any connecting facet so long as that facet is unobstructed. If a square is partially occupied by terrain, it can still be occupied by a character, within reason.
Characters may move along diagonal facets, but not more than 1 meter at a time.
Two characters may not occupy the same space, unless one character is prone or very small.
Characters of the same size may not move through each other unless they are in cohesion or unless one of them uses a reaction to permit it. Notably, nimbler mice can always move through larger allies and foes alike.