Action Order

Action order in Black Box is designed with fast, violent and hectic sequences in mind. Action usually means combat, but any dangerous, fast-paced situation also falls within its purview.

Action Order
The order in which characters act is determined using following table. It uses each character's max Reaction plus Initiative Bonus determined by rolling d10 to get the character's Initiative. After this, it sums the Initiative up until it is equal or more than 60. When this happens, the character can take his turn. After that, the Initiative is reduced by 60 and the process begins anew. If the characters happen to have their Turn at the same time, the order is determined as follows:

Highest number => Character's max Reaction => Character's max Speed => Character's roll => GM decision.

A Round is 10 iterations of summing up the Initiative. A Round is considered as being 1 minute long (one Turn is 10 seconds). When it's finished, GM may give a short rundown of everything that happened during the Round. 6 Rounds make up an Engagement. After each Engagement, the characters renew their Initiative Bonus.

Ambushed characters miss the first Round.

Anatomy of a Turn
Character can perform following actions each Turn:

Movement
Movement action - movement during Action spends character's Speed which is replenished at the end of each turn. Movement usually ends when performing Major or Minor Action, as well as changing Position. When the character is riding something, movement uses Speed of a steed or a vehicle.

Major action
Major action - a character can take only one Major Action per Turn. Attacking an enemy or interacting with an object is a good example of a Major Action. It also ends the character's Turn. Different Minor, Social and Quick Actions can usually be also performed as the Major Action, which usually makes them more likely to succeed.

Minor action
Minor action - those are optional actions a character can take - using an item in the off-hand or trying to attack with a tail. They usually come with a 1/2 penalty.

Social action
Social action - this optional action is used when character is speaking, thinking, enaging in a Dispute or using Presence.

Quick action
Quick action - those are optional small and/or fast actions a character can take. They use up Reaction, which is replenished at the end of each turn.

Full action
Some things can require a Full action from a character. Full action uses up Movement, Main and all Minor actions character has.