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Disney Villains Victorious
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== Initiative, Turns and Actions == Initiative is broken up between Hero Turns and Villain Turns. Who goes first is generally determined by who started the combat or by DM discretion based upon the current narrative. If the Villains have caught the heroes in a trap or by surprise, villains should go first. If the heroes have snuck up on an unprepared villain, or even just busted through the wall by accident and left the villains stunned, the Heroes should go first. On Hero Turns all players and NPCs aligned with the Players act, choosing between themselves who goes when. The DM chooses which Villains go first and last on Villain turns. If there is no clear choice for who gets to go first, Heroes go first. Each cycle of Hero/Villain Turns is a single Round and generally represents 10 seconds of action, though if it becomes important a DM might rule that a Round lasts for more or less time. An individual Player's part of a Round is called a Turn. On their turn, a character can move up to their Speed freely throughout their turn, using any amount of it at any point between actions until they run out. They may also take 2 Actions. Actions represent all the different things players may do in a game of DVV to affect the world. Actions can be used to: * Make an attack * Make a skill check that is not an attack * Perform some other action that would take a moment of time, such as pulling a specific item out of a large backpack or picking up a pile of loose papers Actions may also be spent on other things. For example, some Powers (see the Powers section) may require you to spend an action to use them. You can choose to Move and take Actions in any order on your turn, including splitting up your movement before and after your Actions. You can also spend Actions to increase your movement Speed. One spent action doubles your speed for your current Turn, while spending all of your actions (usually 2) quadruples it. Most Skill Tests should take an action in combat, but rarely a DM may rule that a specific Skill Test is fast or minor enough that it does not require spending an action. Tests that a DM asks for (for example ‘make an Insight check to see if you notice an enemy preparing a special attack’, or ‘make an Academics check to see if you recognize the famous foe you are fighting’) should usually not cost an action. Some Skill Tests or other ‘actions’ may cost more than one Action, if they are particularly involved or take a lot of time; these are called ‘Multi-actions’. For example, trying to pick a lock in the middle of combat would likely take more than one action. DMs decide how many Actions any given test takes. While ‘Actions’ still exist outside of Combat, there is no need to track turns or the actions within them. Since no one is engaged in a pitched conflict, it's not important who gets to ‘go first’.
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