Initiative is TN 1 Command check done by the Commander. If you succeed add + bonus successes to their total initiative.
After you have rolled initiative in the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
After you have rolled initiative in the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
Details
A commander’s initiative value is based on their state of preparedness when the conflict began.
For a Mass Battle, the Commander makes a TN 1 Command check. If the commander succeeds on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Then the Commander with the higher initiative results if their army makes the first move or waits. If the commanders have the same initiative the result, the one with the lower honor must have their army make the first move.
The Commander selects the army's strategic objective for the round.
Then, starting with the army that makes the first move, each commander nominates one of their army Leaders who has not acted yet that round to act, alternating back and forth until all Leaders have acted. Each leader takes their action, then the round is completed.
Any commanders arriving late make a TN2 Command check to enter.
- If the commander was ready for the conflict, their base initiative value is their focus attribute.
- If the commander was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
For a Mass Battle, the Commander makes a TN 1 Command check. If the commander succeeds on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Then the Commander with the higher initiative results if their army makes the first move or waits. If the commanders have the same initiative the result, the one with the lower honor must have their army make the first move.
The Commander selects the army's strategic objective for the round.
Then, starting with the army that makes the first move, each commander nominates one of their army Leaders who has not acted yet that round to act, alternating back and forth until all Leaders have acted. Each leader takes their action, then the round is completed.
Any commanders arriving late make a TN2 Command check to enter.
Opportunity Uses |
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* |
On an Initiative check, assess one foe’s weakness. Learn one of their disadvantages of that foe’s choice. |
* |
Add a kept Ring Dice set to an * result to your next Martial skill check. |
* * |
Increase the TN of the next Social check another character makes before the end of the scene by 1. |
Opportunity Uses |
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* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Air Initiative Opportunities
Tactical assessment (Rank 2 Kata)
Activation: When you make an Initiative (Air) check:
* Choose an enemy in the conflict. Learn one of their advantages (of their choice) and their physical or supernatural resistance (your choice).
* Choose an enemy in the conflict. Learn one of their advantages (of their choice) and their physical or supernatural resistance (your choice).
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.