Initiative is TN 1 Command check by the Commander. If you succeed add + bonus successes to their total initiative.
After you have rolled initiative in the Earth Stance: When other characters make Attack action checks and Scheme action checks that target you, they cannot spend * to inflict critical strikes or conditions on you.
After you have rolled initiative in the Earth Stance: When other characters make Attack action checks and Scheme action checks that target you, they cannot spend * to inflict critical strikes or conditions on you.
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, choose another character’s disadvantage you know. They do not apply that disadvantage to their checks this scene. |
** |
Do not apply one of your disadvantages to checks until the end of your next turn. |
* |
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) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
*+ |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
** |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Earth Initiative Kata Opportunities
Tactical Assessment (Rank 2 Kata)
Activation: When you make an Initiative (Earth) check:
* Choose a character in the conflict. They do not apply any of their disadvantages to their checks until the end of their first turn.
* Choose a character in the conflict. They do not apply any of their disadvantages to their checks until the end of their first turn.
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.