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 Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
After you have rolled initiative in the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
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, use your focus instead of your vigilance for your initiative when surprised. |
* |
Choose another character in the scene; increase the TN of the next check they make before the end of their next turn by 1 if it does not include you as a target. |
** |
Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn. |
* |
Extrapolate the motivations or desires of another character in the scene or wider situation. |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
*+ |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
** |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Fire Initiative Opportunities
Tactical Assessment (Rank 2 Kata)
Activation: When you make an Initiative (Fire) check:
* Choose a character in the conflict and one of their advantages you know. Until the end of their first turn, they apply that advantage to all of their checks.
* Choose a character in the conflict and one of their advantages you know. Until the end of their first turn, they apply that advantage to all of their checks.
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.