Initiative is TN 1 Meditation check. If you succeed add + bonus successes to your total initiative.
Air indicates a stance that favors grace, circling your opponents nimbly while their attacks slide harmlessly past you.
After they 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.
Air indicates a stance that favors grace, circling your opponents nimbly while their attacks slide harmlessly past you.
After they 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
In a duel, each character is generally prepared, so the base initiative will be the focus attribute.
For a skirmish, each character makes a TN 1 Meditation check to gain a read on the battlefield conditions and enemy.
Then, if the character succeeded on their Initiative check, they add 1 to their focus, plus an additional amount equal to their bonus successes.
Staredown
After initiative, and at the start of each round, each character simultaneously receives strife equal to the number of the round (1 strife for the first round, 2 for the second, 3 for the third, and so forth).
After receiving this strife, each character who is not Compromised may bid additional strife to increase their initiative value for that round. To bid, each participating character secretly chooses a number between 0 and their focus attribute. Then, all simultaneously reveal their number, and each suffers that amount of strife, and adds it to their initiative for the round.
The character with the higher initiative value takes their turn, followed by the character with the lower value. If they are tied, the one with the lower honor acts first. At the end of the round, each character’s initiative value resets to its value before the staredown.
For a skirmish, each character makes a TN 1 Meditation check to gain a read on the battlefield conditions and enemy.
Then, if the character succeeded on their Initiative check, they add 1 to their focus, plus an additional amount equal to their bonus successes.
Staredown
After initiative, and at the start of each round, each character simultaneously receives strife equal to the number of the round (1 strife for the first round, 2 for the second, 3 for the third, and so forth).
After receiving this strife, each character who is not Compromised may bid additional strife to increase their initiative value for that round. To bid, each participating character secretly chooses a number between 0 and their focus attribute. Then, all simultaneously reveal their number, and each suffers that amount of strife, and adds it to their initiative for the round.
The character with the higher initiative value takes their turn, followed by the character with the lower value. If they are tied, the one with the lower honor acts first. At the end of the round, each character’s initiative value resets to its value before the staredown.
Opportunity Uses |
|
* |
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 Martial Arts [Ranged] check targeting you before the start of your next turn by 2. |
Opportunity Uses |
|
* |
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. |
* |
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).
Skulk (Rank 1 Ninjutsu)
Activation: When you perform an Initiative or Attack (Air) Check:
* If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
* If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
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.