Initiative is TN 1 Meditation check. If you succeed add + bonus successes to their total initiative.
Earth indicates you focus on your foundation, employing tactics that keep you rooted and defended while you await the exact right moment to act.
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.
Other characters can make critical strikes due to Finishing Blows or techniques.
Earth indicates you focus on your foundation, employing tactics that keep you rooted and defended while you await the exact right moment to act.
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.
Other characters can make critical strikes due to Finishing Blows or techniques.
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, choose another character’s disadvantage you know. They do not apply that disadvantage to their checks this scene. |
* |
Reduce the severity of the next critical strike you suffer before the start of your next turn by 1 per * spent this way. |
* * |
Do not apply one of your disadvantages to checks until the end of your next turn. |
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. |
* |
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.