Initiative is TN 1 Meditation check. If you succeed add + bonus successes to their total initiative.
You remain flexible, ready to adapt as the situation demands, seize chances as they arise, or turn your opposition’s force against them.
After you have rolled initiative in the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
You remain flexible, ready to adapt as the situation demands, seize chances as they arise, or turn your opposition’s force against them.
After you have rolled initiative in the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
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 the qualities of all terrain in the scene. |
* |
Remove 1 fatigue. |
* * |
Move 1 range band. |
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. |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Water Initiative Opportunities
Tactical Assessment (Rank 2 Kata)
Activation: When you make an Initiative (Water) check:
* Choose a piece of terrain in the scene. Until the start of your first turn, it counts as having the Obscuring quality for Attack action checks targeting you and your allies.
* Choose a piece of terrain in the scene. Until the start of your first turn, it counts as having the Obscuring quality for Attack action checks targeting you and your allies.
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.