Initiative is TN 1 Sentiment check. If you succeed add + bonus successes to their total initiative.
Air indicates a stance that favors grace, circling your opponents nimbly while their attacks slide harmlessly past you.
After you 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 you 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
A character’s initiative value is based on their state of preparedness when the conflict began.
For an Intrigue, each character makes a TN 1 Sentiment check not just to listen, but to politely probe other characters’ strengths, weaknesses, and perhaps most importantly, objectives.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
In an intrigue, characters each take one turn when they see fit, unless two or more characters wish to act simultaneously. In that case, the character with the highest initiative acts first, followed by the next highest, and so on. However, because propriety is vitally important in Rokugan, a character must forfeit 1 honor and 1 glory to preempt one or more characters of higher status in this way.
Characters act in descending order of initiative value for the scene. If two or more characters tie for initiative, the character with the lowest honor acts first, and then the other tied characters act in ascending order of honor.
Combatants joining an intrigue late make an initiative check as normal.
- If the character was ready for the conflict, their base initiative value is their focus attribute.
- If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
For an Intrigue, each character makes a TN 1 Sentiment check not just to listen, but to politely probe other characters’ strengths, weaknesses, and perhaps most importantly, objectives.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
In an intrigue, characters each take one turn when they see fit, unless two or more characters wish to act simultaneously. In that case, the character with the highest initiative acts first, followed by the next highest, and so on. However, because propriety is vitally important in Rokugan, a character must forfeit 1 honor and 1 glory to preempt one or more characters of higher status in this way.
Characters act in descending order of initiative value for the scene. If two or more characters tie for initiative, the character with the lowest honor acts first, and then the other tied characters act in ascending order of honor.
Combatants joining an intrigue late make an initiative check as normal.
Opportunity Uses |
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* |
On an Initiative check, assess one foe’s weakness. Learn one of their disadvantages of that foe’s choice. |
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) |
* |
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.
In Negotiations
**+ Your careful verbal trap ensnares someone in a position in which they must either give up ground or give you a boon. They must offer you a minor concession unrelated to your current social objective unless they give up 1 momentum point per ** spent this way
In Romance
** The conversation turns to mutual friends or acquaintances. Name a character you and your intended both know. They must tell you what they think of that character, revealing one of that person’s advantages or disadvantages.
In Espionage
*+ Your subtlety allows you to step out of sight of people, whether by hiding in a crowd or within convenient terrain. Designate a number of Minion NPCs equal to * spent this way or a single Adversary NPC with vigilance lower than or equal to * spent this way. Those characters lose sight of you (and do not notice your absence unless actively looking for you).