Initiative is TN 1 Sentiment check. If you succeed add + bonus successes to their total initiative.
You go on the attack aggressively, bearing down on your foes and trusting your momentum to carry you forward to safety.
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.
You go on the attack aggressively, bearing down on your foes and trusting your momentum to carry you forward to safety.
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 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 |
|
* |
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. |
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. |
** |
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.
In Negotiations
** You set someone else on the defense with fast-paced questions and demands. Choose a demand or statement another character in the scene has made. Their player (or the GM, for NPCs) must tell you any hidden motivations behind that demand or statement.
IN Romance
** A detail of your appearance catches your intended’s interest. Their player must tell you which of your physical attributes they find most captivating. You and your intended each receive 1 strife, and you each reduce the TN of your next Social skill check by 1.
In Espionage
*** A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone you’re not?