Initiative is TN 1 Tactics check. If you succeed add + bonus successes to their total initiative.
Void indicates ou take a stance that does not commit to any direction or tactic, reading the potential energy of the situation and then acting as a conduit for its release. You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
After you have rolled initiative in the Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
Void indicates ou take a stance that does not commit to any direction or tactic, reading the potential energy of the situation and then acting as a conduit for its release. You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
After you have rolled initiative in the Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
Details
A character’s initiative value is based on their state of preparedness when the conflict began.
For a skirmish, each character makes a TN 1 Tactics 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 base initiative value, plus an additional amount equal to their bonus successes.
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 a skirmish late make a TN 2 Tactics check
- 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 a skirmish, each character makes a TN 1 Tactics 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 base initiative value, plus an additional amount equal to their bonus successes.
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 a skirmish late make a TN 2 Tactics check
Opportunity Uses |
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* |
On an Initiative check, sense if there is an Otherworldly being in the scene. |
* |
During the next Attack action check you make before the end of your next turn, ignore one terrain quality of your choice. |
* * |
Ignore the effects of one condition you are suffering until the end 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) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Void Initiative Opportunities
Battle in the Mind (Rank 3 Kata) - Duel Only
Activation: When you make an initiative (Void) check for a duel:
* * You name two rings, then your opponent must name one of those two rings. When your opponent selects their stance during their first turn of the duel, they cannot select the ring they named as their stance.
* + Choose a technique category. Learn one of your opponent’s known techniques of that category (chosen by the opponent) per * spent this way
* * You name two rings, then your opponent must name one of those two rings. When your opponent selects their stance during their first turn of the duel, they cannot select the ring they named as their stance.
* + Choose a technique category. Learn one of your opponent’s known techniques of that category (chosen by the opponent) per * spent this way
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.