Initiative is TN 1 Tactics 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. 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.
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. 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.
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
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 |
|
* |
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. |
* * |
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) |
* |
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.