Initiative is TN 1 Command check by the commander. If you succeed add + bonus successes to their total initiative.
After you have rolled initiative in the Fire Stance: After you have rolled initiative in the Fire Stance: For any subsequent checks you may make (such as resist critical) before you begin your first action, you count as having one additional bonus success for each Strife symbol on your kept dice.
After you have rolled initiative in the Fire Stance: After you have rolled initiative in the Fire Stance: For any subsequent checks you may make (such as resist critical) before you begin your first action, you count as having one additional bonus success for each Strife symbol on your kept dice.
Details
At the start of the battle, the Commander selects the army's strategic objective for the round.
A battle leader's initiative value is based on their state of preparedness when the conflict began.
For a Mass Battle, each character makes a TN 1 Command check. If they succeed on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Then the leader with the highest initiative results if their army makes the first move or waits. If two leaders have the same initiative the result, the one with the lower honor must have their cohort make the first move. One at a time, each leader takes their action, then the round is completed.
Any characters arriving late make a TN2 Command check to enter.
A battle leader's initiative value is based on their state of preparedness when the conflict began.
- If the commander was ready for the conflict, each leader's base initiative value is their focus attribute.
- If the commander was unprepared (such as when surprised), each leader's base initiative value is their vigilance attribute.
For a Mass Battle, each character makes a TN 1 Command check. If they succeed on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Then the leader with the highest initiative results if their army makes the first move or waits. If two leaders have the same initiative the result, the one with the lower honor must have their cohort make the first move. One at a time, each leader takes their action, then the round is completed.
Any characters arriving late make a TN2 Command check to enter.
Opportunity Uses |
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* |
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. |
* |
Extrapolate the motivations or desires of another character in the scene or wider situation. |
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 |
* |
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.