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 Void Stance: For any subsequent checks you may make (such as resist critical) before you begin your first action, 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: For any subsequent checks you may make (such as resist critical) before you begin your first action, you do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
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, 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. |
* |
Discern the objective of another character in the scene. |
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 |
* |
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
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None
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.