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<h2>INITIATIVE</h2>
<p>
A character's Initiative modifier indicates how likely they are to give their
side an edge when a conflict begins.
</p>
<ul>
<li>
At the start of each conflict, the Player Characters perform an Initiative
Group Check: this is a Group Check (see
<a href="/books/core/#page-50">page 50</a>) that relies on Dexterity and
Insight.
</li>
<li>
The Difficulty Level for the leader's Check is equal to the highest
Initiative Score among the heroes' adversaries; supporting characters
perform their Support Check against the standard Difficulty Level of 10.
</li>
<li>
Whether you act as the leader or as a supporting character in this Group
Check, remember to apply your Initiative modifier to your Result.
</li>
</ul>
<p>
If the leader succeeds, this means the heroes seized initiative for this
conflict and the first participant to act during each round will be someone
from the Player Characters' side; if they fail, it means they have lost the
initiative for this conflict and the first participant to act during each
round will be one of their foes.
</p>
<p>See the next page for an explanation of rounds and turns.</p>
<p class="example">
<strong>Example:</strong> The warrior monk Silida and the mage Ricard are
exploring the ruins of an old waterway when they come across a bronze golem
(<a href="/books/core/#page-330">page 330</a>) barring their way!
</p>
<p>
The Game Master calls for an Initiative Group Check, and Ricard is happy to
have Silida be the leader. She only rolls a 6, but Ricard's Check is a 12
(even taking into account the -2 penalty caused by the armor he is wearing).
Silida's total is now 7, which is enough to reach the golem's initiative
score!
</p>
<p>
The Player Characters have seized the initiative, which means the first turn
of each round will belong to either Silida or Ricard.
</p>
<p>
Note that even if a new participant joins an ongoing conflict scene, they will
simply adapt to the existing initiative.
</p>