55 lines
1.9 KiB
HTML
55 lines
1.9 KiB
HTML
<h2>INITIATIVE</h2>
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<p>
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A character's Initiative modifier indicates how likely they are to give their
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side an edge when a conflict begins.
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</p>
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<ul>
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<li>
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At the start of each conflict, the Player Characters perform an Initiative
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Group Check: this is a Group Check (see page 50) that relies on Dexterity
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and Insight.
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</li>
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<li>
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The Difficulty Level for the leader's Check is equal to the highest
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Initiative Score among the heroes' adversaries; supporting characters
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perform their Support Check against the standard Difficulty Level of 10.
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</li>
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<li>
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Whether you act as the leader or as a supporting character in this Group
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Check, remember to apply your Initiative modifier to your Result.
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</li>
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</ul>
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<p>
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If the leader succeeds, this means the heroes seized initiative for this
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conflict and the first participant to act during each round will be someone
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from the Player Characters' side; if they fail, it means they have lost the
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initiative for this conflict and the first participant to act during each
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round will be one of their foes.
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</p>
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<p>See the next page for an explanation of rounds and turns.</p>
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<h3>Example:</h3>
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<p>
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The warrior monk Silida and the mage Ricard are exploring the ruins of an old
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waterway when they come across a bronze golem (page 330) barring their way!
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</p>
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<p>
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The Game Master calls for an Initiative Group Check, and Ricard is happy to
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have Silida be the leader. She only rolls a 6, but Ricard's Check is a 12
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(even taking into account the -2 penalty caused by the armor he is wearing).
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Silida's total is now 7, which is enough to reach the golem's initiative
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score!
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</p>
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<p>
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The Player Characters have seized the initiative, which means the first turn
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of each round will belong to either Silida or Ricard.
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</p>
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<p>
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Note that even if a new participant joins an ongoing conflict scene, they will
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simply adapt to the existing initiative.
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</p>
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