Initiative

Initiative, when the character’s action completes, is equal to 1d20 + quickness. Initiative will be rolled every round. All actions start at 25, with the highest totals going first. If the action is completed before segment 15, then the character gets a second action 10 segments later ( 13 segments if they take another minor action- moving etc, between combat actions.) A character may choose to hold or delay his action for a period of up to 10 segments. Any action that is delayed beyond that time is lost, and the character will not get an action for that round.

A character may opt to move a short distance or take a similar single limited action prior to swinging a weapon, casting a spell, or other complex action. These limited actions will cause a 3 segment time penalty to beginning the main complex action. Some minor actions, such as dropping a weapon, are considered to take a negligible amount of time and do cause any initiative penalty. The gamemaster is encouraged to use a reasonableness guideline for determining whether an additional action is to be allowed or not and in determining what would be an appropriate time penalty.

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