Initiative Overview.   Posted by GM Joe.Group: 0
GM Joe
 GM, 84 posts
Tue 17 Sep 2013
at 16:15
Initiative Overview
Okay to determine your base Initiative.
Average Your Intuition and Quickness Bonus and add +1 per level.

Joe Fighter has a +5 Int and +10 Quickness and is level 3 so he has a Base initiative of +10.5

This is your Base Initiative and will help to determine Surprise reactions or any action that isn't based off of a skill, such as movement)

If the action your is Based off of a skill, then add +2 per Rank purchased in that Skill.

IF the skill being used is a Weapon or attack Add the weapons Init Modifier.

Joe Fighter Has 5 Ranks in His Dagger skill giving his a bonus of +10 to his Base Init for a total of +20.5 Plus a dagger has a Init modifier of +40 giving him a total Init of +60.5 or 60

Determining Action Time

You use this formula to determine the amount of time it takes to complete an action.
{100/[100 + (Initiative Value)]} * Base Action Time.

I have a Macro program that helps calculate the actions time. If you need an action calculated, you can ask me and I will give you the time. The time can change if you sacrifice skill to make an action quicker.

You take the total Init score (+60 in Joe Fighters case) and a melee attack action of 10.
{100/[100 + 60} * 10 = 6.250 or the Action will take 6 seconds to complete.

Joe Fighter has a Init with Melee Attacks of 60, Referencing the formula gives him an attack speed of 6.250. this Means Joe Fighter can make an attack roll once every 6 Seconds.

Now We will address First swings.

Characters May make a Free first melee attack when coming within reach of an opponent, if both opponents have basically weapons of the same reach, (two men using daggers) If they already have a weapon ready in hand. If they have to Draw a weapon, then they do not get this first swing without a successful Iai skill check.

You next attack would then Follow at full speed in counts/seconds after your initial swing.

Joe Fighter can attack with his Dagger every 6 seconds. He engages his opponent on count 3 and attacks. He will be able to attack again on count 9.

Missile weapons and Firearms work only slightly differently.
An archer with an bow and arrow in hand, or a dagger in hand to throw, or a gun to fire, Will still be required to take Half their action time to complete the action. This accounts for the time it takes to bring the weapon to bear and fire. (or drawing the bow string in the case of a bow).

This message was last edited by the GM at 03:35, Tue 17 Nov 2015.

GM Joe
 GM, 85 posts
Tue 17 Sep 2013
at 16:58
Re: Initiative Overview

It takes 3 counts base time to begin to respond to a situation. This is Modified, as above, by your base initiative value. Some people react quicker, some slower.

At the Beginning of Combat, you will roll your perception check. You will increase you base initiative by an amount equal to the amount you suceeded or failed by.
(if your base initiative is 15 and you fail by 30, you new initiative is -15. If you had succeeded by 30, your base initiative would go up to 45.

Put these values into the formula to get the amount of time before you can begin to take action.

Those initiating an Ambush get to go on count 1 regardless.

This message was last edited by the GM at 21:54, Sun 17 July 2016.