Initiative Roll and Action Points

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For instance, Helen rolls 2S to generate 12 APs and has nothing stored in her Bank. Roberto rolls 1S to generate 11 APs and has 2 APs stored in his Bank, so his AP total is 13 AP and therefore he gets to act first.
For instance, Helen rolls 2S to generate 12 APs and has nothing stored in her Bank. Roberto rolls 1S to generate 11 APs and has 2 APs stored in his Bank, so his AP total is 13 AP and therefore he gets to act first.
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{| align="left"
{| align="left"
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{| align="left"
{| align="left"
-
! Roll !! Result
+
! Roll !! Result !! Warrior<br>Reflexes !! War. Refl.<br> II
|-
|-
-
| f-1 || 8 AP
+
| f-1 || 8 AP || 8 AP || 8 AP
|-
|-
-
| F-2|| 6 AP
+
| F-2 || 6 AP || 6 AP || 7 AP
|-
|-
-
| F-3 || 4 AP
+
| F-3 || 4 AP || 5 AP || 6 AP
|-
|-
-
| F-4 || 2 AP
+
| F-4 || 2 AP || 3 AP || 5 AP
|-
|-
-
| F-5 || 0 AP
+
| F-5 || 0 AP || 1 AP || 3 AP
|-
|-
-
| F-6 || =0 AP
+
| F-6 || =0 AP || 0 AP || 1 AP
|}
|}
 +
Any result from F-5 and up generates a number of APs that are added to the APs stored in our Bank. A roll result of F-6, however, generates zero AP and also causes you to lose any APs stored in your Bank.
 +
Some characters have Martial Arts Stunts that alters the Fumble outcomes. Normally you look in the second column under Result, but some characters have the Stunt Warrior Reflexes I; they look in the third column. A few have Warrior Reflexes II, and look in the fourth column. These Stunts represent experience in useful combat reactions and habits.
<br style="clear:left">
<br style="clear:left">
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=== Action Point usage ===
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Action Points can be used to four different types of Actions:
 +
* Offensive Actions
 +
* Reactions (usually defensive)
 +
* Move Actions or Steps
 +
* Other Actions
 +
Some actions cost one or more Rounds to perform, and have little or no AP costs, or they cost a fraction of a Round (usually 1 Second or 1/10 Second) and still have little or no AP cost, such as Spellcasting.
 +
=== Offensive Actions ===
 +
=== Reactions ===
 +
=== Move Actions ===
 +
==== Step ====
 +
=== Other Actions ===
 +
==== Spellcasting ====
== Getting more in depth ==
== Getting more in depth ==

Revision as of 19:33, 26 December 2010

This article is about the Initiative Roll, to generate a number of Action Points (APs) for each character per Round, with the higher number of APs getting to act first.

This article will also touch upon Action Point expenditure, and the concept of the "Bank" for storing unused APs that can carry over to the next Round, but these subjects will be dealt with in greater detail in separate articles (especially Action Point expenditure!).

Contents

The Reflexes Roll

The Initiative Roll is a roll for the Reflexes derived statistic (derived from Dexterity and Intelligence (Thinking Speed), modified by an Advantage), that generates a number of Action Points. To this is added any Action Points stored in the AP Bank (often just called "Bank" or "the Bank"), and this total number determines the initiative count, when the character gets to act.

For instance, Helen rolls 2S to generate 12 APs and has nothing stored in her Bank. Roberto rolls 1S to generate 11 APs and has 2 APs stored in his Bank, so his AP total is 13 AP and therefore he gets to act first.

Roll Result
1S 11 AP
2S 12 AP
3S 13 AP
4S 14 AP
5S 15 AP
+1S +1 AP
Roll Result Warrior
Reflexes
War. Refl.
II
f-1 8 AP 8 AP 8 AP
F-2 6 AP 6 AP 7 AP
F-3 4 AP 5 AP 6 AP
F-4 2 AP 3 AP 5 AP
F-5 0 AP 1 AP 3 AP
F-6 =0 AP 0 AP 1 AP

Any result from F-5 and up generates a number of APs that are added to the APs stored in our Bank. A roll result of F-6, however, generates zero AP and also causes you to lose any APs stored in your Bank.

Some characters have Martial Arts Stunts that alters the Fumble outcomes. Normally you look in the second column under Result, but some characters have the Stunt Warrior Reflexes I; they look in the third column. A few have Warrior Reflexes II, and look in the fourth column. These Stunts represent experience in useful combat reactions and habits.

Action Point usage

Action Points can be used to four different types of Actions:

  • Offensive Actions
  • Reactions (usually defensive)
  • Move Actions or Steps
  • Other Actions

Some actions cost one or more Rounds to perform, and have little or no AP costs, or they cost a fraction of a Round (usually 1 Second or 1/10 Second) and still have little or no AP cost, such as Spellcasting.

Offensive Actions

Reactions

Move Actions

Step

Other Actions

Spellcasting

Getting more in depth

Examples II

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Table to use

A B C
1 2 3
4 5 6