Initiative

Initiative After each side has decided its intended actions for a turn, each side rolls for initiative (1D10) - 1 Ten-Sided Dice. The side with the higher roll is considered to have "won" initiative, and gets to move first (similar to winning the toss before a football game). All of one side's actions take place before the other sides. At the start of the next round, roll for initiative again, provided there are still at least two combatants whose actions will interfere with each other. Initiative Modifier: Each side adds to its initiative mil a modifier based upon the highest Intuition on that side. This may allow a side with a low roll to gain initiative. A roll of "1" is always considered to be a "1." The initiative modifier is based on the character's rank number: Intuition Rank Number / Initiative Modifier 0 to 10 / +0 11 to 20 / +1 21 to 30 / +2 31 to 40 / +3 41 to 50 / +4 51 to 75 / +5 75 and up / +6 Changing Actions: After making an initiative roll, an action that sounded so good a moment ago sounds like not such a great idea afterwards. Example: Both you and an opponent dive for a gun kicked across the floor. You roll a 1 for initiative. It may be time to re-examine your options. Changing an action requires a yellow Agility FEAT, and any FEATs made after changing are at a penalty of one column shift to the left(-1CS). The roll for changing actions takes place in the pre-action phase of the turn. Negating Actions: Losing the initiative may negate certain actions. These are lost and may not be performed during that turn. For example, if you are knocked out before you can land a blow, you do not get a chance to take your action.