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Marvel Superheroes: Game Closed
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<blockquote data-quote="HolyMan" data-source="post: 5026935" data-attributes="member: 84167"><p><strong><span style="color: darkorange">Initiative</span></strong></p><p>After each side has decided its intended</p><p>actions for a turn, each side rolls for</p><p>initiative. The side with the higher roll is</p><p>considered to have "won" initiative, and gets </p><p>to move first (similar to winning the toss before</p><p>a football game). All of one</p><p>side's actions take place before the other</p><p>sides. At the start of the next round, roll for</p><p>initiative again, provided there are still at</p><p>least two combatants whose actions will</p><p>interfere with each other.</p><p> </p><p><span style="color: lime">Initiative Modifier:</span> Each side adds to its</p><p>initiative mil a modifier based upon the</p><p>highest Intuition on that side. This may</p><p>allow a side with a low roll to gain initiative.</p><p>A roll of "1" is always considered to be a</p><p>"1." The initiative modifier is based on the</p><p>character's rank number:</p><p>[code] </p><p>Initative Modifier</p><p>Intuition Rank Number</p><p>0 to 10 0</p><p>11 to 20 1</p><p>21 to 30 2</p><p>31 to 40 3</p><p>41 to 50 4</p><p>51 to 75 5</p><p>75 and up 6 [/code]</p><p> </p><p><span style="color: lime">Changing Actions:</span> After making an</p><p>initiative roll, an action that sounded so good</p><p>a moment ago sounds like not such a great</p><p>idea afterwards. Example: Both you and an</p><p>opponent dive for a gun kicked across the</p><p>floor. You roll a 1 for initiative. It may be time</p><p>to re-examine your options. Changing an</p><p>action requires a yellow Agility FEAT, and</p><p>any FEATs made after changing are at a</p><p>penalty of one column shift to the left(-1CS).</p><p>The roll for changing actions takes place in</p><p>the pre-action phase of the turn.</p><p> </p><p><span style="color: lime">Negating Actions:</span> Losing the initiative</p><p>may negate certain actions. These are lost</p><p>and may not be performed during that turn.</p><p>For example, if you are knocked out before</p><p>you can land a blow, you do not get a</p><p>chance to take your action.</p><p> </p><p>Each side rolls 1d10 and adds the modifiers listed above. I not sure what to do about the system, I remeber having trouble with it before back when we played. I will roll init. when you are in a group but if going single you can roll and post it with your actions. We are going to try a few things before we settle into one lets give the rules a go and then next time a d20 type init system.</p><p> </p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5026935, member: 84167"] [B][COLOR=darkorange]Initiative[/COLOR][/B] After each side has decided its intended actions for a turn, each side rolls for initiative. 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. [COLOR=lime]Initiative Modifier:[/COLOR] 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: [code] Initative Modifier Intuition Rank Number 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 [/code] [COLOR=lime]Changing Actions:[/COLOR] 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. [COLOR=lime]Negating Actions:[/COLOR] 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. Each side rolls 1d10 and adds the modifiers listed above. I not sure what to do about the system, I remeber having trouble with it before back when we played. I will roll init. when you are in a group but if going single you can roll and post it with your actions. We are going to try a few things before we settle into one lets give the rules a go and then next time a d20 type init system. HM [/QUOTE]
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