Future Imperfect - Initiative and Action Speeds
When the game enters action time, speed and order of operations become vitally important. The initiative system below describes how to use action speeds to determine action sequence.
Contents
Action Time vs Narrative Time
Future Imperfect differentiates between action time and narrative time in the following manner. Narrative time is any time during the game when detailed timekeeping and movement is unnecessary. In narrative time, the passage of a few minutes, or even an hour or more, can be assumed to occur as necessary. It is likewise unnecessary to know the detailed moment to moment location of characters and NPCs.
The most common usage for action time is combat, but it is also used for any encounter where time and relative placement of characters is crucial. In these situations, the order of operations has an immediate impact on the game world and the actions that follow.
Action Speeds
Future Imperfect classifies actions in one of three speed categories: Fast, Normal, and Slow. Action speeds are used to determine the order of actions each round. The action speed determines the target number (TN) for an action to occur, based on the round phase. In other words, faster actions have lower target numbers, and are therefore more likely to occur in the early phases (I-II), versus the later ones (III-IV).
Example Action Speeds
The following list provides the speed of the most common. The list is not exhaustive, but it does cover most situations. The Master is the final authority regarding the speed of any action that is not listed here.
Fast Actions
Run
Some martial arts attacks
Fast weapons such as pistols and knives (if ready)
Normal Actions
Brawl
Move/Athletics
Weapons such as swords, carbines and heavy pistols (if ready)
Use a skill
Ready item
Reload weapon
Slow Actions
Extended action. Extended actions are complex skill checks requiring multiple victories to complete, or any other task that may take longer than one round.
Heavy weapons such as machineguns or two handed axes
Special Cases
Use item - by item
Aimed shot - one slower than weapon speed. Slow weapons require an entire round to aim.
Example item speeds:
The previous image shows the traits for TL 7 lasers. The speed column is the action speed of the weapon.
Determining Speed
During combat, characters perform actions in response to a changing environment and situation. The range of possible actions is functionally infinite, so Future Imperfect organizes combat actions into 5 classes for simpler resolution. These classes are engage, maneuver, charge, assault and auxiliary.
In the action descriptions that follow, sensory checks (such as awareness) are separate from other skill checks. Sensory checks are allowed in all action types unless ruled otherwise by the Master.
Free Actions
Some actions are so quick or simple that they are determined to be free. Each character may do one free action per round in addition to any other actions. Any further free actions count as a fast action and must be combined as described below. Some examples of free actions are talking (a sentence or two), giving a hand signal, or pressing a button (such as turning on a handheld device).
Engage
A character performing an engage is using a movement action as well as performing an attack action. Engaging characters may use attacks of any speed. The character may perform a prepared attack at one speed slower than the listed weapon speed, or a snap attack at the listed speed (an attack may not take place faster than fast). Aimed attacks can be made at one speed slower than listed. Slow weapons may not be used with an engage action. Engaging characters may not perform skill checks except for fast draw/rapid reload.
Maneuver
Maneuver is any combat action consisting solely of movement action(s). Any combination of movement types is allowed. When using maneuver, any speed can be declared. Recall that when the character acts, he may perform any action that is the declared speed or faster. This means that if a fast action is declared, the character will be considered to run when they move, even if they move only within their normal move distance. Maneuvering characters may not perform skill checks except for fast draw/rapid reload.
Charge
A charge is a combination of both an attack action and a movement action, performed simultaneously. It is not the same as moving then attacking, or attacking then moving. Since the attack is occurring during a movement, the attack will suffer a penalty (usually -2, see weapon descriptions). A charge using a fast attack is a fast speed action, a charge using a normal attack is a normal speed action. Slow attacks may not be used with charge (with limited exceptions, see the weapon descriptions). Charging characters may not perform skill checks except for fast draw/rapid reload. No other action may be combined with a charge.
Assault
A character performing an assault is exclusively utilizing attack and/or defense actions. Assaulting characters may use attacks of any speed. The character may perform a prepared attack at the weapons listed speed, an aimed attack at one speed slower than its listed speed, or a snap attack at one speed higher than the listed speed (an attack may not take place faster than fast). Slow weapons may only make prepared attacks. Assaulting characters may not perform skill checks except for fast draw/rapid reload.
Auxiliary
When performing an auxiliary action a character may make no attacks. They may perform any other skill checks as needed. A character performing an auxiliary action can either be focused or cautious. Focused characters sacrifice their defense (the TN to hit them is reduced by 2), but perform their skill checks normally. Cautious characters do not suffer defensive penalties, but their skill checks are at -2, and complex actions increase victories required by 1 (except when reloading). Auxiliary actions are slow (they may be "hurried", see skills section).
Combining Actions
The previous sections described how to determine the speed of a character performing one action, or a defined group of actions, in an action class. If a character wishes to combine additional actions, the declared speed must be adjusted. Also, the extra actions must be allowed by the chosen class. Some further action combination limitations:
1. A Slow action may never be combined with any other action.
2. No more than three actions may be combined in a round (plus up to one free action, as above).
When combining actions, the resulting speed is one slower than the slowest action in the group.
Examples
Chuk wishes to fire his Blast MMG, which is a slow action. This may not be combined with any other action. He declares a slow action. The action class is assault.
Sid Scorpio plans on running (fast) and firing his laser pistol (fast). He may choose to charge or engage. If he chooses charge, this may not be combined with any other action, and he suffers a -2 penalty to the attack. If he chooses to engage, he suffers a -2 penalty to his attack for running. The attack penalties are the same, but if he chooses charge, the action is fast. If he chooses engage he can combine it with another action, but the speed is normal (before adjusting based on the action combination). Sid is not known for his patience, and chooses to charge, declaring a fast action.
Kayla Argent wishes to run (fast), fire a laser pistol (fast) and draw her stun baton (normal). The class she chooses is engage, which allows her to run and fire her laser pistol, as well as combine another action. She is attempting three actions (the maximum), and the slowest among them is normal, therefore, she declares a speed of slow.
Initiative
What follows is a description of how to sequence action rounds.
Overview
The sequence works as follows.
I. Declare.
A. Characters declare speed of intended action in reverse Reflex order.
II. Resolve.
A. Flip card(s) and determine Reflex results for all characters.
B. Determine phase for each character.
III. Act
A. Starting in Phase I, characters act in Reflex order.
Phases and Round Timing
Each action round is divided into four phases (I-IV). All actions in the first phase occur before any actions in the second phase. Within each phase actions occur in descending order based on Reflex die (first type, then number). Further ties are broken in favor of the Crew, or Master discretion, in that order.
After all four phases have resolved the round is over, and if necessary a new one is begun.
Determining Initiative
The initiative system involves two steps: declaration and resolution. During the declaration phase, players take turns indicating the speed their character will be acting during this round. After all characters have declared, a card is drawn to resolve the initiative order.
Declaration
At the beginning of the round, all characters that are participating in the action declare their intentions. Declarations occur in reverse order of Reflex. Ties are broken in favor of the Crew, if two Crew members are tied they can determine who declares first in whatever method they choose. If two NPCs are tied, the Master may determine the order of declaration.
When making a declaration, the player indicates the speed of the action they wish to perform this round. No more specificity is required. The goal of the declaration is to define how quickly a character is acting during the round, not to force a decision before the situation has an opportunity to unfold. When their turn arrives, they may choose any action that has the declared speed or higher.
Action Class
Earlier in the chapter the concept of action class was described. The class of the action is used to help determine the correct speed for the action(s) the character will do during the turn. In most cases the action class does not need to be discussed. It can be relevant when performing an auxiliary action, because of the effect on defense. It is never necessary to declare your action class for initiative determination.
Examples
Antares Darkeye wishes to fire at one of the Kyr agents that is surrounding him. His blast pistol has an action speed of normal. He declares a normal speed action. He does not need to declare a target. When it is his turn to act, he can choose any target he wishes. He may also choose to do any action that has a higher action speed, such as running away (fast action) or yelling to his compatriots (free action).
Xenes declares he is moving along a corridor and has declared a normal speed action. Before he acts, a GPR BRINT agent appears in the doorway in front of him. On his action, he may continue moving (maneuver, normal speed) or fire with his laser pistol (assault, fast speed). He may even do both (engage, normal speed). But he may not open the panel on the wall and attempt to hack the door controls to close the door between the agent and himself (auxiliary, slow speed).
Resolution
Once all characters have declared their speed for the round, flip a card and determine the initiative sequence. Each action card has an initiative bar on the bottom edge.
The initiative bar is structured like a table, with the action speed on the left, the TN to the right arranged in columns headed by the appropriate action phase (I-IV). There is a separate table for each action speed (fast, normal and slow). The table tells the TN required to act in that phase with an action of that speed.
To determine when the action occurs, use the cause grid to check Reflexes (see Future_Imperfect_-_Action_Cards#Performing_Skill_and_Attribute_Checks for instructions). Compare the result to the given TN. The character can choose to act in any phase where their Reflex check meets or exceeds the TN (but only one of them, that choice is made now). In the given table, a fast action would resolve in phase I on a 7+, phase II on a 5+, phase III on a 3+ and phase IV on a 1+. If it were instead a slow action the TNs would be 13, 11, 8, 3 respectively. Once a character knows which phase they will act, place a counter on the given phase on their combat reference aid, located on the reverse of the character sheet (or otherwise note the phase).
If a character does not generate a TN high enough to go in phase 4, the character hesitates and does not go this round. Next round his action is considered one speed category faster, with a maximum speed of fast. If the Reflex result is CF, the character does not act this round, and gets no bonus to speed next round. He is also considered to hesitate.
Optional Resolution System
The system uses a single card flip for all participants. It is relatively simple and fast this way. However, it is entirely feasible that your Crew could choose to use one card per side, or even one card per character (or henchman group). The system works exactly the same in either instance.
Taking Actions
Once all characters have determined in which phase they will act, the round begins in phase 1. The Master calls out the phase, beginning with 1, and all characters who will go in that phase indicate such. If there are multiple characters going in a phase, ties are broken based on Reflex, in favor of larger dice, then number of dice. Ties that persist are broken in favor of the Crew. Ties between NPCs are broken by the Master. If no characters act in a phase it can be skipped.
When a character has an action, they may perform any action they choose as long as the action speed of the given action is equal to or faster than the speed they declared. This allows characters to react to a changing scene, while still needing to use planning and strategy during the declaration phase.
Repeat the process for phases 2-4. Once they are complete, the round ends. If another round is necessary, start again from the declarations.
Delaying an Action
Sometimes a character will be ready to perform an action, but the situation is not yet appropriate for one reason or another. In this case, that character may delay their action. If the phase/Reflex when a character is slated to act arrives, and they wish to delay instead, there are two choices: they may declare they are waiting for a specific set of circumstances, or they may declare they wish to wait until a later time to act.
If they declare a set of circumstances the round continues to the next character. As soon as the given circumstance occurs, they may immediately take their action. If the circumstance involves another character or characters, a Reflex contest is resolved between the characters to determine who acts first. In case of a tie the actions are simultaneous.
If the circumstance has still not occurred by the end of the round the character may state they are continuing to wait for the circumstance. This counts as a fast action for determining readiness in the new round, but as the speed of the initial action for all other purposes. If at any time the character wishes to stop waiting for the circumstance they may announce their intent before any action. In this case, they may perform an action after the current action, following all appropriate rules to do so.
If a character wishes to delay until later without declaring a circumstance, they may announce their intent to perform an action at any time after another action completes. If they wish to attempt to preempt another action, a Reflex contest must be resolved with the interrupting character suffering a -2 penalty. If they win, they may go first. Otherwise, they go after the triggering action completes.
Examples
Sid Scorpio is certain that the commissar that confiscated his coagulator is going to be coming around the corner at the end of the hall any moment now, so he declares a fast action. His Reflex check produces an 8, so he goes in Phase I. No one has appeared by the time his action comes, so he declares to the Master that he will fire at the commissar as soon as he is visible. During Phase III a commissar attempts to dart across the hall into an open door. Since Sid had declared he was waiting for this, he engages in a Reflex contest with the commissar to see if he can fire on him before he enters the open door.
Antares Darkeye is being pursued by Grun and Chensky after he has escaped the brig on their ship. His only chance to escape is to make it to the shuttle bay and hope that Rissh is waiting for him there. To be continued
Initiative Example, Antares Darkeye Runs From the Cops
Antares Darkeye is attempting to escape from two IPA officers with laser pistols. Antares has 2d10 Reflexes, while the IPA officers each have 2d6. Therefore, the officers must declare first. Each declares that they will attempt a fast action. Antares also declares a fast action.
The initiative card is drawn.
Antares gets 6.
According to the initiative table, fast actions require a 7 to go in phase I, a 5 to go in II or later. He chooses to go in phase II (his generated result, 6, is at least 5, for phase II, but less than 7, for phase I). He could have chosen II, III or IV.
Luckily for him, the officers get CF. Even though the 1-6 result is an exceptional result, because the 2-6 cell is CF they must choose CF. See Future_Imperfect_-_Action_Cards#Critical_Failures for more on critical failures and exceptional results.
When the Master calls out phase II, Antares indicates he will run around the corner (a fast action). Because the officers got a CF result, they hesitate and do nothing this round. Being in the presence of notorious space pirate Antares Darkeye was clearly more than these troopers could handle.
Initiative Example 2, Sid and Chuk Square Off Against the Kyr
Sid was sure his plan would work. Sid is always sure his plan will work, but Xenes lacked the confidence, so he sent Chuk along just in case, lucky for all concerned. While making their escape from the concealed barracks they had infiltrated, Sid and Chuk were spotted by a sentry, and a team of Kyr special operatives closed in on their location.
Sid and Chuk know they have been spotted, and they surmise enemies are approaching, but they are unsure of how many, and from which direction they will come. In fact, they know precious little about the danger ahead. From their position behind cover, the two weigh options for a moment before the Master asks for declarations.
The Reflex scores of the participants are as follows:
Chuk: 2d6
Sid: 3d10
Kyr Op 1: 2d10
Kyr Op 2: 2d10
Kyr Op 3: 2d10
Chuk is the slowest, so he declares first, followed by the Kyr operatives, with Sid declaring last.
Chuk is armed with a laser automatic rifle (since this was a stealth mission), speed normal. He intends to hold the line here, and give Sid a chance to run for it. His declaration is normal speed action.
Kyr operative 1 declares a normal speed action. Unbeknownst to the Crew, he is armed with a tangle rifle. He intends to prevent Chuk from firing on his comrades (and himself).
Kyr operative 2 declares a fast action. Also unknown is that this operative is armed with a stunner, he intends to close the distance on Sid, so that next round he can easily stun him. Running is a fast action.
Kyr operative 3 declares a normal action. He is the backup plan, in case either or both of his partners fail. He is armed with an energy disruptor pistol, which has both stun and lethal settings. The disruptor is a fast action, but he wishes to see how their plan progresses before acting. Since he declared a normal action, he may freely use a fast action as well.
Sid declares a fast action, but he has no intention of running. He plans on using his laser pistols to clear the field so that he and Chuk can make their escape together. He tells himself that this was his plan all along.
A card is drawn (28):
Chuk has 2d6 Reflexes, so he gets a 2.
Since he declared a normal speed action, he goes in phase IV.
The Kyr Operatives have 2d10 Reflexes, so they get 7.
Kyr Operative 1 and 3 declared normal speed actions, so they also go in phase III, because 7 is greater than or equal to 5 but less than 8.
Kyr Operative 2 declared a fast action, so he goes in phase I.
Sid declared a fast action, and generates an 8 on 3d10.
Sid goes in phase 1 because 8 is greater than or equal to 7.
The action will unfold like this. Sid will be ready to fire immediately, but no targets will be present (his 3d10 Reflexes goes before the 2d10 for Kyr operative 2) so he will delay until a target exists. Kyr operative 2 will sprint toward him, revealing himself. A Reflex test will commence to determine if the Kyr operative closes the distance before Sid fires. Kyr operative 1 and 3 will go in phase III. Operative 1 will attempt to tangle Chuk. Operative 3 will choose a target based on how the previous actions unfold. Finally, in phase IV, Chuk will either fire on visible Kyr operatives or attempt to free himself from the tangler (also a normal speed action).
Note that had Chuk declared a fast action he would not be able to attempt to free himself this round (assuming he was successfully entangled). His haste would have cost him an opportunity to react effectively.