Future Imperfect - Initiative and Action Speeds
Whenever the game enters action time, speed and order of operations become important. Future Imperfect classifies actions in one of four speed categories: Fast, Normal, Slow and Very Slow. Action speeds are used to determine which actions happen first in each round. The initiative system has more on how to use action speeds to determine action sequence.
Determining Action Speed
Characters may combine actions in a round, but no matter how many actions a character attempts the character has a single action speed for the round. This speed is equal to the slowest of the actions attempted. There are some exceptions to this.
Fast actions count as normal actions when combined with any other action. Very slow actions may not be combined with any other action. Any action beyond the second counts as one step slower than normal. When determining speed of more than two actions, place the slowest action last.
Examples: Chuck wishes to fire his Blast MMG, which is a very slow action. He may not combine this with any other action.
Sid Scorpio is running and firing his laser pistol, both of which are fast actions. Because they are combined with other actions, each counts as a normal action. His action speed for the round is normal.
Kayla Argent declares she will run (fast), make a martial jab attack (fast) and draw her stun baton (normal). Her two fast attacks count as normal, and her third action counts as slow. Her action speed is slow.
Free Actions
Some actions are so quick that they are determined to be free. Each character may do one free action per round. Any further free actions count as a fast action.
Action Speed List
Use a skill - Slow/Normal - May take a -2 penalty to use a skill at normal speed. Extended action - Very Slow Use item - by item Ranged weapon - by weapon type Hand to hand weapon - by weapon Brawl - Normal Martial Arts - Special - Defined by art/maneuver type Move/Athletics - Normal Run - Fast