Future Imperfect - Initiative and Action Speeds

From benscondo.wiki-rpg.com
Revision as of 16:45, 5 April 2019 by Jason (Talk | contribs)

Jump to: navigation, search

Whenever the game enters action time, speed and order of operations become important. The initiative system below describes how to use action speeds to determine action sequence. Future Imperfect classifies actions in one of three speed categories: Fast, Normal, and Slow.

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 uses the concept of action speed to determine the order of actions each round. Each action has a classification, called action speed (AS), that broadly defines how quick the action is to perform. 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 actions characters are likely to perform. 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:

TL7Laser-N.JPG

The previous image shows the traits for TL 7 lasers. The speed column is the action speed of the weapon.

Determining Character Speed

The speed of a character for a round is necessary for initiative determination. A character speed (CS) is potentially different than any action speed (AS), though AS is used to determine CS.

Free Actions

Some actions are so quick that they are determined to be free. Each character may do one free action per round in addition to any other actions, without affecting their CS. Any further free actions count as a fast action. Some examples of free actions are talking (a sentence or two), giving a hand signal, and pressing a button (such as turning on a handheld device).

Single Action

If a character is performing a single action only, then the speed of that action is their action speed for the round. In this case, their CS is equal to the AS of the chosen action.

Combining Actions

If a character wishes to perform more than one action in a round, the character still has a single character speed for the round for initiative purposes. This speed is equal to one category slower than the slowest of the actions attempted. There are two exceptions to this:

1. A Slow action may never be combined with any other action.
2. Any three fast or normal speed actions together count as a slow action for initiative purposes. No more than three actions may be combined in a round (plus up to one free action, as above).

Examples: Chuk wishes to fire his Blast MMG, which is a slow action. He may not combine this with any other action. His CS is slow.

Sid Scorpio is running and firing his laser pistol, both of which are fast actions. His CS for the round is normal.

Kayla Argent declares she will run (fast), fire a laser pistol (fast) and draw her stun baton (normal). She is attempting three actions, therefore, her CS is 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.

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 (but not running) along a corridor (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 (normal) or fire with his laser pistol (fast), 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 (extended action, slow).

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.

Initiativebar.JPG

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 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 phase 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.

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 occurs 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.

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.

Card42.JPG

Antares gets 6.

42init-1.JPG

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.

42init-2.JPG

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):

Card28.JPG

Chuk has 2d6 Reflexes, so he gets a 2.

282d6.JPG

Since he declared a normal speed action, he goes in phase IV.

NormalIV.JPG

The Kyr Operatives have 2d10 Reflexes, so they get 7.

282d10.JPG

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.

NormalIII.JPG

Kyr Operative 2 declared a fast action, so he goes in phase I.

FastI.JPG

Sid declared a fast action, and generates an 8 on 3d10.

283d10.JPG

Sid goes in phase 1 because 8 is greater than or equal to 7.

FastI.JPG

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.