The West That Wasnt - Basic Initiative and Speed Rules

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The chips are down, the gauntlet has been tossed, all of the cliches are past. The time for action is now, and the first step in adjudicating action is determining the order. What follows is an overview of how to do that. More specific questions can be found in the Advanced Action Time section.

Once the Judge has painted the scene, all players need to determine what their Heroes will do. This all begins with a declarations phase. Players need not decide exactly what they will do at this time, all that is important is the general class of action, and whether they will use their full allotment of actions.

Declarations

In TWTW, a declaration is a general indication of the class of action the character will perform, and also whether the full action allotment will be used. Players have tokens to represent the action classes as well as the allotments. To make a declaration, place the two appropriate counters face down on your character sheet. Once the counters are laid, the player may draw a card to determine timing. Once a card has been drawn, no changes may be made to the counters.

Determining Initiative

Initiative determination is a simple Reflexes check. Each Phase (I-IV) has a TN based on whether the character is using their full action allotment. It takes longer to use your full allotment, therefore, doing less increases the chance you will go earlier in the round.

On the character sheet is an Initiative Grid.

Initiativegrid.JPG

Beneath the grid is a list of TNs for each Phase listed by action speed.

SpeedTNs.JPG

Compare the result from the Reflex check to the TNs for each phase and place the counter stack inside one box for which the result is equal to or greater than the given TN. This is the phase where the character will act this round. Once placed, the counters may not be moved.

EXAMPLE

Action Classes