In real life things not always happen in a neat order, and they most certainly don’t happen all at once. In that an RPG is a sort of simulation of real life as in real life things won’t always happen in a neat order, and they most certainly won’t happen all at once. Thus it is with Mythus, which is why the participants determine initiative when such determination is necessary.
When to Determine
For the most part initiative is determined when matters are critical. In short when play happens during the critical turn—CT. A CT is 3 seconds in length and is most often used when a situation is critical and events can and do happen rather quickly. This is when events will happen at nearly the blink of an eye.
A CT is further divided into 20 beats, each beat being 1/15th of a second, which is about how long it takes a human to react to a stimulus.
How to Determine
Initiative is determined using the following steps.
- Roll 1d10
- Subtract Appropriate Speed
- Melee: Muscular Speed
- Missle: Neural Speed
- Mental Power or Casting: Reasoning Speed
- Spiritual Power or Casting: Metaphysical Speed.
- Add item or action Speed.
- Attack Weapon Speed Factor
- To use a weapon artificial or natural to harm another.
- Action 2
- To take an action
- Casting: Begin/Activate 2
- To start casting or to activate one
- Casting: Ready 10
- Making a casting ready to cast
- Change Action 2
- Changing what you’re planning on doing
- Change Target 6
- Changing who you’re planning on doing it to
- Dive 5
- Leaping for the ground, or body of water, etc.
- Draw/sheath Weapon 7
- Pulling a weapon from a sheath or like item
- Putting a weapon back in a sheath or like item
- Enchanted Item* 1
- Speed factor of 1 applies to small items such as a brooch or wand
- Higher speed apply to larger items such as a rod or staff
- Use Power 3
- Other than an attack form
- Move Persona Movement
- Depends on the Persona’s movement, which at a CT amounts to 1/10th of his movement in a BT. Movement per Beat is 1/20th of a CT’s movement
- Switch Hands 2
- Moving item to the other hand.
- Natural Weapon cf chapter 7
- Reload 9
- Pulling ammunition from a bag, pouch, or quiver and putting it to the bow, xbow, or sling pocket
- Rise 4
- Getting to one’s feet.
- Tumble 12
- Using the Tumbling sub-area of Acrobatics so as to make hitting the Persona harder
- Turn 3
- Turning in place cautiously so as to face in a new direction
- Hesitate varies
- Holding off taking an action so as to take advantage of a better opportunity
- Cost depends on the situation and most often requires a good guess.
- Attack Weapon Speed Factor
Example: Fred, a gentry Cavalier, is facing Ronald, an aristocratic orc scholar. Fred’s player rolls a 5 on the d10, minus 14 for his Muscular Speed, and +7 for drawing his foil and +2 for attacking with said foil. His final initiative is effectively 0, which means his action takes place on beat one of the CT.
On the other hand Ronald’s player rolls an 8 on the d10. With the orc’s Muscular Speed of 16 that means his initiative is a -8, which gives him the initiative. Since his player wasn’t really expecting a fight he decides that discretion is the better part of valor and opts for Avoidance. Avoidance we will cover in a later post.