Every
event takes place at a certain time and in a
role-playing game it is necessary to determine when each
of the character's actions take place. For instance,
when character A and character B fight, we have to know
when each characters attack comes before we can
determine whether or not the attack succeeds.
Eternal Soldier uses a sequential
system of initiative. When combat (or any other event
for which we want to know "what" happens
"when") occurs the game is divided into
segments, each segment being equal to one-half second.
We can determine how long each action will take. By
keeping track of how many segments elapse we can tell
when each character will act.
The sequential initiative system
can be compared to a stopwatch that is started when
combat begins, ticking off half-seconds until the
situation is resolved.
The amount of time it takes to
perform an action depends on two factors: the agility of
the character and the action itself. These two details
can be combined to determine how many segments the
action takes to complete. We have applied a number from
1 to 10 to many of the actions that might take place in
combat. This number (when written in Roman numerals) is
the action's speed class. This can be cross-referenced
with the character's agility on the initiative chart to
determine how many segments it will take the character
to perform this action.
For example, a character with an
agility of 17 would require 4 segments to complete an
action with a speed class of VII. A character with an
agility of 7 performing a speed class V action would
require 7 segments.
There is a section on the
character sheet for writing the number of segments it
will take for the character to perform actions of each
speed class. We strongly suggest it be used.
For those of you who may
find it useful, the formula which the table is based is
(S/A)x10, where S is the speed class of the action, A is
the agility of the character and well, 10 is 10. Round
decimals to the nearest whole number.
Agility
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
I |
10 |
5 |
3 |
3 |
2 |
2 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
II |
20 |
10 |
7 |
5 |
4 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
1 |
III |
30 |
15 |
10 |
8 |
6 |
5 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
2 |
2 |
IV |
40 |
20 |
13 |
10 |
8 |
7 |
6 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
V |
50 |
25 |
17 |
13 |
10 |
8 |
7 |
6 |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
VI |
60 |
30 |
20 |
15 |
12 |
10 |
9 |
8 |
7 |
6 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
3 |
VII |
70 |
35 |
23 |
18 |
14 |
12 |
10 |
9 |
8 |
7 |
6 |
6 |
5 |
5 |
5 |
4 |
4 |
4 |
VIII |
80 |
40 |
27 |
20 |
16 |
13 |
11 |
10 |
9 |
8 |
7 |
7 |
6 |
6 |
5 |
5 |
5 |
4 |
IX |
90 |
45 |
30 |
23 |
18 |
15 |
13 |
11 |
10 |
9 |
8 |
8 |
7 |
6 |
6 |
6 |
5 |
5 |
X |
100 |
50 |
33 |
25 |
20 |
17 |
14 |
13 |
11 |
10 |
9 |
8 |
8 |
7 |
7 |
6 |
6 |
6 |
Speed Class |
Actions |
I |
Drop
weapon, Yell one word |
II |
Turn
90 degrees, Drop prone, Get out of chair, Shut
door |
III |
Turn
180 degrees, Get over 3ft. barrier, Open door,
Throw bolt (on door), Light lighter |
IV |
Get
something out of pocket, Uncork bottle, Write one
word, Strike match |
V |
Get
over 4ft. Barrier, Get on bicycle, Get off bicycle |
VI |
Jump
onto table, Light lamp with lit match |
VII |
Roll
down a car window, Open lock with key, Empty cash
drawer |
VIII |
Get
up from prone, Pick up dropped weapon |
IX |
Get
off horse, Get out of tree, Get over 6ft. Barrier,
Tie knot |
X |
Get
on horse, Get in/out of car, Get into tree, Throw
grappeling hook |
For any action that the GM must
make up a speed for, he should give a speed class. The
character can then consult his character sheet (where
there is a space for speed classes) to find out how long
that action would take him. This assumes that the action
requires agility. An agile character shouldn't be able
to get an elevator any sooner.
Add the number of segments
required for the character to perform the given action
to the segment in which the character completed his last
action to determine when the action will be complete. If
a character completed his last action in 15, and the
current action will take 10 segments then the current
action will be complete in segment 25.
On the weapons chart we have
applied a speed class to each weapon. This represents
the amount of time it takes to use the weapon
effectively. Also included is a chart with the speed
class of common actions that might be performed in
combat. It would be impossible to quantify all the
actions that desperate players might resort to. The
authors once saw a character save himself with a jar of
mustard. If an action that is not on this chart is
attempted then the GM should apply a speed class to it
using this chart as a guideline.
In situations where the character
is attempting an action that would take longer that any
of the speed classes, the action should be broken down
into several shorter actions. For example if a character
were to decide to rummage through a chest for a
particular item during a fight, the GM might decide that
it would take 2 class X actions to get to the bottom of
the chest. This would probably be in addition to the
actions required to get open the chest and the action
required to remove the item.
A More Specific
Look
The first thing in determining
initiative is to know when the battle begins. The battle
can begin in one of two ways. The battle may begin by
mutual consent (some people get angry and decide to hurt
each other real bad), or it might begin by surprise
(some people decide to hurt some unsuspecting victims
real bad).
In the case of mutual consent,
initiative is figured from the time both parties begin
to act. As both parties go for their weapons (or begin
to swing if they have their weapons out) the referee
will deem that point as "segment zero". All
players figure out how long it will take for them act
and that number will be the first segment on which they
can act.
In case of surprise the GM should
make segment 0 the point at which the surprising party
begins to act. The surprised party can begin to act in
the segment that they become aware of the action (if at
all).
In the most basic scenario
characters simply act whenever their segment comes up.
For instance, we suggested earlier a character with an
agility of 17 -- character A (Aknar). This character,
using a weapon with a speed class of VII, would require
4 segments to swing. You might also recall the analogy
of the initiative system to a stopwatch. Aknar would act
when the stopwatch reaches 4 segments, again when it
reaches 8 segments, then at 12, 16, and so on.
Similarly, his slow opponent (character B, Beauregard,
agility 7) with a speed class V weapon would act on
segment 7, 14, 21, etc. It can be seen that Aknar will
attack more often than Beauregard. Let's watch as the
stopwatch ticks away....
Segment. . . Who Acts. . .
.......Aknar
.......Beauregard
.......Aknar
......Aknar
......Beauregard
......Aknar
It can be seen that Aknar attacks
almost twice as often as Beauregard. Note that if the
fight were to continue until segment 28 Aknar &
Beauregard would attack simultaneously.
Are fights always this
predictable? Not at all. The above example assumes that
Aknar and Beauregard are standing there just swinging at
each other in a mindless game of Tit for Tat (or rather,
because of Aknar's speed, Tit-Tit for Tat). There is
room in the combat rules for performing actions other
than swinging as well as a means for attacking sooner
than is optimum (see Quick Attack).
The above example shows how to
keep track of time in order to to determine when the
character's next action will take place. The same method
of timekeeping applies to any action that might take
place in combat. Once the speed class of the action is
known, then it is easy to determine when the action will
take place.
Let us assume that at the
beginning of the fight described above Aknar has not
drawn his weapon while Beauregard has. Aknar decides
(not surprisingly) to draw his weapon. As the weapon
table shows, his weapon has a draw speed (a fancy term
for the speed class of the action necessary to draw that
weapon) of VII. This means he will require 4 segments to
draw his weapon. His weapon would be out on segment 4
and his first attack would come on segment 8.
As a further example, Aknar might
be getting off his horse at the beginning of the fight
(a speed class VIII action) which the initiative chart
shows will require 5 segments. He would be off his horse
in segment 5, and would begin to draw his weapon.
Beauregard would attack in segment 7, and Aknar would
have his sword out in segment 9. He would be able to
attack in segment 13, just before Beauregard's second
attack in 14.
Note that the player beginning an
action must state so as he begins to perform it. All
characters present will be aware of his preparation
(assuming its something visible) and may change their
actions in response. However if you change your action
you must figure the time spent preparing from the
segment in which you start it (i.e. the segment of
combat that you announce your change of action). Also,
reacting to the action of another is always a class I
action. If someone unexpectedly starts going for his
sword (with most agilities) you will have to wait until
segment one to go for yours. The only exceptions to
these rules are parrying and dodging which are explained
later.
Some actions do not necessarily
start on one round and end on another. Running is a
prime example of this. A character may begin to run on
any segment he is not performing an action. On the first
segment he will move one-half. On the second segment he
will have attained full speed. He may continue to run
until he decides to stop (or until fatigue sets in).
Stopping is the opposite of
starting -- one-half on the first segment, and fully
stopped on the second. If the character wants (or needs)
to stop before this he may make an agility roll vs.
falling on the second segment or an agility roll -10 on
the first.
Generally, no two actions may be
performed at once but the GM may allow some actions
(simple ones, including preparing to attack with most
melee' weapons) to be performed while moving at
half-speed (or less).
The Longer Weapon
in Initiative
Since both characters may prepare
their weapons while closing (at half speed) on each
other, the first attacks will often be simultaneous. In
many situations however the character with the longer
weapon may be able to attack first. When there is a
significant difference (GM's discretion) between the
lengths of the weapons the combatants are using, the
combatant with the longer weapon may attack in the
segment prior to the segment in which the combatants
would otherwise be closed. Note that this assumes that
the character with the longer weapon would be fully
prepared to attack in that segment, or wishes to accept
the penalty for quick attacking.
Missile Weapons In
Initiative
In reference to Missile Weapons,
the weapon speed refers to the time necessary to take
reasonable aim and pull the trigger, release the string
on a bow or loose a crossbow quarrel.
Note the presence of a speed class
under the heading of Reload Time on the weapons table.
This reload time assumes loading the ammo into the
weapon in whatever way the weapon takes it-- clip, belt,
or one round at a time. Weapons which carry only one
round (single shot rifles, bows, etc.) must be reloaded
after every shot. This is in addition to the normal aim
and fire time. This should be kept in mind when
considering the speed of a weapon.
For automatic weapons, the number
shown in parenthesis is the number of rounds fired each
segment. Once the trigger is pulled, the will fire
continuously until the trigger is released or it is
empty. This means that even someone with an agility of 3
may still fire every segment as long as he can manage to
get the trigger pulled before he gets shot.
Hints for the GM
When a large fight occurs you will
have to keep track of all the non-player characters. You
will have to develop your own method for doing this but
here is what has worked for us...
Grab a scrap piece of paper (rip
it off the bag you got the potato chips in if you have
to). On this, quickly make a column for each NPC. Know
how long it takes each NPC to act and write down the
segment he last acted in his column. As you count off
segments keep in mind the segment in which the next NPC
will act. When that one is done look for the next one
and continue counting. These columns will also be useful
for keeping track of hit points too so leave some room.
The key here is organization but
in a manic sort of way. Remember, the players want to
get to their segment more than anything else. It will
take a couple of times to work out your own system but
it will become easy after the first couple of times.
Next: Combat
Previous: Initiative
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