From: | David Buehrer <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Converting Initiative |
Date: | Wed, 15 Jul 1998 13:11:50 -0600 |
/
/ Ok, I told some people on IRC I try to make the RMC VI intiative system
/ into a SR intiative system ... I don't know how many of them are here,
/ but I'll post it here anyway :)
Ick, math ;)
Here's an easy convesion to Champions, as long as we're converting :)
Roll initiative as normal (Reaction plus Initiative Dice)
Divide by 3 (round to the nearest whole number, maximum of 12)
The resulting number is your Speed for that combat round.
In Champions a character's Speed equals the number of phases(actions)
they have per combat round. Speed is also used to determine which
phase(s) they carry out their actions on. There are 12 phases per
round.
Speed Action Phases
1 12
2 6,12
3 4,8,12
4 3,6,9,12
5 2,5,7,10,12
6 2,4,6,8,10,12
7 2,3,5,7,9,10,12
8 2,3,5,6,8,9,11,12
9 2,3,4,5,7,8,9,11,12
10 1,2,4,5,6,7,8,10,11,12
11 1,2,3,4,5,7,8,9,10,11,12
12 1,2,3,4,5,6,7,8,9,10,11,12
The really slow people (average initiatives of 1-6) really don't get to
participate. The slightly better than average (9) might get to return
fire on a Speed Sam. Initiative of 12 is pretty good. Initiatives of
15-27 are equal at the beginning of combat. You'd have to roll an
initiative of 30+ to act on phase 1. And if you're opponent is acting
on phase one it's a pretty good clue that you might have started
something you shouldn't have <EGMG>.
Treat each phase as a standard Shadowrun combat phase (spend a Free
action, and spend two Simple actions or one Complex action).
If a character moves on a phase movement modifiers apply to all actions
on that phase.
-David
--
"If I told you, then I'd have to pull a Shadowrun against you. Sorry."
--
email: dbuehrer@******.carl.org
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