Management of the actions during an Encounter
Sequences and Initiative
The Game Master decides about the moment when an Encounter (or a Conflict if one prefers) begins. From that moment on, each of the Characters who engaged in the Conflict initialises a Counter of Initiative on a separate sheet. This is how to compute the initial value for the first Sequence:
(Got a Nerve! + Nimbleness + Skill Level in the used weapon + 1d20).
One also distinguishes Characters in position for Shooting from those who are at the contact of the opponent. The Characters in Shooting position are those who are not engaged by any opponent. They cannot be hit, except by another shot or any thrown thing whatsoever. To engage a Character in position for Shooting, one must move to him or her before. The Initiative Counter is computed as follows, by replacing Nimbleness by Perception:
(Got a Nerve! + Perception + Skill Level in the used weapon + 1d20).
The Character with the highest Initiative Score acts first. Each action which can be taken in a Conflict costs a number of points in Initiative; see the chart on that page or refer to the Game Master for actions which would not be listed there - this is your role, Game Master, to evaluate the cost in Initiative points for such actions, based on those which are listed there… The Character undertake the chosen action and the Player substracts the corresponding cost from his or her Counter of Initiative.
One then checks again who is the Character with the highest Initiative (without rolling again any d20). This is now his of her turn to act, by substracting from the total the number of points which the chosen action costs. And then the steps are followed again and again.
When an action brings the Character's Initiative to zero or less, he or she acts a last time and then cannot act anymore during the current Sequence. When all Characters have a score of Initiative equal or inferior to zero, the Sequence comes to an end.
If the Conflict is still not over, a new Sequence is started by computing anew the Counters of Initiative.
Attention ! The new Initiative Level is from now on equal to:
(Got a Nerve! + Perception + Skill Level in the used weapon + 1d20 - Initiative Level from the previous Sequence).
If the last action of the previous Sequence costs a lot of Initiative, then the Character has the risk not to be able to act as quick as he would wish at the beginning of the next Sequence.
A parte for the specialists of Role-Playing Games (They are allowed to speak their mind too!): the Zebra Island RPG system for Encounters and Conflicts does not base on a round system but on a more flexible notion: the Sequence. Nothing prevents that through an ability to fight or by chance, a Character can act several times in the Sequence, sometimes even several times in a row, which is quite realistic.
Chart of Actions in a Conflict and their cost in Initiative
Taken Action | Cost |
Run n meters | n points |
Reserve one's Action(generally it is used to prepare to take flight, make a feint, ward off or dodge…) |
8 points |
Attack / Protect with bare hands or a little weapon (knife, dagger) [+ Ward off / Feint] |
3 points [+1 / +2 points] |
Attack / Protect with a middle-sized weapon (gun, sabre, katana, bow, etc. ) [+ Parade / Feinte] |
4 points [+1 / +2 points] |
Attack / Protect with a heavy weapon (musket, halberd, etc. ) [+ Parade / Feinte] |
5 points [+1 / +2 points] |
Disengage from Combat | 7 points |
Draw a little / middle-sized / heavy weapon | 2/3/4 points |
Dodge [+ if somewhat / heavily loaded or clothed] |
3 points [+1 / +2 points] |
Aim / Aim carefully (the shot itself is effected after, separately from aiming) | 3 / 6 points |
Convey a simple message(an insult to an opponent, an alert to a partner, an order, etc.) | 2 points |