English edition v1.5
#Initiative-Determination Replacement
Contents
module-toggle: replaces core initiative determination (1 chosen from 3 variants)
#Identity
Replaces the core's Energy count progression (start from the highest Energy and count down in descending order, with initiative +N being an initiative modifier added only to the first breath count at the start of combat) with cinematic · simulation · competitive styles. Choose 1 from 3 variants according to campaign tone.
#§ Variant A: Card-Based (Cinematic Campaign)
Procedure:
- Shuffle cards (numbered 1~9) equal to the number of PCs + enemy squad members.
- At the start of each round, everyone draws 1 card.
- Act in order of highest number.
- Same number: follow the core tie rule — Finesse modifier descending; if still tied, ally priority.
Effect:
- Initiative determination is fast (within 10 seconds).
- "One person takes the first action every round" is not guaranteed — cinematic variability.
- Users: movie-style action · Star Wars · manga tone.
#§ Variant B: Open Initiative (Simulation Campaign)
Procedure:
- At the start of each round, all PCs + enemy squads simultaneously declare intent (which action they will take).
- Each chooses this variant's dedicated intent modifier: +0 (all intent disclosed) or -1 (secret intent). (Since the core
initiative +Nmodifier cannot be negative, this -1 is a penalty newly introduced by the variant.) - Apply the Finesse tie rule and this intent modifier to the Energy count to determine the first breath count order. The count progression, Energy reset, and the rest follow the core.
Effect:
- Sharing intent emphasizes cooperation · strategy.
- A secret-intent PC gains strategic depth + a cost of initiative modifier -1.
- Users: simulation · wargame · tactical emphasis.
#§ Variant C: Auction-Based (Competitive Campaign)
Procedure:
- At the start of each round, PCs "auction" Energy 0~3 — whoever stakes more Energy acts first.
- On a tie, follow the core tie rule — Finesse modifier descending; if still tied, ally priority.
- The Energy used recovers at the start of the next round (not a permanent loss).
Effect:
- Integrates Energy resource management + initiative determination.
- A strong PC can take the first action every time, but consumes resources.
- Users: duel-centered · few PCs · resource competition.
#§ Core vs Replacement Comparison
| Axis | Core | A card-based | B open | C auction |
|---|---|---|---|---|
| time | 30 seconds | 10 seconds | 60 seconds | 30 seconds |
| variability | medium | high | low | medium |
| resource cost | none | none | none | Energy |
| cooperation | medium | low | high | low |
#§ Recommended Situations
- A card: cinematic · shonen manga · short sessions
- B open: tactical campaign · formation emphasis · 1st-expansion domain
- C auction: duel-centered · Tatsujin duels · 1 vs 1 confrontation
#§ Not Recommended
- A: large-scale squad combat (variability too great)
- B: casual sessions (declaration is burdensome)
- C: squad-scale (Energy auction is difficult at squad scale)
#§ Transition Guide
- Core → A: prepare 1 deck of cards. Apply immediately.
- Core → B: Session 0 agreement. Apply immediately.
- Core → C: PC burden of Energy resource management increases. Decide after a 1-session trial.
- A · B · C → Core: immediate return possible.
"Who draws their sword first often determines who survives."