Actions
A character can act only if he has the initiative. Initiative is relative, so can only be lost when it is challenged by another factor, most commonly a NPC adversary, but it could also be another player’s character or even an environmental factor. In a fight for example, a character who is attacking has the initiative against the person he is attacking, until the other character takes back the initiative in someway. The more a character acts, the less initiative he has, which means the higher likelihood of him losing it to an opponent.
Combat
In combat, every attack is a guaranteed hit, unless the defendant chooses to defend against it. There are several types of attack, which can be restricted by your characters equipment and expanded by their style and skill sets.
· Flurry – This attack is composed of multiple smaller attacks. This makes is harder to dodge. Eg. Tommy Gun, Beehive.
· Heavy – A hard strike, which is easy to dodge, but deals more damge. Eg. Hammer, Flintlock.
· Quick – An attack that grants a bonus to initiative to use, but can be shrugged off easily. Eg. Dagger – Dashing, Clandestine
There are several ways to defend against attacks that will be determined by your skill set. However, like actions, using style to add additional affects, such as gaining initiative, can augment these reactions.
· Dodge – Athletics/Acrobatics – Clandestine
· Block – Shields - Rightous
· Brace – Endurance - Stout
· Parry – Melee Weapon Skillset* - Dashing