Victory Goes to the Swiftest
New Terms
Activated: A character who has taken their turn is Activated, and cannot take their turn again this round.
Stun: You lose one Initiative. If you cannot, you instead become Activated and gain 5 Initiative.
Errata
When taking the Calming Breath Action, you also gain 1 Initiative.
New Stance Abilities
AIR: If you've Activated this round, spend 2 Initiative to reroll one die of an attacker against you before dice are kept.
EARTH: Your Initiative cannot be lowered. When you've activated, you cannot be moved.
FIRE: While performing an action against an Unactivated character, you may spend 2 Initiative to reroll 1 die.
WATER: If you've Activated this round, spend 2 Initiative after being targeted by an enemy to Move.
VOID: At the end of the Round, spend 5 Initiative to take another turn.
New Opportunities
ANY: When using a Cumbersome weapon, Stun the target if your attack was successful.
EARTH:
WATER: This Round, you only need to spend 1 Initiative to move on Reaction.
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