+init

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+init[/all]
+init[/all] <npc1> <npc2> ... <npcN>


This command will establish initiation order for a room. It will automatically take everyone's initiation score (Wits + Dexterity) and roll a 1d10 to add to the result. Also, any wound penalties are automatically deducted.


Every person in the room will see the final initiation order as well as their own results, but not other people's initiation scores or dice rolls.


This command does not show Obfuscated or Side-stepped people. The optional /all switch is only usable by staff and will include these players.


The second form of the command allows NPCs to be included in the initiation order. Use the NPCs' Wits+Dexterity. As they get injured you will need to deduct the proper number from their initiation score manually.


Example from Peter's point of view:

>+init

Peter establishes initiation order:
-----------------------------------
Harold
Peter

You roll a: 5.
Your total init score is (Wits + Dexterity) + 1d10 - Wound levels:
5 + 5 - 0 = 10


Example from Peter's point of view with 2 NPCs with an Init score of 6:
>+init 6 6
Peter establishes initiation order:
-----------------------------------
NPC1
Peter
Harold
NPC2

You roll a: 10.
Your total init score is (Wits + Dexterity) + 1d10 - Wound levels:
5 + 10 - 0 = 15


Pro Tip: Nominate 1 person in a scene to administer the command.


Note 2: Staff members in the room will see the raw results of everyone's rolls.


Note 3: This command will not tell you if there is a tie. Only staff can determine ties. Sorry!