Initiative Boost
Concept
This rule applies to a character determined to have an early Initiative, if not the absolutely earliest Initiative, in a single phase of combat.
Since this option can only be applied before any Initiative dice are rolled, it is wise to message the GM directly before the end of the previous phase that Hero Points are going to be spent before the next round. This puts them in a category with Desperation Recovery and the earliest possible activation of Automatic Powers.
Manifestation
Before any Initiatives are rolled for this phase of combat, every participant can spend their banked Hero Points or Villain Points on an increase in their Initiative at a one-for-one rate.
The only limit is the amount of points that the character has available to spend!
The person doing the Boosting must announce their amount of increase publicly, whether the expenditure is by Player or by Gamemaster, so that other participants can make an informed decision as to whether they also wish to Boost their Initiative.
"Hero" points?
Could I please go back to fighting Disco Boys? I never thought I'd miss them.
Compared to this villain, though, they're a legitimate threat.
Also they're stylish.
Just to be clear: Are you spending any of your Hero Points on an Initiative Boost?
No; you do not have thirty-nine banked Villain Points at this time.
Sure.
Yeah! All right!
Base Initiative of 11, plus a roll of six makes 17, plus my Initiative Boost of 19 makes
26!I win!
Time to smash!
With my Cybernetic Blades!
Uh huh.
I yank open this car door to Block.
As Statesman is about to prove, having the first initiative may be of some advantage -- for one thing, it allows Initiative Maneuvers -- but ultimately what matters is who ends the fight. Only in the rarest of circumstances will the best strategy be to blow all of one's Hero or Villain Points on an Initiative Boost.
Type
Natural
Use
Initiative
Costs
- 1 HP per +1 increase to Initiative for one phase
Compatible with
- Auto Powers
- Attributes
- Gadgets
Comments