

Turns proceed as normal until character decides to reenter initiative After declaring to delay, player must declares the initative score he delays on.Delayed action can be made on any initiative pass.Delaying Action must be declared during the declare action phase of the combat turn.A character who enters battle in the middle of a combat turns rolls their initiative as normal and subtracts 10 for every pass that has occured.Wound modifiers are applied directly to the character's initiative on and the change takes effect immediately.Should dice be lost, the character rolls that many dice and subtracts that amount from their initiative.Should the base initiative dice pool change during combat turn, the character immediately rolls the extra die or dice and applies them to their initiative score.Any changes are made and applied immediately.Taking damage can also change a character's initiative.Characters can change initiative during a combat turn through use of augmentation, spell, drug or some other enhancer.They may also still take action to dodge or defend from attacks A Character with an initiative score of 0 or less during an Initiative pass may take a single free action per pass.Characters and NPC's with a score higher than 0 can act again.After every chacter and NPC has acted in a combat turn, the GM subtracts 10 from every initiative score.
How many times a character can act during a combat turn is determined by the initiative score.Initiative Dice can be added from Gear, Edge, Spells, or adept powers.All characters start with one and can be raised up to five.Initiative Dice are extra dice used to roll a character's initiative rating.

Initiative Attribute Chart Initiative Type
