Use sudden motion and explosive reflexes at the start of combat to seize the initiative and act before your opponents.
Roll d100 + Initiative Burst skill vs. DR 100
You gain a bonus of +3 to initiative plus 3 per 10 success rate. 110=+6, 120=+9, 130=+12 and so on.
Must be desclared either at the end of last round or before initiative is rolled.
First move after the use of this skill must be a movement skill. If you change your mind and not use a skill, spell or module that involves movement, you stumble and suffer -20 on all d100 rolls for the rest of the round.
This skill suffer the +25 to DR penalty if used in 2 battle rounds after each other.
At the end of a combat round, you find yourself with no opponents in melee and decide to spend 1 AP in that round to call for the use of Initiative Burst in the next round. You roll a 120 total and gain a +9 on your initiative, but you must do a maneuver that involves movement - even if an enemy gets to act first and close on you. If not, you suffer the -20 penalty.
Initiative Burst captures the decisive moment at the beginning of combat when trained reflexes and physical explosiveness determine who acts first. Unlike passive Initiative scores, this skill represents a deliberate surge forward—whether diving for cover, drawing a weapon, or sprinting into position. It is a physical and tactical commitment, not just a reflex roll.
Used by fast, mobile characters—especially duelists, scouts, and skirmishers—Initiative Burst allows you to seize momentum before slower or more cautious opponents can react.
Not optimized for sequencing, but awesome as the basis for a sequence that uses movement as part of it.
No direct counters.