Initiative
Emerald Coven Chronicles will run initiative differently from the mod-dot rules you have come to be accustomed to in the Camarilla sphere. We will be using the system from Second edition which treats initiative as any other dice pool. Here is the system.
At the beginning of each combat round, each combatant will roll Dexterity + Wits at difficulty 6, subtracting any bonus dexterity gained from Celerity that is spent for extra actions that turn.
In the case of tied scores, this is the order of determining factors to decide the tie breaker.
1. Natural Wits
2. Natural Dexterity
3. Modified Wits
4. Modified Dexterity
5. Roll-off
Rolling Initiative is not considered an action for effects that modify difficulty or dice on all actions, nor may players spend a Willpower on initiative for an automatic success.
The Wits specialty Getting the Jump and the Dexterity specialty Lightning Reflexes both apply to Initiative.