During my game tonight a question came up about Interrupt Actions and I haven't been able to find any information to support the ruling I made at the table.
Example #1:
In the first Initiative Pass, the enemy attacks at with a melee weapon on Initiative 10. He is attacking a player that previously went on Initiative 17 (so the player has already acted). Instead of taking his free defense, he chooses to Parry with his katana, thus dropping in Initiative score to 12. At the end of the combat turn, I subtract 10 from all initiatives and the only one able to attack is the player (now at 2).
Any problem with that?
Example #2:
A player attacks at Initiative 10 and kills one guy, but now has to deal with two gangers coming at him with knives (one on Initiative 7 and the other at Initiative 3). The player does a Parry against the first ganger attack (on 7), dropping his Initiative to 5. The player does a second parry against the second ganger attack (on 3), dropping his Initiative to 0.
Any problem with that?
It seems that since the end of combat turn hasn't occurred and the -10 Initiative hits, that anyone with at least 5 Initiative in that final pass, would use these interrupts (if they could). It seems like it may not be what was intended if you can do these interrupts after you have already acted in an Initiative Pass. I can understand NOT doing it if you are going to lose an action in the next Initiative Pass (i.e. you already acted on 12 and by Parrying in the same Initiative Pass, you drop your score to 7 and at the end of the pass, you end up at -3, thus losing an action in the next IP). But barring that, it seems like you can use your high score to take extra Interrupt actions.