Example #1:
Any problem with that?
No problem with that.
Example #2:
Any problem with that?
No problem with that.
Note that the player is now at 0 initiative score and can not take any more interrupt actions during this IP. After the IP is over the player will be at -10 initiative score and can not take any more interrupt actions during the next IP either. You must have enough initiative score to pay for the interrupt.
...the way the passage on initiative is written, it sounds like you can always defend yourself, even with a negative initiative.
Yes, you get to roll a standard defense test when attacked even if you are out of initiative score.
(reaction+intuition, willpower+firewall, willpower+logic etc depending on what you were attacked with)
No, you are not allowed to take an
interrupt action if you are out of initiative score.
So you think someone could just continue to defend herself until they run out of defense pool (which they will eventually due to the -1 penalty per previous attack)? And none of that negative initiative carries over to the next initiative pass/combat turn?
Yes, he can declare a standard defense test against attacks and take -1 dice pool penalty per attack he defend against until he run out of defense pool or he get to act again in his next action phase.
No, he can not continue to use
interrupt actions once he run out of initiative score.
But if that same character had a 10 initiative score and already acted, it seems like the rules support taking two active defenses (say a pair of Parries) and then continued defenses way into the negative initiatives with no penalties in the next CT.
You don't get negative initiative score for taking a standard defense test. Only for interrupt actions. You can not take interrupt actions unless you have enough initiative score left to pay for them.
I would think there was a sort of limit meant to be there, hence the subtracting of 5 initiative each time, but that part you quoted really seems to go against that. I suppose the -1 per previous attack is a way to limit that, so it won't go to infinity.
There is.
Once you reach 9 initiative score or less you can no longer take an interrupt action that cost 10 initiative score (such as full defense or full matrix defense). Once you reach 4 initiative score or less you can no longer take an interrupt action that cost 5 initiative score (such as missile parry, counter spelling, block, dodge, hit the dirt or intercept).
...The next line of the Interrupt Action section even implies that initiative can willingly be dropped below 0, although they may be referring to jumping from VR to meat or other initiative changing actions.
Initiative score is not reduced by 10 after your action phase. Your initiative score is only reduced at the end of the initiative pass when everyone have acted. So if you have for example 13 initiative score in a an action phase you can take one interrupt action (unless you are surprised) which will instantly bring down your initiative score to 8. Then you take your action (a complex action or two simple actions) - this does not affect your initiative score until the end of the initiative pass - you still have an initiative score of 8; so you can still take one more interrupt action if you like (in case someone is slower than you in the same initiative pass). After the initiative pass is over everyone get -10 initiative score and you end up at -3 score.
This is the negative score they are talking about in the pass you just read.