As Narrator you can use these rules if you wish. Do not feel you have to use them. They are in no sense mandatory.
Sometimes, you can just seize the initiative and act decisively, giving yourself a great advantage of your foes. To simulate this we have the extra action phase rule.
When rolling for initiative, if the result is a 20 or more, or if you roll a natural 20, you get an extra action phase. This occurs during the normal initiative sequence on 20 less than your roll.
For example, you roll 23 for initiative. Your foe rolls 15. You would get to take your first action phase on 23, then your foe would take his action phase on 15 then you would go again on 3.
If you have a negative DX and roll a natural 20 you can still get an extra action phase. If you had a DX of -1, for example, you would go on 19 and -1.
Once everybody who gets an extra phase has taken the phase, the combat round ends and a new combat round begins.
This is the opposite of getting an extra action. Sometimes, in combat, you just panic or completely lose focus. When you fumble your initiative roll, you dither and fail to act. You still get to make defense actions and you can still maintain any power you were concentrating on, but your normal action phase is lost and you can't act until the next combat round.
You can choose any of the new combat actions given here, in your action phase.
You throw caution to the winds and throw all your efforts into an all-out attack. Any close combat attack you make this action phase is at +5. However, since you are giving no thought to your defense, you cannot dodge or parry or make any form of defense roll until your next action phase comes around. You are leaving yourself wide open. This action can only be used if you are already in close combat.
You throw all your efforts into dodging your foes' attacks. You get +5 to any dodge roll until your next action phase. You can still move normally but you cannot attack this round or maintain any power that requires concentration.
You fight a dogged defensive battle, keeping your guard up and concentrating on leaving no openings for your foes. You get +5 to any parry roll you make until your next action phase but you do not get to move or attack in your action phase.