Initiative
Combat
Initiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome.
Start Initiative
Initiative starts when a ScribeScribe TermScribes are the characters Players play in the game (often called player characters, or PCs, in other TTRPGs). uses an action that directly opposes another Creature’sCreature TargetCreatures are animate Targets, distinct from inanimate Objects. action. It often begins when your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. asks, “What do you do?” and you respond, “I AttackAttack ActionAttack is the Action you use to strike at a foe.” or “I DefendDefend ActionDefend is an Action that raises your Defense with your Shield..”
Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. will have the competing CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. roll Initiative.
Core Rule—Initiative
Roll 1d20 + TraitTrait TraitTraits are Modifiers that measure your untrained capability. + ModifiersModifier TestModifiers are bonuses and penalties that adjust your Flat Roll to produce your Test Total., using:
- BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. for MeleeMelee FeatureMelee is a Feature of items built for close combat. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with PropulsivePropulsive FeaturePropulsive is a Feature of items that turn your strength into extra force.
- MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. for RangedRanged FeatureRanged is a Feature of items built to strike from a distance. and ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack. or those with FinesseFinesse FeatureFinesse is a Feature of items that reward precision as much as strength.
- SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. for AttacksAttack ActionAttack is the Action you use to strike at a foe. and ChecksCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. with SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
If your action doesn’t specify a governing TraitTrait TraitTraits are Modifiers that measure your untrained capability., your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. assigns one. If there’s a tie, the higher governing TraitTrait TraitTraits are Modifiers that measure your untrained capability. wins, or your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides who acts first.
Run Initiative
After you roll, your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. resolves TurnsTurn CombatTurns are the part of each Round when you get your chance to act. from highest to lowest Initiative. TurnsTurn CombatTurns are the part of each Round when you get your chance to act. that aren’t using Initiative happen when they naturally fit the scene.
End Initiative
Initiative applies only to the conflicting action that triggered it. It ends for you once you take or decline your TurnTurn CombatTurns are the part of each Round when you get your chance to act.. If you declare another conflicting action, Initiative starts again.
Source Player Codex