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Initiative
Combat is handled in rounds, with each character taking a turn in sequence. The turn order is determined at the start of the encounter using an Initiative Check — a type of Aspect Check.
Rolling for Initiative
At the start of combat, all participants roll an Initiative Check. This is a normal Aspect Check, typically using one of the following Aspects:
- Reflex – (the default) alert and perceptive characters
- Discipline – tactical or reactive characters
- Agility – fast or aggressive characters
By default, characters use Reflex unless a Domain feature allows a different Aspect.
Each participant rolls a number of d4s equal to their Aspect value, totals the result, and the GM ranks participants from highest to lowest.
Tie-breaking
If two participants roll the same total, the GM may resolve ties using any of these methods:
- Higher raw Aspect value wins
- Specific Domain Features may give tie-breaking priority
- Players may choose collaboratively, or simply roll again
Initiative and Action Load
Initiative only determines turn order.
A character’s ability to act is still governed by the Action Load and remaining Aspect values. Initiative has no effect on how many actions you can take per turn.
Holding Actions
A player may choose to delay their turn.
If so, they act later in the current round. After that, their new position becomes their default initiative slot — unless the GM decides otherwise.
Variant Rule: Spotlight System
Instead of rolling, you can use the Spotlight System, inspired by narrative RPGs:
- The GM (or players) pick who goes first.
- That player chooses the next to act.
- This continues until all participants have acted.
This system works best when:
- Players are attentive and collaborative
- You want a cinematic, flexible pacing
- You prefer a less tactical and more story-focused combat
Some Domains or Features may interact with this rule if used.