**This is an old revision of the document!**

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 makes an Aspect Check 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:

  1. The GM (or players) pick who goes first.
  2. That player chooses the next to act.
  3. 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.