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INITIATIVE

The order in which characters take their turns is determined by initiative. Base initiative bonus is
equal to the character’s Agility rank. Many characters have advantages or powers that modify their
initiative, such as Improved Initiative.
At the start of a conflict, roll an initiative check for each character:

[d20 + initiative modifier]


The initiative check determines what order characters act in, counting down from highest check
result to lowest.

TAKING YOUR TURN


When it is your turn in the initiative order, you declare what actions your character will perform,
and they are resolved in order.

STARTING YOUR TURN


The Gamemaster informs you when it is your turn. When you start your turn, you should:
• End effects that last “until the start of your next turn”.

TAKING ACTIONS
You get a standard and a move action each turn.
You can exchange your standard action for an additional move action, allowing you to perform two
move actions.
You can also perform as many free actions on your turn as you wish.

ORDER OF ACTIONS
You perform your actions in any order that you wish, but you cannot normally “split” your actions.
So, for example, although you can move (move action) and then attack (standard action) or attack
and then move, you cannot move half your distance, attack, and then move the other half unless you
have some special trait that allows you to do so.

EXTRA ACTION
You can use extra effort in order to take an additional standard or move action on your turn (see
Extra Effort on page 19).

ENDING YOUR TURN


At the end of your turn, you should:
• End any effects that last “until the end of your turn”;
• Make any necessary resistance checks to recover from ongoing effects;
• Inform the Gamemaster and other players that your turn is finished, allowing the next character in
the initiative order to go.

1/1 Taking your Turn

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