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rpg-system-notes/Version 1/Chronicles of Fate/06 🔵 Game Timing and Actions/02 🔵 Initiative.md
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2026-09-03 21:20:00 -06:00
Previous Section: [[01 🔵 Game Timing]]
# Initiative
Encounters are often action-packed with many participants clamoring to accomplish their goals. Because all encounters are time-sensitive, most make use of a system called initiative to organize these moments of chaos into a cycle of rounds and turns. Different types of encounters can modify how initiative works, but the core mechanic stays the same.
## Rounds and Turns
A Round represents about 6 seconds un the game world. During a round, each participant takes a Turn. The order participants take their turns is decided by the Initiative Order. Once everyone takes a turn the encounter continues to the next round.
### Action Points
At the beginning of each participant's turn they get an allotment of Action Points (AP) to use during the round. The basic allotment is 2 AP per round. Characters get additional AP equal to their [[01 🟡 Attribute Descriptions#Reaction|Reaction]] score as long as that score is above 0. Characters can not have more AP then the max specified by 2 + Reaction. At the start of a characters turn their AP gets reset to this max value. Information on using AP can be found in the [[03 🔵 Actions|Actions]] section.
## Determining Initiative
Initiative determines the order of turns during an encounter. When the GM calls for initiative (typically when an encounter starts), every participant makes a [[01 🟡 Attribute Descriptions#Reaction|Reaction]] check (d20 + Reaction + Reaction) to determine their place in the initiative order. If a large group of identical creatures is involved in the encounter the GM makes one roll for the whole group, so each group member acts at the same time.
Once all participants have rolled the GM ranks all participants in order from the highest Reaction check to the lowest. This is called Initiative Order, and the GM follows it to determine when each participant acts during each round. Initiative remains the same from round to round.
If there is a tie, the GM decides the order between NPCs and players decide the order between their characters. If the tie is between an NPC and PC the GM decides the order. Optionally the GM can have each tied creature roll a d20 with no modifiers to break the tie with the highest roll going first.
# Next Section
[[03 🔵 Actions]]