Initiative And Adroitness

Initiative and Adroitness

When things start happening quickly, It time to call for an Initiative or Adroitness roll. Each character involved in a Combat, Conflict, or Challenge makes a Reaction (Initiative) or Guile (Adroitness) Skill check adding any Advantage, and subtracting any Disadvantage. Characters then act in Initiative or Adroitness order depending on the type of Encounter, from highest to lowest. Combat Encounters use Initiative, while Conflicts use Adroitness. Challenges can use either or both, with more physical Challenges using Initiative, and more mental Challenges using Adroitness, while those Challenges that aren’t so clearly defined allow the Heroes to choose either.

Initiative is based on the Reaction Skill and used to determine how quickly you physically react in Combat and some Challenge encounters.

Adroitness is based on the Guile Skill and used to determine how quickly you mentally react in Conflict and some Challenge encounters.


The Initiative or Adroitness check determines what order characters act in, counting down from highest check result to lowest. Usually, the GM writes the names of the characters down in initiative order to move quickly from one character to the next each round. You can also have all of the characters’ names listed on index cards you can reshuffle to fit the order. If two characters have the same Initiative or Adroitness result, they act in order of highest Skill rank first, then highest Advantage, with Advantage in Initiative or Adroitness beating Advantage in Skills, then Abilities. If there is still a tie, each tied player should roll a die, with the highest roll going first. The GM may roll just once for an entire group of villains that have the same stats, giving them all the same Initiative or Adroitness.

If characters enter an Encounter after it’s begun, they roll Initiative or Adroitness when they join and act when their turn comes up in the existing order.

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