2. Play Initiative

After drawing your Challenge cards, select one card and play it facedown. This is your Initiative for the round. The GM will play one Initiative card for each significant character or group of characters they control.

Initiative determines how quickly you act during the round. Initiative also determines your defenses.

When making a test of fate, if the total of the card’s value plus bonuses is 14+, the test is a success. The chaos of a Challenge changes this paradigm. To successfully attack, trip, cast a spell against, or otherwise affect a combatant in a Challenge, the total value of your card plus bonuses must equal or exceed that character’s Initiative.

When other characters attempt to perform an action against you, flip your Initiative card face up (if it’s not already). Compare the action’s value against your Initiative.

  • If the value is greater than your Initiative, the action succeeds.

  • If the value is less than your Initiative, the action fails.

  • If the value ties your Initiative, it succeeds unless you are wielding a shield.

Tied Initiative

If two people have the same Initiative, they act at the same time. Players with the same Initiative decide among themselves who will declare their actions first. If there is a tie between a GM character and an adventurer, the GM determines who declares first.

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