Initiative & Turn Order
Master the initiative system to control when your character acts.
Initiative determines the order in which characters act during combat.
Initiative Roll
At the start of combat:
- All combatants roll 2d6 + Brains modifier
- Add bonuses from abilities or equipment
- Compare results to determine order
Turn Order
- Highest roll acts first
- Ties act simultaneously
- Turn order remains fixed throughout combat (unless abilities change it)
- Kids can act during their Animon's turn to provide support
Surprise & Ambush
If your party is ambushed:
- Roll Initiative with Setback (roll 3d6, drop lowest)
- Ambushers act before your first turn
- This can turn the tide of battle, so stay alert!
Re-Rolling Initiative
Some abilities allow rolls to be repeated:
- Check the ability description for details
- Most effects happen only once per combat
- The GM has final say on initialization effects