Initiative

Immortal Freedom RPG > Rules > Optional Rules

Normally, there is no set order as to when players or the game master (GM) must participate in encounters. Initiative is a way to facilitate participation and ensure everyone takes equal part. Once initiative order is set, whoever is higher in the initiative order acts first in the encounter, followed by whoever is right below them, and so on, until everyone has had a chance to act—including non-player entities (NPCs). The GM may decide to determine initiative for NPCs individually or as a group, depending on the role of each NPC in the encounter.

Warning

The implementation of this mechanic is not the intended way to play this game. However, it can be useful for those new to roleplaying games, or to those used to playing with initiative in other tabletop roleplaying games.

You may discuss the inclusion of this mechanic during Session 0 if you think you or members of your group will need help knowing when to participate in encounters, or you may choose to implement the rule at a later time if some people feel left out during play.

There are 2 ways your group may implement initiative in your game: passive initiative and reactive initiative. Both methods make use of your character’s Emotion/Logic number.

Passive Initiative

Your Passive Initiative is determined by your Emotion/Logic number—between 2 and 5. The lower your number, the higher you are in the initiative order. This method allows you to always know when you will act in encounters in relation to your allies, though the initiative order of NPCs will vary.

If multiple player characters have the same Emotion/Logic number, they can play their turns in whichever order they choose once their turn in the initiative order comes up. Or it may be a better idea to use reactive initiative.

Reactive Initiative

Reactive Initiative is determined at the beginning of each encounter by rolling 2d6 and adding your Emotion/Logic number to the result—with a possible range between 3 and 17. The lower your number, the higher you are in the initiative order. This means that initiative order will change from encounter to encounter, and having a lower Emotion/Logic number does not guarantee you will act first in any given encounter.

In the event of a tie, the person with the lowest Emotion/Logic number goes first. If there is still a tie, the tied players should re-roll for initiative, or they can choose who goes first.

The GM will also roll 3d6 for the initiative of NPCs if your group decides to use reactive initiative. They may roll for all NPCs at once, roll for allies and enemies separately, or roll for each NPC individually, depending on the situation.

Passing

You may choose to allow the next player in the initiative order to go once your turn comes up instead of performing actions. You may either act later in the round, or not at all. If you’re finding this is happening a lot in your game, it may be best not to use initiative order as a mechanic. Instead, have a discussion with the group on expectations and obstacles which may be stopping people from wanting to participate.

Action Points

You do not need to use all of your AP when your turn comes up in the initiative order. You may use them at any time later on in the round.

Affected Abilities

Some abilities—such as First! or To Those Who Wait—rely on when you act in an encounter in order to be effective. If you have this ability or a similar ability, you do not roll for initiative. Instead, you go first or last in each round, depending on whether the ability explicitly requires that you act first or last in an encounter. However, you no longer get any other benefits from ability.