Initiative is defined as the ability to act before others. In Vile Darkness, the term is used to describe when an individual is allowed to act or "take their turn" during a combat round (the key unit of time and container for resolving activity in combat). While the intended activity plays a major role in timing, an element of chance is added through the roll of a dice (in this case, a d6). In order to expedite things, the dice roll is made for each group (and the assumption in combat is that there are normally only two groups). One group acts first and then the other group acts. However, because the game attempts to simulate activities in and through time, there are a number of exceptions that operate outside of the group initiative result.
1. All individuals Declare Actions (as required or if desired).
2. Group Initiative must be determined. Initiative helps to determine who can act first.
Each group will roll a d6.
The group with the highest roll acts first during HIGH group initiative.
The group with the low roll acts during LOW group initiative.
If TIED, both groups act during HIGH group initiative. In this case, action order by type determines who acts first (and in some cases, the attributes of the particular type).
Adjustments may be made for individuals with a Dexterity Reaction Adjustment in the right circumstances.
3. The GM will ask that any individual who declared a "Fast Action" type (A.-C. in the flow chart) or those that "Go First" to take their turn—in the order as presented in the flowchart.
4. If any individual has the multi-attack ability (and is in melee), the GM will ask them to take their turn.
5. The GM will conduct Group Initiative begining with the individuals that have HIGH group initiative. Once these actions are complete, the GM will have the individuals in the LOW group initiative take their turns.
As shown in the Combat Round Flowchart, even within your group initiative, there is a sequence that governs what actions take place before others.
Innate Abilities. These are normally very fast (1 segment) abilities (whether major or minor actions).
Other Activities including movement.
This means those firing or hurling missile weapons attack before those attacking in melee within that group's turn. So this means that the HIGH initiative group takes their actions first—beginning with those using innate abilities, then those firing missiles, then those taking melee attacks, then those resolving more complicated activities (retrieving gear, lighting a torch, opening a door, etc.).
Movement (especially if declared) and Spells (a category including both incantations and invocations) are given special treatment as these actions can be affected by events happening around them. Thus, once declared, the GM will try to resolve actions for each group while keeping an eye on what the caster is doing or where an individual is moving each segment. For declared movement, the GM will normally ask the individuals to move on a segment by segment basis as other activity is happening (all the while, keeping an eye on the timing for any spells or other abilities).
Movement vs Missile Weapons. Declared movement will typically allow 1 segment of movement before missile weapon fire occurring on HIGH initiative. Otherwise, timing will depend on any timed events happening during HIGH initiative (ie. those events set the segment when missile fire occurs; note that this includes spells and item-based invocations). If there are no timed events affecting the actions for those on LOW initiative, missile fire will occur on the segment equal to the LOW group initiative die.
6. The GM will have those with any remaining attacks due to the multi-attack ability complete their action.
7. The GM will resolve all "spells", categorized as incantations (a spell caster using spell components to cast a spell) or invocations (someone using a magic item that takes longer than 1 segment to activate) based on the Spell Initiative Chart.
8. The GM will conduct the End the Round sequence (as noted below).
If positive, use this value to adjust the result of the group initiative die roll for the individual (only) if all of the following is true:
The individual is in the LOW initiative group;
The individual declared the use of a missile weapon;
The individual is unencumbered.
Assuming these requirements are met, the individual will compare the adjusted initiative result with the HIGH initiative group die and, if equal to or higher, the individual will act during HIGH initiative.
If the modifier is negative, use it to adjust the result of group initiative if the individual is in the HIGH initiative group and, if equal to or lower than the LOW initiative group die, they (the individual only) will act during LOW initiative.
The GM will adjudicate initiative ties based on the types of activities being performed. Note this method also pertains to allies within Group initiative as well in terms of who will act first. Parley, Flee, and Charge all occur first regardless of initiative and two individuals declaring the same fast action will take their turn simultaneously (these actions are included for completeness).
Parley. Discussion is simultaneous and can be two way. For each six seconds of discussion, 1 segment passes in the round (and other declared actions may occur).
Flee. All creatures fleeing will do so simultaneously. The GM may ask for movement segment by segment.
Charge. All creatures charging will do so simultaneously. The GM may ask for movement segment by segment (and keep in mind this at a faster rate).
Multi-attack. Any creature with a higher number of iterative attacks available to them that round will strike first. If multiple creatures have the same number of interative attacks, weapon speed dictates who acts first and if this is the same, the attacks occur simultaneously.
Innate Abilities. All creatures using innate abilities will do so simultaneously, regardless of action type.
Missile Attacks. All creatures taking missile attacks will attack simultaneously. Remember that if a missile weapon wielder declared a missile attack and an opponent in range makes a charge attack, the missile weapon can be used as an immediate attack (and thus before the standard missile weapon phase in combat).
Melee Attacks. The attacker with the lower weapon speed attacks first. If the same, the one with the best Dexterity Reaction modifier attacks first. If the same, the attacks occur simultaneously. Note, there is also a special circumstance where one individual wielding a manufactured weapon with a very low speed factor is attacking an opponent wielding a manufactured weapon with a very high speed factor. See Initiative Ties (Melee vs. Melee) for details.
Other. All movement and movement-related activities as well as miscellaneous activities (interacting with objects, searching, listening, retrieving gear, etc.) occur simultaneously.
Spells. All declared incantations and invocations use the Spell Initiative Chart (the row for TIED initiative).
Go First. [Go First] Some creature's actions are so quick that they break initiative order and go before all other actions except a declared fleeing action—regardless of other creature's actions or initiative result. If more than one creature possesses this ability, follow standard initiative order to determine which action goes first. Note: For any activity or action that consumes more than 1 segment or if the activity is a Spell, the creature is instead automatically placed in HIGH group initiative (and the activity consumes the standard amount of time).
Go Last. [Go Last] Some creatures are so slow that, not only are they delayed, but their actions will resolve at the end of the round, no matter their group initiative. If multiple creatures are in this situation, follow initiative order to determine which action goes first. If the creature that goes last is using a spell (either an incantation or invocation), they are automatically placed in LOW group initiative (and the activity consumes the standard amount of time). In terms of movement, any declared movement allows movement beginning on the 1st segment but undeclared movement can only begin once all non-movement actions over 1 segment are complete (not including complex activities or spells with a casting time of 1 round). See How Does Movement Work? below.
Individuals performing complex activities or casting spells with a 1 round casting time are considered resolve during this phase of combat.
Delayed Condition. For standard activities, the individual will always act during LOW group initiative. See Delay.
Multi-attack is an ability that grants a creature more attack routines in addition to their primary attack routine. Each additional attack routine is called an iterative attack.
All individuals with the multi-attack ability (usable during the current round) can attack with primary weapons before Group Actions.
Those with more iterative attacks will strike first. Otherwise ties are resolved with the initiative die first (higher goes 1st) or weapon speed if not equal and initiative is tied.
Minor actions can only occur during your group initiative and, within that, it depends on the action. For example, drawing a weapon before attacking will happen during the attack (missile or melee).
Movement (up to 10-ft.) after a major action will happen during the movement phase (D4. Other) as would opening a door.
Retrieving a flask of oil from a pouch to throw as a missile happens during the missile phase (D2), but if not throwing it immediately, resolves during movement (D4. Other).
Movement is always at 1/10th the creature's listed speed per segment spent moving.
If you declared movement before the round began, you are considered to be moving beginning on segment 1. The GM may resolve your movement as other actions occur. If circumstances permit, you can move up to your speed by the end of the round.
If you did not declare movement, timing is variable and depends on initiative and what others are doing ahead of the movement. For example, if you lost initiative, any timed activities (incantations, invocations, etc.) performed by a member of the HIGH initiative group could be assessed as a delay (as you consider whether to move and to where) if that activity has anything to do with your position before, during, or after you move.
For example, while you did not declare movement, you hear someone nearby casting a spell. You want to run into the next room. If you won (or tied) initiative, you can start running right away, gaining one segment of movement for each segment of casting time for the spell, before the spell effect happens. If you lost initiative, you can't move until the spell is cast. If the spell has a casting time of 4 segments, you only have 6 segments left in the round to use for your movement.
If a timed activity has nothing to do with you or your position, the GM may allow you to move up to your full speed even if you lost initiative (however, if there are many opponents all performing activities, the GM may simply give you a segment number when your movement begins).
As the round comes to a close the following actions happen in order:
Any activities that require 1 round or effects that end this round will end/complete.
Any dying creatures (“bleeding out”) will lose another hit point. See Damage and Healing.
Morale is reviewed and, if called for, Morale checks made. See Morale.
The GM will adjust any counters for timing the duration of ongiong spells, effects, or abilities.