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Zipper Initiative

SanityWithInSanityWithIn

Switch between hero and monster turns. If one side heavily outnumbers the other, you can weave in multiple turns of the outnumbering side.

  • Heroes always start with 3 actions
  • High initiative (20+) upgrade 1 action to Inspired Action
  • Low initiative (<=9) downgrade 1 action to Bane Action

Inspired Action:

  • Roll with 1 advantage
  • Defend with +KEY armor
  • Move with +2 speed

Bane Action:

  • Roll with 1 disadvantage
  • Defend with -KEY armor
  • Move with -2 speed

Replaces

Initiative

A combat encounter begins when the GM tells the party to “Roll Initiative!” Each hero rolls and adds their Initiative bonus (typically their DEX). A single digit means they start combat with 1 action. 2 digits, they start combat with 2. A result of 20+ (or a natural 20) means they get all 3 actions!

Regardless of what a hero rolls on Initiative, at the end of their turn they gain all 3 actions back.