Combat Initiative
When a fight begins, all combatants (Heroes and foes alike) roll Initiative.
Each combatant’s Initiative is calculated by making an Agility check (Agility + 2d6 + Bonuses). Play proceeds in order from highest Initiative to lowest. In the case of a tie, combatants can roll off to see who goes in what order, or may otherwise decide between themselves.
Delaying Initiative
Combatants may also deign to delay their turn, allowing them to go later in a round of combat. This is a permanent choice – for the rest of the battle, they will act at that lower Initiative.
If a combatant should delay past 0, then they simply lose their turn entirely for that round, and their new initiative is (highest Initiative in the encounter + 1), starting in the next Round.