- Each player rolls 1d10 and adds the result to the first digit of their character's Agility statistic; the GM does the same for each unique non-player-character or group.
- Whoever got the highest total goes first; ties are decided by the highest Agility score or an opposed Agility test if scores match. When when their turn is finished they decide who goes next; this doesn't have to be one of their allies.
- Repeat step 2 until every character and group has had a turn; whoever goes last chooses the character or group that goes first next turn.
Players can spend a Fortune Point to interrupt the turn order and if the GM wishes to interrupt a player, he or she must award that player a Fortune Point. I must admit that I'm not sure what effect this has on the Delay combat action; I suspect it will replace that option but it's not come up in the game yet.