Hi, long-time listener, first-time caller. ;) I'm looking to implement Circle of Hands on roll20. It's very much a theatre-of-the-mind type game, so it doesn't have a lot of needs that roll20 can't solve "out of the box". However, it does have a pretty unique requirement for what most people would call its "initiative tracker". I've tried describing it in the past, and have learned that I always misrepresent it. I'm going to opt to present a snippet of the rules: CHAPTER 5: KILLING When someone says, “It's time to kill you,” this is how it's done. Positioning A fight begins with the GM describing the physical circumstances, based on anything that is known and anything they were personally imagining at that moment. This setup is non-negotiable and without questions or discussion. Then everyone briefly says what the characters they play are just beginning to do, in any order regardless of the characters' relative speeds. Announcements and timing The initial sequence for when the actions land is set by current Quickness. Resolve Quickness ties with an odd-even die roll. Use a physical circle about 10 cm in diameter, and designate its orientation, like a clock with 12:00. Get a little token for each character in the fight. Put the one who goes first at 3:00, the next at 2:00, and so on, tracing back counterclockwise over the top. Start with the person at 3:00. They may do whatever was announced or do something else. When their action is resolved, move the counter clockwise so that it's at the end of the line and scoot them all clockwise so the next person is now at 3:00. Once begun, there are no rounds or units of time or action, Quickness values are no longer relevant to ordering, and intent is stated per combatant, not as a group procedure. Play continues by seeing who's at 3:00, then wrapping that token around to the end. You may choose to have your character do nothing at 3:00; they simply go around to the end without doing anything. A character's position in the sequence is altered in three ways. ... The rules then go on to explain how a character's postion in the sequence can actually be changed (not really relevant to my question). Right. My question. How do I implement this 10cm circle play aid in Roll20? Shuffling tokens around on the vtt with no automation strikes me as really time-consuming compared to doing it in meatspace with physical objects. Suggestions on how to do this?