====== Turn ======
[[:Mechanic:General:Time:Turn|Turn]] is a mechanical term. It is a [[:Character|Character's]] time to act in general or during an [[:Mechanic:General:Time:Encounter]] and the total time it takes to do so.
A [[:Character]] starts their turn when they are first in [[:Mechanic:Conflict:Initiative]] or the [[:Mechanic:General:Player:Active Player]] before them in [[:Mechanic:Conflict:Initiative]] passes their [[:Mechanic:General:Time:Turn|Turn]].
During your [[:Mechanic:General:Time:Turn|Turn]] you become the [[:Mechanic:General:Player:Active Player]].
//**Ash's Aside**// \\
A Turn isn't a defined measurement of time. While we intended for a Turn to last roughly six seconds, and thus have about ten Turns a minute, it is reasonable to assume that the exact time a Turn might take is variable, based on context. This is allow for narrative wiggle room and to explain the difference between number of Actions and Quick Actions a player might take. You are welcome to decide that for a specific Scene or Encounter that Turns are only 3 seconds or as long as 30 seconds, depending on what feels Appropriate for the Situation.
===== Start of Turn =====
Any effects that occur "at the start of your [[:Mechanic:General:Time:Turn|Turn]]" happen as soon as you begin your [[:Mechanic:General:Time:Turn|Turn]]. These Include the following:
* Generating your [[:Mechanic:Rating:Action Point|Action Points]] and [[:Mechanic:Rating:Quick Action Point|Quick Action Points]], losing any unspent [[:Mechanic:Rating:Quick Action Point|Quick Action Points]] from the previous [[:Mechanic:General:Time:Turn|Turn]].
* Resolving any [[:Mechanic:Conflict:Bane|Banes]] effecting you.
* Resolving any other other effects that occur "at the start of your [[:Mechanic:General:Time:Turn|Turn]]".
You may resolve these effects in an order of your choice, as [[:Mechanic:General:Appropriate]].\\
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**Example**: Elaine the [[:Character:Race:Atlantean]] is [[:Item:General:Equipped]] with a Mk.1 [[:Item:Gear:Rapid Flickerfield Brace]] that will regenerate 5 [[:Mechanic:Rating:Barrier]] at the start of her [[:Mechanic:General:Time:Turn|Turn]]. Elaine is also afflicted with 3 instances of the [[:Mechanic:Conflict:Bane:Bleeding]] [[:Mechanic:Conflict:Bane]] that will deal 3 [[:Mechanic:Conflict:Damage:Armour Piercing Damage|A.P. Damage]] at the start of her [[:Mechanic:General:Time:Turn|Turn]]. Elaine has 0 [[:Mechanic:Rating:Barrier]] remaining so chooses to generate her [[:Mechanic:Rating:Barrier]] first and then resolve the effect of [[:Mechanic:Conflict:Bane:Bleeding]]. Elaines takes 3 [[:Mechanic:Conflict:Damage:Armour Piercing Damage|A.P. Damage]] to her 5 [[:Mechanic:Rating:Barrier]] instead of her [[:Mechanic:Rating:Health]].\\
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Elaine could do exactly the same choice of ordering for any effects happening at the end of her [[:Mechanic:General:Time:Turn|Turn]] as well.
===== The Turn ======
A [[:Character]] may perform as many or as few [[:Ability:Action|Actions]] during their [[:Mechanic:General:Time:Turn|Turn]] as they wish, so long as they have the resources to do so.
Once a [[:Character]] is out of resources, such as [[:Mechanic:Rating:Action Point|Action Points]], to perform [[:Ability:Action|Actions]] or they have nothing else they wish to do, they pass their [[:Mechanic:General:Time:Turn|Turn]].
===== End of Turn =====
Once a [[:Character]] has passed their [[:Mechanic:General:Time:Turn|Turn]], any effects that occur "at the end of your [[:Mechanic:General:Time:Turn|Turn]]" happen. These Include the following:
* Lose any unspent [[:Mechanic:Rating:Action Point|Action Points]].
* Resolving any other other effects that occur "at the end of your [[:Mechanic:General:Time:Turn|Turn]]".
==== Changelog ====
Version 0.5c - Oct 2026
* Page updated.