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Turn

[Turn] is a mechanical term. It is a [Character's] time to act during an [Encounter].

A [Character] starts their turn when they are first in the [Turn Order] or the [Active Player] before them in the [Turn Order] passes their [Turn].

During your [Turn] you become the [Active Player].

Start of Turn

Any effects that occur “at the start of your [Turn]” happen as soon as you begin your [Turn]. These Include the following:

  • Lose any unspent [Quick Action Points].
  • Generating your [Action Points] and [Quick Action Points].
  • Resolving any [Afflictions] effecting you.
  • Resolving any other other effects that occur “at the start of your [Turn]”.

You may resolve these effects in an order of your choice.

Example: Elaine the [Atlantean] is [Equipped] with a Mk.1 FlickerBarrier Brace that will regenerate 5 [Barrier] at the start of her [Turn]. Elaine is also afflicted with 3 instances of the [Bleeding] [Affliction] that will deal 3 [A.P Damage] at the start of her [Turn]. Elaine has 0 Barrier remaining so chooses to generate her [Barrier] first and then resolve the effect of [Bleeding]. Elaines takes 3 [A.P Damage] to her 5 [Barrier] instead of her [Health].
Elaine could do exactly the same choice of ordering for any effects happening at the end of her [Turn] as well.

A [Character] may perform as many or as few [Actions] during their [Turn] as they wish, so long as they have the resources to do so.

Once a [Character] is out of resources to perform [Actions] or they have nothing else they wish to do, they pass their [Turn].

End of Turn

Once a [Character] has passed their turn, any effects that occur “at the end of your [Turn]” happen. These Include the following:

  • Lose any unspent [Action Points].
  • Resolving any other other effects that occur “at the end of your [Turn]”.
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