⚔️ Fight Phase

Setup & Spotlight
Choose & Cost
Roll & Resolve
Reactions & Effects
Advance & Pass

Setup & Spotlight

  • Lowest initiative acts first (running time track).
  • Clock ongoing effects, dedicated Mana, conditions, cover/position.
  • Declare intent: move / attack / invoke / operate / assist / defend.

Choose & Cost

  • Pick the action and note its AP/time cost.
  • Check TN, range/speed penalties, advantage notes.
  • Confirm resources: ammo/charges, Mana/psychic pool.
  • Optional tempo: At the start of your turn, you may use an AP Roll to modify this round’s action costs (choose Standard or Reverse Gambit). The Guide may call a Tempo Shift that makes everyone roll once for a round.

Roll & Resolve

  • Roll d20 + bonuses vs TN 10 baseline (unless the scene or ability sets a different TN).
  • Damage bands: 1–4: half5–19: normal20: extra damage dice.
  • Apply effects (push/knockback/status) and any MR/PR checks; handle botch/miscast if it occurs.

Reactions & Effects

  • Targets may defend/guard; apply Armor/Resistances (and DR if used at your table).
  • Inflict outcomes: damage, pushes, statuses (Wounded/Shaken/Exhausted), terrain changes.
  • Reactions spend AP immediately and use this round’s AP Roll (if any). Track resources spent and ongoing dedicated Mana.

Advance & Pass

  • Add the action’s AP/time to your initiative.
  • Next to act is whoever is now lowest.
  • End-of-beat checks: ongoing effects, hazards, morale, scene clocks.