YOUR TURN — ON ONE CARD
What you can do on your turn
You don't need to memorize rules — your GM runs those. But here's the whole of your turn, so you always know what you can do. Keep it open while you play.
On your turn
You get, in any order:
- One Move — up to your Speed (you can split it: move, act, move).
- Either two different Quick actions, or one Full action.
- Plus little free things, and one Reaction (which can happen on anyone's turn).
Quick actions (pick two)
- Attack with one weapon.
- Move again (a second dash).
- Lock On a target — no roll; any ally gets a bonus die to hit it.
- Grab, shove, or look around.
- Stealth — Lapis and Obsidian frames only: sound folds away, light bends. A Granite mountain does not sneak.
- Your Stone's Song-Moves (your special powers) usually go here too.
Full action (pick one instead)
- Aim — settle in for a heavy shot. Your next hit with an aimable weapon rolls a whole extra instance of its damage. Moving, firing, or taking a hit breaks it.
- Steady yourself — shed accumulated Resonance and bad effects. (Your Bond Move goes here too, and it costs even more: the whole activation, Move included.)
- Disengage — back out without getting hit.
- Two Stones have a Full of their own: Obsidian's Umbral Veil and Granite's Orbital Lance, once each per scene. Both are on the toolkit page.
How your machine gets stronger
Your Colossus has a meter called Resonance. It fills when you lean into what your Stone is about — holding the line, leading the squad, taking the risk — and when you push your luck (your GM will call this an Overcharge). Plain attacks don't fill it — leaning into your character does.
Filling it is good and a little dangerous: push the meter to the top and your Fractureflares — your machine goes off-key, the flaw it carries surfaces. That's not a failure. It's the doorway.
The loop — the whole game in five steps
- 1. Lean in — your Resonance climbs.
- 2. Push past the edge (Overcharge).
- 3. Your Fracture flares — the machine sounds wrong.
- 4. You walk through it with a Bond Move: one honest line, out loud, often to another character.
- 5. Your Oath answers — the machine sings true again, stronger than before.
One thing the loop will not do: let you climb alone. The Choir Rulecaps every Cantor's next Oath rung at one above the squad's lowest— if a choirmate is still on rung 3, nobody seals rung 5, full stop. When a Bond Move that should open your next rung doesn't take, look around: someone needs the spotlight more than you need the rung. The full rule lives in The Oath ladder.
You don't dodge the Fracture. You go through it. And nobody sings alone.
Rolling dice
To attack: roll 1d20 + your bonusand beat the target's defense (your GM tells you the number). A Lock On adds a bonus +1d6(keep the highest). Hit → roll your weapon's damage.
In Discord, type:
/roll 1d20+3an attack or save/roll 1d20+3+1d6with a Lock On (extra d6)/roll 2d6+1weapon damage/roll 1d6a Structure / Stress check
Tag glossary — what the words on your weapons mean
- Reliable N — a miss still deals N. Armor eats it like anything else, so Reliable 1 into Armor 3 does nothing; it is a floor against bad luck, not against thick plate.
- Knockback N — on a hit, shove the target N spaces. Shoved into a rock, it takes 2d6 with no Armor and stops one space short.
- Blast N — on a hit, everything next to the target takes half the raw damage minus its own Armor. That includes your friends. Check who is standing there.
- Min Range N — ordnance and heavy snipers can't fire inside N spaces. The board says TOO CLOSE and nothing happens.
- Grapple N — no damage at all: it Holds the target and drags it N spaces toward you. Held means no moving and no turning until you break the grip.
- Lock On — mark a target (no roll); the next attacker on it gets a bonus die.
- Armor — a flat subtractor: it shaves every hit, it is not a second health bar. Armor-Piercing and Shredded skip it. A hit that lands always does at least 1, however thick the plate.
- Evasion — not a dodge stat. Beating it finds a real seam; under it, you just avoided serious scratch.
- These and the rest live on each weapon line on your sheet; the full list is on the reference page.
A promise, always on
The Bond Move is your character's truth, never yours. You never have to disclose anything real. One sentence is enough; silence is enough. Anyone can say “pause” or type X at any time, no reason needed.