Turn Order
No initiative rolls. Players always act first and agree on who goes. Then the GM activates one enemy, then the player who just acted picks the next player, and so on, alternating. When one side runs out, the rest act in any order. The next round starts with whichever side didn't go last.
Tip
After your turn, you choose which teammate goes next.
Turns & actions · Core p.60 · See also: Standard Move, Quick Action, Full Action