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==Combat Round== # Roll your Dexterity in dice. These represent the phases of the round during which you may act (phases 1-10). # Start with phase 10. # Anyone with an action die showing the current phase number may act. If more than one combatant has a die showing the current phase, the fighter with the lowest Wits goes FIRST. If there is a tie in Wits, the fighter with the lowest Perception goes first. If there is a tie in Perception, the fighter with the lowest Dexterity goes first. On a tie, roll a die, lower goes first. # The fighter expends that action die and acts as per normal rules. # Interruptions: ## Anyone may attempt to interrupt the action. In order to interrupt, a fighter must expend an action die. At this point, speeds of the maneuvers are compared. The speed of the maneuver is the number on the die spent to act plus the speed of the maneuver. The maneuvers are resolved in descending order, with ties going to higher wits (or Perception in case of equal wits, and then Dexterity in the case of equal Perception, and then to the interrupting move in the case of tied Dexterity). An interrupt must at least have a modified speed (including EPβs spent) greater than the speed (without EPβs spent) of the move it interrupts. ## Interruptions can be interrupted. ## You may declare an interrupt and have it wind up being slower than the interrupted move. This does not prevent the interrupting maneuver from acting, though the faster move still goes first. ## If the spent die shows the current phase, the interruption may be any maneuver. Otherwise, non-abort actions cost 1 EP to use as an interrupt. ## Blocking: Blocking holds until it has either blocked your Block technique in attacks or until you take an action, whichever comes first. Note: If you act, are interrupted, and interrupt that with a block, the block ends when you act to finish your original action. ## If you interrupt, any slower interrupted moves you have pending are lost. Exception: Blocks are unaffected and do not affect this. ## If you were interrupted before completing the full movement of a move, you may finish that movement after the interruption is resolved, unless the move was lost in some way. # Repeat steps 3-6 until no fighter has an action die showing the current phase. # Go to the next phase down. (10 goes to 9, then to 8, and on down to 1). # Repeat steps 3-7 until round is finished. # Concentrations. # Recoveries. # New Round. Repeat until the fight is finished.
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