“3 times 1, 2, 3 — and 3, 2, 1.”
"That's the whole structure. Movement counts up. Actions count down."
Each round has 3 steps. The GM controls the flow. Each step has two phases: Movement, then Actions.
At each step, every combatant gains 1
Movement Phase:
Action Phase:
After movement, actions are declared in descending cost order — 3 AP first, then 2 AP, then 1 AP. An action resolves the moment its full cost is paid. See The Round.
Defence (1 AP) is reactive — spend it when an attack arrives, not before. See Actions.
Magic resolves as a normal action — when its AP cost is fully paid. If a physical attack and a spell resolve in the same step, both land simultaneously: the caster takes the hit and the spell still fires. Spells costing more than 3 AP span multiple rounds and carry greater risk. See Combat Magic.
Bran carries a greatsword (3 AP, reach 2). A Casteless cutpurse carries a dagger (1 AP, reach 1, and considerably more
Step 1/3 — Movement Phase:
Bran steps back (1 FM), opening three squares between them. When the GM calls for up to 3-square movement, the cutpurse spends the maximum 2
Step 1/3 — Action Phase:
The GM calls for 3 AP declarations. Bran commits to his greatsword swing \u2014 it will resolve at Step 3/3. "Good sword," he says, to no one in particular. The cutpurse has no AP. Nothing more happens.
Step 2/3:
Both hold position. The cutpurse declares a dagger strike (1 AP). It resolves immediately. Bran stays committed to the greatsword. The dagger finds its mark \u2014 a solid wound, but Bran is not going anywhere.
Step 3/3 — Movement Phase:
The cutpurse tries to flee \u2014 FM and 1 AP to open three squares. Bran declared give chase at Step 1; he follows. The gap is 1 square. This was a mistake. The greatsword has reach 2.
Step 3/3 — Action Phase:
The cutpurse has no AP left. She cannot defend. Bran\u2019s greatsword resolves unchallenged. The swing connects. The cutpurse goes down. She appreciates, in retrospect, that she should have kept 1 AP for defence.
© Soltherra RPG System