1 Talking & Analysis Psych Out Roll Command or Persuade versus target’s Wits. If succeed impose - 1d10 penalty against Target for that round. If used against a group, make Psych Out roll at -1d10 penalty (or more). Gain a Bonus Roll Detect, Empathy, or Reasoning against target’s Wits to assess them. Gain +1d10 to the attack for that round. On a Total Success, gain +1 Wounds on attacks for that round. Learn About Signature Roll Detect or Empathy against target’s Evade. On a success, learn a Ability or Counter detail about the Target’s style, counter, or hidden weapons. On a Total Success, learn the name and information of the Target’s style, counter, or weapon. 2 Determine Turn Every character rolls a Speed. Take highest result. Characters take Order turns from highest to lowest. Re-Roll to break ties. Re-roll every round. 3 Move & Perform May move and use a skill (combat or non-combat skill) in a round. Skill Action Movement is 30 feet +10 feet per rank in Speed. If knocked down, it takes one Speed to get up.