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COMBAT ROUND STEPS

ORDER STEP OPTIONS NOTES


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.

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