Combat and turn orders are controlled by the GM.
Turn order is not The GM controls who gets to act when and should evenly present opportunities to the players. At their discretion, they may let players or other NPCs to interject into situations unexpectedly.
Players using two Fast or Medium speed weapons can attack with both simultaneously. Speeds may not be mixed.
Damage rolls are changed to: Attacking Weapon + (Other Weapon / 2)
When dividing odd damage numbers in half, round up.
So if your weapons are:
Primary Weapon: Lt. Stick+1 (1d6/Fast) - A lightweight whippin' stick. Secondary Weapon: Lt. Stick (1d5/Fast) - A lightweight beatin' stick.
You would roll: 1d6+1d3
Some moves call for unarmed damage, or a player may find themselves without one.
By default, all players start with an unarmed damage value of 1d4+0. This can be improved by spending LP.
Unarmed damage is considered Fast but not a weapon, and is only rolled once no matter how many extremities you have. Attack+ and other damage modifiers apply as usual.
Hand-to-Hand weapons augment your unarmed damage, providing different effects or modifications to your damage output, and otherwise treated the same as any other weapon.
Hand-to-Hand weapons are not given base damage, and instead specify damage as Unarmed+/-X where X is any number or roll such as +1, or +1d3.
Weapon effects are only considered once per attack, regardless of the number of limbs someone has.
For example:
Brass Knuckles (Unarmed+1d4-1/Fast) - 1/Session: Roll might to stun an enemy. 6+: Stun.
Let's go through an example. In this case we'll use a SlowDoll and a FastPlayer. Their combat goes like this;