So... where were we? I was actually looking something up in the MAG the other day and stumbled across this on page 174:
STEP 1: DECLARE ACTIONS AND DETERMINE AVAILABLE DICE
At the start of each round, the Narrator and other players describe their characters’ intended actions. They start with the character with the lowest Wits and end with the character with the highest Wits (allowing characters with the best response time to go last). When characters have the same Wits, the Nar- rator chooses their order, commonly favoring character(s) whose locations are unknown, and those with a logical or plausible edge over their opponents. These favored characters describe their actions last (so they know their opponents’ actions before deciding their own).
Regardless of their Wits, characters who are surprised — perhaps due to a failed Contest before the start of the Conflict — always declare their actions before the characters getting the drop on them.
Without surprise, Extras in groups tend to telegraph their actions and rarely get the drop on Heroes and Villains. When a group of Extras includes characters with different Wits scores, the group declares based on the lowest Wits among them.
Example: Koel and Thorrow get the drop on the Bylerum Boys, interrupting a private chat they’re having with the only Hasting who remained behind, a taciturn bureaucrat named Ignus. Three house guards are posted in the hallway outside.
Brandon breaks down the order: Ignus is the first to declare, with Wits 2 (there’s a reason he was the on left behind).Then come Cordal Bylerum (Wits3), the house guards (Wits4), Carrow Bylerum (Wits5), Koel (Wits3 with surprise), and finally Thorrow (Wits 4 with surprise).
So according to the book, I automatically declare first since you're getting the drop on me. Hmm. Not really much of an advantage for Sig. So, and this isn't technically how the rules are written, but I say we give Vol half-dice (like when changing your action mid-beat) to defend against Sig's attack. Sound good?
Vol is burning Tin and looking for Sig. Once Sig starts chucking chunks of wood at him, Vol will try to dodge out of the way. Flared Steel + "Quick Reflexes" trait = 6 / 2 = 3D for defense. I'm going to assume you're good with all of this and go ahead and roll below: