Combat Styles
Table of Contents | Previous Chapter | Next Chapter
Combat Styles & Actions
When a character learns a weapon skill it represents the most basic training in the use of that weapon. This includes the ability to perform attack actions and parries, and to know basic footwork to move about the battlefield. For non-martial classes, this may be all a character ever learns. For others though, learning to fight involves years of training and mastery of many different types of actions. All of these actions together make up a combat style.
A combat style is a simplified way of describing a school or form of fighting. In the real world there have been many hundreds of fighting styles since the invention of war, and there are hundreds of styles in use today. Familiar ones include modern martial arts such as Karate, Judo, or Muay Thai. Different militaries have taught unique fighting styles for centuries. One modern example of this is Israeli Krav Maga. Classic fencing styles differed between which school a fencer trained in. There are unique cultural fighting styles such as Brazilian Capoeira. Boxing, Shooting and Archery are combat styles. Even the various forms of wrestling represent fighting styles, from Greco-Roman to WWE, as does modern mixed martial arts.
While it might be possible to create a hundred unique fighting styles for a tabletop roleplaying game, the system would become very bogged down in complex rules and variations that simply would not make the game better. What this system instead does, is assumes that there are many different styles in play, and it is up to the Gamemaster and the players to be creative in describing these styles in broad strokes but represent them in a finite selection of mechanics to resolve combat.
Basic versus Advanced
When a character learns their first rank in combat, they begin developing their combat style and learn their first combat action; usually this is something simple, such as punching. Each time a character gains another rank in combat, they learn another combat action, slowly building out their combat style. Fighters and Brawlers on the other hand begin with years of intensive training and they start play knowing five additional maneuvers in addition to one for each rank. This is their class feature called the Advanced Combat Style. Characters with an advanced style would have specific, recognizable training.
For game mechanic purposes, the only difference between a basic and advanced style is the number of starting combat actions. All characters with ranks in combat (regardless of class) select combat style actions on a one-to-one basis, but classes with advanced styles gain an additional starting five combat style actions.
Building a Style
A Gamemaster always has the option of creating sets of unique styles for her world, with each style containing specific combat actions. Below the following list of combat style actions are a few examples. Before building your style, it is important to read through the list, making note of any prerequisites. Some of the combat actions cannot be taken without also including another one – for example, you cannot take the flying kick action without also including Kicking. You cannot perform an unarmed parry without taking the Block action. A few actions require non-combat proficiencies, such as acrobatics or tumbling, and many require a certain number of ranks in Combat. These actions can be learned later and added to your style once you have met the prerequisites.
Example of Play
This example demonstrates combat maneuvers, positioning, reactions, and how dangerous combat can be when outnumbered.
GM: Baldrick, you are in the old dwarven tomb. Your friend Calliope has scouted ahead, Vincent triggered a trap and is badly bleeding, while Brawn and Laurel are aiding him. You had stayed to the back on guard, and despite Vincent's pained noises, you hear some gutteral talking coming from up the entry shaft. What do you do?
Jace (Baldrick): I look over at my friends and see they are occupied. I pull out my bludgeon and creep up the shaft to deal with the problem myself.
GM: Roll stealth and make a climb check.
Jace (Baldrick): Not sure why I bother with stealth. 11. But climb is 24.
GM: Ok, you easily clamber back up the shaft, just not as quietly as you would have liked. As you reach the top, you see the entry cave is occupied by four goblins. They have dropped some heavy sacks and seem to be distracted as they look through their spoils.
Jace (Baldrick): "Hello boys," I say menacingly. "It's my lucky day." Then I charge them.
GM: Well, that is a choice. You catch them by surprise. Roll initiative!
Jace (Baldrick): 19.
GM: It's all you. The cave is ten feet wide here, and the closest two are fifteen feet from you.
Jace (Baldrick): I have a 4 move. I run up to the one on the left. I trust I have reach and don't bother engaging, and I'm going to trip him with my bludgeon. What's his DB?
GM: 15
Jace (Baldrick): Aw yeah, 19!
GM: He goes down, his eyes wide with surprise.
Jace (Baldrick): Now I bash in the skull of the one to the right. Yessss! 19 on the die for 26 total.
GM: Sheesh. Ok, he does attempt a parry, but that only gets him to 17 DB.
Jace (Baldrick): My damage range is 1-13+1, so that's gonna be 10 points of damage and two points of stun.
GM: You crack him hard, missing his head but crunching his collarbone. You hear the air rush out of his lungs. Give me another initiative.
Jace (Baldrick): My dice are hot tonight. 18.
GM: The goblins got a 9, go again.
Jace (Baldrick): Since the guy on the right is out of commission this round, I'm going to move into the prone goblin's space and stamp kick him.
GM: He's prone, so you get +1 Edge.
Jace (Baldrick): That's a 2... and another 19. Baldrick grins evilly. That is a 28 attack, and my stamp kick range is 1-7+1, so 8 damage and one stun. That also costs me one movement.
GM: Man, that is brutal. You hear a rib crunch as he looks up at you, still trying to register what is happening.
Jace (Baldrick): I see they were in a ring with an open spot between them. It's probably a bad idea, but I'll step past the prone guy and perform a press attack against the one straight across.
GM: He retreats, moving with your press so no bonus to your attack, and he parries with his spear.
Jace (Baldrick): My luck ran out. 14 total. With my last movement I'll pivot to keep my back to the wall to deny them a flank attack.
GM: Ok, the one you pressed has one action left. He'll thrust at you for 18. What's you DB?
Jace (Baldrick): 17. So I take one damage.
GM: The one you went past spins and will do two quick thrusts. Crap, natural 1. That's a mishap. He opens up his defenses, but you don't have any reactions left. His second attack is a 23 though. That's 5 damage and one bleed as his spear jabs into your side, piercing your gambeson.
Jace (Baldrick): Oof, not good. Ok.
GM: The prone goblin stands up, still wobbly. He has enough movement to get up to you and do his one attack. 19. That's another 2 damage. You are down what, a total of 8 now with one bleed. Roll initiative.
Jace (Baldrick): Ok, this really counts. Snicker. You won't believe this. Natty 20.
GM: Shaking his head. Ok tough guy, you go first and get a bonus action for the 20. Take your bleed though. 
Jace (Baldrick): Ok, I need to play it a little safer. I'll try to drop the guy I kicked first. 15 on the die for 22. I assume he parries. <GM nods>. That's 5 more damage and another stun. I'll disengage from the one I ran past, you have him labeled Goblin 2. That's a 22. I step up between the one I pressed, labeled Goblin 1, so I'm between him and the wall, doing a full spin using up my movement. I can't hit with my bludgeon a second time because I moved, so I'll step in and punch him. 13+7 is 20.
GM: You can do that, but he does have reach over your punch which provokes a reaction attack that you can't parry.
Jace (Baldrick): Argh, I forgot about that. Ok, that's fine. I'll still have that last reaction for #2.
GM: My turn, 15 on the die for 21. That's another 4 damage. Your punch goes through though.
Jace (Baldrick): Ok, I'm doing 1-4+1 with my brass knuckles, so that's only 4 damage.
GM: Goblin 2 does step up to you. He has both attacks still, but goblin 3 pauses.
Jace (Baldrick): I can parry two attacks.
GM: 11 and 17. Both attacks miss. Lucky for you. Goblin 4 can't get into the fray yet. Roll initiative.
Jace (Baldrick): You all see the dice right. That's another 19 for 21.
GM: Yeah, yeah, we all see it. Take your bleed.
Jace (Baldrick): This is looking bad though. I'm just going to try to bring down goblin 1 and stay defensive.
Everyone at the table shouts.
Jace (Baldrick): Natty 20. Thank you dice gods!
GM: Shaking his head. You do know this is just dumb luck right? Roll your hit location.
Jace (Baldrick): 4, Lower legs.
GM: That's unarmored, he does parry though, so DB16.
Jace (Baldrick): 28-16 is 12+1, so 13 damage.
GM: You shatter his kneecap. He yells in pain and crumples in a heap.
Jace (Baldrick): Perfect. I'll spin to face goblins 2 and 3, ready to parry.
GM: They are looking worried. Only Goblin 2 is unharmed, both 3 and 4 are really hurt. Goblin 2 will attack twice though. 16 and 18.
Jace (Baldrick): Nope, my parry is 19, so I block both of them.
GM: Ok, but that leaves you vulnerable. However, I'm making morale checks for goblins 3 and 4. They are both at penalties for damage, plus an ally downed, but they do outnumber you. Goblin 4 beats feet and decides to run down the shaft to get help.
Jace (Baldrick): Good luck on that buddy.
GM: Goblin 3 steps up. You are out of reactions, so two attacks. 16 and 19. That 19's gonna do 2 more points of damage. How much HP do you have left?
Jace (Baldrick): Oh, let's see. 4hp. I'll be fine. For sure.
GM: Roll initiative.
Jace (Baldrick): Yikes. 4.
GM: That is not good buddy. They got a 12. Goblins 2 and 4 are facing off with you, but with one fleeing and one down, I'm rolling morale again. Hmm, they are sticking it out for another round. 
Jace (Baldrick): Dang. Ok, I parry the first two attacks.
GM: Goblin 2 attacks, 9 and 19. No damage to you.
Jace (Baldrick): Oh man. I'm going to bleed out soon anyway. I guess I'll take my chances. Fingers crossed.
GM: Natty 6. And. Natty 1. He rolls a 2 on his mishap and does a point of damage to his spear. Your turn. Take 1 bleed. 
Jace (Baldrick): I need to finish off Goblin 3. He already used both his actions so here goes. 12 on the die, 19 total. Wincing.
GM: His DB is 14. Your 6 points of damage downs him. Roll initiative. 
Jace (Baldrick): 15.
GM: 13. Go. He's going to parry. 
Jace (Baldrick): 16 on the die for 24.
GM: His parry is 17, so what is that, 8 damage and one stun. Which means he doesn't get to act. But I'm rolling a morale check. He's going to run. He already parried, and he is stunned, which means he can only move three spaces, and you are also out of actions. Roll initiative. 
GM: I see it. You just beat him. Go. Take your bleed. I think that leaves you at 2 HP? 
Jace (Baldrick): Gulp. Yeah. I don't want two goblins surprising my friends though. I run him down. Do I get a rear attack?
GM: You do.
Jace (Baldrick): +2 Edge. 5...7...and 20. This is gonna be over for him. 12 for the location, so square in the back.
GM: DB15. Tell me. 
Jace (Baldrick): 14 damage.
GM: Ok, you fracture his spine. He bends in half the wrong way and tumbles forward to the ground. That's good news for you, but you only have a few moments left yourself. What do you do?
Jace (Baldrick): I quickly sit down and rifle through my pack. Vincent gave me a potion before we left.
Everyone: Wait, what??? You had a potion this whole time? 
Jace (Baldrick): Shrugs. He said it was for an emergency...
Lessons from this Combat
- Fighting multiple enemies is extremely dangerous
- Positioning (walls, flanks, rear attacks) can determine survival
- Running out of reactions leaves you vulnerable
- Bleeding creates time pressure, end fights quickly or stabilize
- Combat maneuvers (trip, press, disengage) are often better than attacking
- Retreat or caution may be wiser than aggression
Combat Style Actions
| Combat Action | Action Type | Requirement | Description |
| All-Out Attack | Combined | Combat 5 | As a combined action, commit fully to a single decisive strike. Make one attack at +2 Edge. |
| All-Out Defense | Combined | Combat 5 | As a combined action, focus all of your skill on defense against one opponent. Add +5 to your Parry Bonus against one attacker. If you are able to parry more than one attack in the round, your additional parries do not gain the +5 |
| Arm or Wrist Lock | Action | Pin | If the attacker starts their turn in control of a Pin, they can attempt to lock their opponent’s arm. Make a Strength Attack against opponent's Strength. If successful, grab one of their arms and put it into a lock; that arm is useless until they take break the Pin. On your next action you may choose to inflict pain or damage. Roll another Strength Attack against their Strength (Failure results in losing the arm lock but not the Pin), and if successful, inflict damage as per a physical strike (amount exceeded in damage up to your strength bonus, minimum 1). If you choose to inflict pain, they do not take the damage but instead drop whatever is in their hand, and Intimidation or Interrogation checks gain a bonus Edge on the following round. |
| Arrow melee | Reaction | Bows, Combat 5 | If you have your bow ready and an opponent moves into close quarters with you, as a reaction you can use an arrow as a one-handed piercing weapon and attack using the stiletto weapon statistics. |
| Axe Kick | Action | Kicking | As an action, the attacker performs a high kick and brings their kick down onto their opponent. If the attack hits, increase the damage range by 3. If the attack misses by 5 or more, the attack provokes a reaction attack. |
| Back Kick | Action | Kicking, Combat 5 | Attacker can attack directly behind them without changing facing. The attacker must be aware of enemies behind them. |
| Beat | Action | Weapon | This maneuver involves a quick, powerful strike at the opponent’s weapon to knock it out of the way, immediately followed by an attack. As an action, make a Combat Check against opponent's Defense Bonus. If successful, follow-up with an attack action. The opponent cannot use a reaction to parry. If the beat fails, the following attack is at -1 Edge. Additional beat attacks against the same opponent in the same combat are at -1 Edge. |
| Bind and Strike | Reaction | Two weapon fighting | Once per opponent per combat, in response to an attack when you have two available actions and a weapon with the Bind attribute, declare a Bind and Strike. This is a two-part reaction; First, it acts as a parry, if where the attack meets or exceeds your Defense Bonus but not your Parry Bonus, you temporarily bind their weapon. Upon this trigger, attack with your second weapon. If the first part fails, the bind ends and you do not lose your second action. If it succeeds, your opponent cannot parry the attack unless they have two weapons or a shield. Upon completing the attack, the bind is released. |
| Block | Reaction | A block is the most basic defense skill for any unarmed martial artist. Use your Parry Bonus against unarmed attacks without taking damage. It is also possible to parry armed attacks. If you attempt to parry a weapon, and your opponent hits you, the damage is automatically done to your arm or hand. | |
| Blood choke | Action | Pin | If an attacker starts their turn in control of a grapple, they can attempt to put their target into a blood choke, which involves blocking arteries in the opponent’s neck. On a successful Strength Attack against their target's Strength, the attacker grapples the defender's neck and begins to block off blood flow; this counts a pin. At the start of the grappled target's turn they must make a Conditioning check equal to 10+the number of turns in the blood choke; failure results in them going unconscious. If the attacker releases the hold on a subsequent turn, the defender will remain unconscious for 1d6 rounds and remain dazed for 1d6 rounds after waking up (-1 Edge to all actions). If the attacker continues with the hold each subsequent round after the target goes unconscious, the defender needs to continue making conditioning checks each subsequent round or die. If the defender breaks the Pin on any round, subsequent chokes start over from the beginning. |
| Bob and Weave | Reaction | Punching | As a reaction to punch, instead of parrying or dodging, a defender can instead bob and weave. Unlike a dodge, this involves bending the legs and shifting the body slightly to avoid the blow. The attacker must still beat your dodge to hit, but this does not trigger reactions to a dodge. |
| Body Shield | Reaction | Pin | As a reaction you can attempt to reposition a grappled foe into the path of an oncoming attack directed at you. Make a Strength Attack against your target's Strength, if successful the attacker rolls their attack against the grappled target. |
| Bow Strike | Action | Bows | As an action you can use your bow as a club to make a melee attack against an adjacent foe. Normally this would be an improvised weapon attack at -1 Edge. |
| Breakfall | Passive | Acrobatics Proficiency | When being tripped, thrown, or dragged down, or when falling, automatically negate one 5' increment of falling damage. |
| Bruising Leg Parry | Reaction | Kicking | Once per opponent per combat, as a reaction, declare a bruising leg parry against a kick or punch instead of a normal parry. If the attack misses but meets or exceeds your Defense Bonus, the attacker takes damage equal to the amount missed by, up to your strength bonus (minimum 1). If the attack hits, the attacker may choose to target your foot or leg without penalty. |
| Bruising Punch Parry | Reaction | Punching | Once per opponent per combat, as a reaction, declare a bruising Punch parry against a kick or punch instead of a normal parry. If the attack misses but meets or exceeds your Defense Bonus, the attacker takes damage equal to the amount missed by, up to your strength bonus (minimum 1). If the attack hits, the attacker may choose to target your hand or arm without penalty. |
| Bull Rush | Action | The attacker must move at least one space to perform a Bull Rush, and this provokes reactions as normal for moving into a threatened space. On a successful Strength attack against their opponent's Strength, the attacker drives their opponent forward one space, and for each additional five over their defender's Strength, the attacker pushes them another space, up to their maximum movement. | |
| Butt Strike | Action | Polearm, Spear or Staff | Butt strikes are attacks made with the butt of a polearm, spear, or staff. Damage is 1-5 crushing damage [S] |
| Cat Stance | Reaction | Kicking | Using one point of move, a defender stands still and shifts their weight to prepare a front facing kick. When an opponent enters a front facing adjacent space, they can immediately make a kick attack as a reaction. While in the Cat Stance the combatant can only change facing or move one space and cannot engage or disengage. Upon making a kick attack, the combatant automatically resumes the guard stance. |
| Cloak Parry | Reaction | Combat 5 | As a reaction the defender can parry with their off-hand and their cloak. Treat the cloak as a buckler granting +1 to the parry. |
| Close Combat Specialist | Action | Combat 5, Weapon | Allows a combatant to use a one-handed weapon with weapon reach one category longer than your personal reach in close combat without rolling with -1 Edge |
| Control Throw | Reaction | Throw, Disengage (unarmed) | As a reaction to being thrown, you can try to use the throw to your advantage. If your opponent beats your Defense Bonus, but fails to beat your Dodge Bonus, you allow the throw as intended but use your own momentum to spin and land on your feet in the intended space facing your opponent instead of falling prone. |
| Corps-a-Corps | Combined | Combat 5 | Once per opponent per combat, as an action immediately after entering close combat, the attacker can attempt to bind their opponent's blade with their own. Make a combat check against the opponent's Defense Bonus; if successful, both weapons are bound and neither attacker can attack with their weapon, nor can either opponent disengage without dropping their weapon. If the check fails, this provokes a reaction attack. Treat both combatants as being grappled and use the grappling rules for taking control of the bind. The attacker in control can release the bind without spending an action. Either combatant can drop their weapon to escape the bind but doing so gives the other combatant a reaction to control where the weapon falls, or with a DL10 Combat check they can catch the weapon in their free hand. |
| Deflect Arrows | Reaction | Combat 10 | As a reaction you can attempt to parry an arrow with a weapon. |
| Dirty Tricks | Action | Combat 5 | As an action you can perform a 'dirty trick' in combat. Roll a combat check against the opponent's Defense Bonus. This could be one of many types of tricks, such as throwing sand in your opponent's eyes, pulling their pants down, twisting their helmet, etc. Standard results are blinding the target for one action, losing an action, or forcing them to move one space; beating their Defense Bonus by 5 results in an additional action lost or impaired. |
| Disarm | Reaction | Combat 5 | Once per opponent per combat when a defender has two available actions, as a reaction, declare a disarm instead of a parry. If the attack meets or exceeds their Defense Bonus but not their Parry, as a second reaction they can attempt to disarm their foe. The defender makes a Combat check against the opponent's Parry (or Parry +5 for two-handed weapons). A success disarms their opponent, and the weapon is thrown into an adjacent square of the defender's choosing. On a success of five or more, the defender can catch the weapon. On a failure, the defender provokes a reaction attack from the attacker. |
| Disengaging Flourish | Action | Combat 5 | As an action a combatant makes a combat check against all of the adjacent opponent's perceptions as they perform a distracting flourish with their weapon. They may then move away without provoking a reaction from each opponent that threatened the space that they performed the flourish in and that they beat their Perceptions. |
| Double Shot | Combined | Combat 5, Bows | As a combined action knock two arrows simultaneously and fire them in a single shot. Roll one attack, calculating the damage separately using the same roll. On a critical, roll a single hit location and apply the critical damage to one of the arrows; in cases where the damage might be different between arrows, roll randomly to determine which one scores the critical hit. The range increment for the bow is reduced by 1/2 for this attack. |
| Double slice | Combined | Combat 10, Two Weapon Fighting Improved | As a combined action, the attacker swings both blades in a coordinated double slash. Roll one attack. If the attack hits, determine the margin normally. Apply that margin separately to each weapon, capping each at its own damage range.
If the attack roll is a critical, apply the critical effect to only one of the two damage calculations (determine randomly). The defender may parry both strikes with a single reaction, treating the dual weapons as a single weapon one size larger. If the parry succeeds, both strikes are negated. The attacker does not gain the free parry from Two-Weapon Fighting when using Double Slice. |
| Drag Down | Reaction | Improved Grapple | As a reaction whenever an adjacent opponent successfully trips you, you can immediately attempt to trip them too and pull them to the ground with you. |
| Drop Kick | Combined | Kicking | This is a charging kick with both legs; As a combined action the attacker must move at least one space, up to half their movement, and then jumps forward, doing a double kick at their opponent. The target cannot parry but can dodge. On a successful hit, the kick adds +3 to the damage range, and if the attack beats the target's defense by 5 or more, they are pushed backwards one space, plus one space per additional 5 failure, and are knocked prone. The attacker will automatically fall prone whether or not they hit. |
| Ear Clap | Combined | Punching | The attacker must be in close combat with both hands free. As a combined action the attacker makes one attack roll targeting their opponent's ears (-1 Edge). If the attack hits, target takes points of stun instead of damage and is also deafened for an equal number of minutes. If the attack causes a wound the target is deafened for an equal number of hours. For example, if the attack exceeds the Defense Bonus by 5, and the attacker has a Punch damage range of 1-3, this would result in 3 points of stun and 3 minutes of deafness. If the attack scored a critical hit, this would result in 6 points of stun and 6 hours of deafness. |
| Elbow Strike | Reaction or Action | Punching | This attack can be performed as a reaction when an opponent enters close combat from behind. It is not made at -1 Edge for attacking to the rear. Alternatively, it can be made as an action, attacking a foe in close combat. |
| Eye-Gouging | Action | Punching | This is a close combat attack intended to blind or distract an opponent. It can be performed as an action to strike at one eye, or as a combined action to strike at two eyes. Make the targeted attack at -1 Edge. If the attack hits, target takes points of stun instead of damage and is also blinded for an equal number of rounds. If the attack causes a wound the target is blinded for an equal number of hours. For example, if the attack exceeds the Defense Bonus by 5, and the attacker has a Punch damage range of 1-3, this would result in 3 points of stun and 3 rounds of blindness. If the attack scored a critical hit, this would result in 6 points of stun and 6 hours of blindness. |
| Face Attack | Action | Punching | This is a close combat attack intended to inflict pain by grabbing and tearing at an opponent’s facial features. Make the attack normally but do half damage; if the damage is greater than half the target’s wound threshold it inflicts one round of stun, plus an additional round if the damage is 2 points greater than half. This stacks with any stun from an inflicted wound. |
| Far Shot | Passive | Bows, Crossbows, Combat 5 | You are adept at firing ranged attacks great distances. You do not lose an edge until the third range increment, meaning you can shoot into the fourth increment at only minus two edge. |
| Feint | Action | Weapon | This is a feinting attack used to confuse your opponent to make your actual strike have a better chance at hitting. As an action, make a combat check against their perception. If successful, make your next attack this round at +1 Edge. If your feint fails, make your attack at -1 Edge. |
| Fighting while seated | Passive | Combat 10 | This is a practiced form of defensive fighting. Normally if a defender is prone or seated, attackers gain +1 edge to strike them. With this style, the seated combatant can strike and defend normally, and opponents do not gain an edge. Seated combatants cannot dodge but can move with their chair by making a DC10 athletics check. If successful they can move one space. If they fail, they do not move. Failure by 5 or more, or on a mishap, they topple over in the chair. |
| Fleche | Combined | Combat 5 | A fleche is a swift, forward move followed by a thrust or lunge. Once per opponent per combat, as a combined action an attacker can slide forward moving two spaces. The attack is at -1 Edge, but the opponent is unable to parry. |
| Floor Lunge | Action | Weapon | The attacker performs a very long, low to the ground lunging thrust. This doubles the attacker's personal reach but results in him being in a crouching position. |
| Flying Jump Kick | Combined | Combat 5, Kicking | Similar to a drop kick, this is a charging single high kick. As a combined action the attacker must move at least one space, up to half their movement and then performs a leaping high kick. If successful, the attack increases the damage range by +3. On a critical miss, the attacker falls prone adjacent to the defender. |
| Careful Shot | Combined | Bows, Crossbows, Combat 5, Precise Shot | Once per opponent per combat, as a combined action, you steady your aim to focus on a weakness in your opponent’s armor or defenses before shooting. Make one attack at +1 Edge. |
| Ground Fighting | Passive | Combat 5, Acrobatics | The combantant has practiced fighting while prone. They do not lose an edge when attacking while prone, and adjacent foes do not gain an edge against them while prone. Movement is still limited to prone movement, but the combatant is still able to dodge. |
| Half-Sword | Passive | Weapon | When using a two-handed sword, a combatant can shift their stance and draw the weapon back into a thrusting position, placing their secondary hand on the middle of the blade. Treat the weapon as a longsword for damage, but all attacks do pierce damage. It is a action to change stances. If the combatant injures himself on a mishap, the injury is most likely going to be to his hands by letting the blade slide in his grip. |
| Hand-Clap Bind | Combined | Combat 20 | Once per opponent per combat, as a response to a weapon attack where you have two available actions, declare a Hand-Clap bind. An empty-handed defender can attempt to "catch" his opponent's weapon by clapping his hands together and trapping it between them. This maneuver takes great precision and is risky. If their attack is equal or greater to your Defense Bonus but less than your Parry Bonus, you successfully catch the weapon between the palms of your hand and bind it. You may make a kick attack or a disarm against the bound weapon at +1 Edge. If the attacker hits you, the bind fails, you do not lose your second action, and they can choose to target either of your hands without penalty. |
| Head Butt | Action | Punching | This is a close combat attack where an attacker attempts to strike their grappled opponent's head with their own. Make a Strength Attack against the opponent's Defense Bonus without penalty for targeting the head. If the attacker is wearing a metal helm and the defender is not, treat as a punch but increase the damage range by +3. If the defender is wearing a helm and the attacker is not, or neither are wearing helms, calculate the damage using the attack roll and apply it to both using their respective head DBs. If either the attack or defender take 5 points of damage they are dazed for one round (-1 Edge to all actions). |
| Head Lock | Action | Combat 5 | A head lock is an attempt to pin an opponent by locking their head in your arms. From a controlled grapple, the attacker makes a Strength attack against their opponent’s Strength as per a Pin. If successful, the opponent is pinned by their head. On their next turn, if the attacker still has control of the grapple, the attacker can maintain the pin, perform a choke maneuver. This type of lock is considered to be an air choke. If the attacker begins a choke, on their next turn the opponent is unable to breathe. Per the choking rules, humanoids can hold their breath for a number of turns equal to their constitution score. Each round in a choke, the target takes one point of damage. If they cannot break out of the choke within their breath holding threshold they die. If the damage results in them going unconscious, and the choke is released, they remain unconscious until their Health Points become positive again. |
| Hook | Action | Combat 5 | When using a weapon with the hook attribute, an attacker can execute a thrust that intentionally misses and then draw back to hook their opponent to perform a disarm or knockdown attack. |
| Hook Kick | Action | Combat 5 | As a normal kick, but the attacker can change facing as part of the attack and adds +3 to the damage range. On a critical miss fall prone. |
| Improved Grapple | Passive | Combat 5 | As part of your combat style, you have trained in wrestling techniques. You are very good at performing grappling maneuvers and do not lose an edge to take control of or break out of a grapple. This only reduces the penalty by +1 Edge. Additionally, you add +5 to your Strength versus attackers grappling you or attempting to take control of a grapple. |
| Improved Shield Bash | Action | Combat 5, Shield Bash | You are skilled at using your shield as a weapon. You may make a shield bash with each of your available actions, but you cannot parry with your shield or gain the passive shield defense bonus when doing so. |
| Intercept | Reaction | Combat 5 | As a reaction you can parry an attack directed at an adjacent ally if the attacker is also adjacent to you. |
| Jab | Action | Punching | A jab is a quick strike focused on speed over power. A jab is a Dexterity attack instead of a Strength attack. |
| Jump Kick | Action | Combat 5 | This is a vertical high kick that can be performed numerous ways. The attacker jumps up from a guard or crouch, possibly pivoting the body to attack from the side or as part of a spin. This forceful kick does 1 1/2 times strength damage, but if it misses the attacker must make an athletics check versus the defender's Defense Bonus or fall prone and take fall damage. |
| Kicking | Passive | The combatant has trained in one of many styles of hand-to-hand combat. He can effectively attack with is legs and feet and perform any number of standard kicks. All kicking attacks increase a combatant’s physical reach from close to short but any turn a combatant kick he is at -1 movement, unless movement is specifically part of the kick. Unless otherwise specified, kicks cannot be used in close combat. Kicking attacks without this style are at -1 Edge. | |
| Knee Strike | Action | Kicking | Knee strikes are a close combat strike. If performed while grappled, the attacker is not at a penalty to strike. Knee strikes do not gain reach as a kick but do prevent movement when they are made. |
| Leg Grapple | Reaction | Improved Grapple | As a Reaction against a kick attack, If the attacker misses, the defender can immediately attempt a grapple or takedown. |
| Mounted Archery | Passive | You have trained at shooting a short bow or crossbow while mounted. You do not lose an edge when firing from a stationary or walking mount, and you only lose on edge from shooting from a running or flying mount. | |
| Mounted Combat | Passive | You have trained at fighting while mounted. You do not lose an edge when attacking with a one-handed weapon while mounted, and you can control your mount without using an action. | |
| Net Adept | Passive | Net Proficiency | Net adepts gain a 10' reach with their nets and can take trip or disarm actions instead of just grapple. If an opponent is entangled in your net, you can also perform drag or reposition actions. |
| Off-hand Weapon Training | Passive | Combat 5 | This training removes the off-hand weapon penalty. |
| Pin | Action | If you begin your turn in control of a grapple, you can attempt to pin your opponent. Make a Strength attack against their Strength. If successful, you maneuver them into a pin. Once a target is pinned, they have all the disadvantages of being grappled with an additional -1 Edge to escape the pin, and you gain +1 Edge to maintain the pin and to initiate immobilizing them. On your next turn, if your opponent has not broken the pin, make another Strength attack against their Strength to fully secure the pin and immobilize your opponent. Once an opponent is immobilized, they become helpless until the pin is released. Maintaining a pin requires an attacker's action each turn, but no additional rolls are needed unless another factor changes the situation. | |
| Point-blank shot | Passive | Bows, Crossbows, Combat 10 | When using your bow while adjacent to an enemy, you do not provoke reactions. |
| Pommel Strike | Action | Weapon | Pommel strikes are attacks made with the pommel of a one-handed bladed weapon, or a two-handed sword being used in a half-sword stance. This attack is a close-range attack and does 1-3 crushing damage. |
| Precise Shot | Passive | Bows or Crossbows, Combat 5 | You are adept at firing ranged attacks into melee. You do not lose an edge when firing at enemies adjacent to your allies, and you only lose 1 Edge when trying not to hit allies in close combat with enemies. |
| Punching | Passive | The combatant has trained in one of many styles of hand-to-hand combat. He can effectively attack with his fists and perform any number of closed fist or open hand strikes. Punching attacks without this style are at -1 Edge. | |
| Quickdraw | Action | Weapon | Quickdraw allows a combatant to draw his weapon from a sheathe or sling without expending an action (or two weapons simultaneously combined with Two weapon fighting). As an action the attacker can draw his weapon and attack in one motion (only one attack). If he is adjacent to a defender who is not expecting the attack, the attack is made at plus +1 Edge. |
| Reloader | Passive | Crossbow | You have practiced reloading your crossbow rapidly. Reduce reload times by 1 action. |
| Retain Weapon | Passive | Combat 5 | Retain weapon training teaches combatants how to keep from getting disarmed in combat. Add +5 to your Defense Bonus against disarm attempts. |
| Reverse Half Sword | Passive | Combat 5 | When using a two-handed sword, an attacker reverses the weapon so that he is holding it with both hands on the blade with the point now being the pommel. The purpose of this position is to use the guard as an improvised mace in order to do crushing damage. Treat the weapon as a light mace for damage purposes. If the attacker injures himself on a mishap, the injury is most likely going to be to his hands by letting the blade slide in his grip. it takes a action to change stances. |
| Reverse Parry | Reaction | Combat 5, Alertness | A combatant is able to parry an opponent either directly behind him or in a flanking position as long as he is aware of the opponent. |
| Reverse Stroke | Action | Combat 5, Alertness | Attack an opponent either directly behind you or in a flanking position without changing facing. The attack is made at -1 Edge. With 10 combat ranks the attack can be made without penalty. |
| Riposte | Action | Weapon, Combat 5 | A riposte is a quick counterattack after a successful parry. Once per round, after using a Reaction and successful parrying an attack with a Light weapon, make a counterattack as a free action. The initial attack must have met the defender's Defense Bonus and missed their parry to qualify for the riposte. |
| Roll with Blow | Reaction | Combat 5, Tumbling | As a dodge reaction, the defender tries to absorb the attack by moving back with it. If the attack meets or exceeds your Defense Bonus but does not hit your dodge, the defender can roll with the strike and move away one space, reducing the damage by half. |
| Roundhouse Punch | Combined | Punching | A roundhouse punch is a full body circular motion punch to gain extra power at the cost of telegraphing the strike. The attack is rolled at -1 Edge, but it increases the damage range by +2. |
| Rushing Attack | Combined | Bullrush, Combat 5 | As a combined action the attacker performs a bull rush maneuver. If successful, the attacker can follow up with a close combat strike or weapon attack on the same turn. |
| Shield Bash | Action | Shield proficiency | Shield bashes allow an attacker to use their shield to bash an opponent. You lose the defensive bonus from your shield until your next turn, and the damage range is equal to the shield bonus. You may only make one shield bash per turn. |
| Shield Disarm | Action | Shield Bash, Disarm (armed) | You have practiced using your small or medium shield to disarm your opponent after a successful shield bash. After hitting with a shield bash, you can use an action to attempt a disarm using the disarm action. If you fail, the disarm attempt provokes a reaction from your opponent. |
| Shin Kick | Action | Kicking | A shin kick is a powerful kick using the shin to strike instead of the foot. This close-range strength attack increase the damage range by +2, but the attacker takes 1/2 damage dealt to themself. At 5 ranks the damage to self is reduced to 1/4 damage, and at 10 ranks the attacker takes no damage as they have built up incredible strength and tolerance in their legs. For example, an attacker with a +2 strength bonus would normally do 1-3 damage with a kick. If this attack hits, it would do 1-5. On a net attack of 5 over, that would be 5 points to the defender and 3 to the attacker. At 5 ranks the attacker would 2, and at 10 ranks 0. |
| Shot on the Run | Combined | Bows, Crossbows, Combat 5 | As a combined action, you can move up to twice your speed and take a single ranged attack at any point during your movement. Your bow must be loaded, and the attack is at -1 Edge. |
| Slip | Reaction | Acrobatics | As a reaction the defender attempts to dodge an attack in a way that will allow them to slip past the attack and get into close combat. If the attack beats the defender's Defense Bonus but NOT their Dodge bonus, the defender immediately steps into close range. |
| Soft Parry | Reaction | Block | As a reaction an unarmed defender blocks a strike by guiding it past himself in a fluid motion. This action can be used to setup an arm lock or throw. If the attack value is greater than the defender's Defense Bonus but he successfully blocks, a lock or throw gains a bonus edge on the defender's next turn. |
| Spin Kick | Combined | Kicking | As a combined action, the attacker rotates their body using their arms to increase the speed of the attack, then performs a reverse upward kick to their opponent's torso or head. First make a combat check against the foe's Defense Bonus to create the surprise. If successful, make the kick attack with a bonus edge. If the surprise fails, this attack provokes a reaction, but the attack can be completed without the bonus edge. |
| Stamp Kick | Action | Kicking | This attack can be used against prone opponents and involves using the attacker's body weight to generate a more powerful but less controlled attack. Add +3 to the damage range. If the attack misses, the attacker takes 1 damage to their foot. |
| Stand Still | Reaction | Polearms, Trip | Similar to a trip, as reaction you can make a combat check to block an opponent from running past you. If you are successful, they must immediately halt their movement in a threatened space of your choice. |
| Stop Hit | Reaction | Weapon | Once per foe per combat, as a reaction, the defender may declare a stop hit when an opponent performs a press attack with a weapon of the same reach or shorter. The attacker and defender each roll attacks with +1 Edge. Whomever has the highest total of the four rolls resolves their attack, but the other attacker resolves their attack using their lower die. Note: regardless of the outcome of either attack, both attacks are considered to be simultaneous and get resolved regardless of their results. If the defender attempts a stop hit against the same foe in the same combat they automatically lose the contest and use the lower die. |
| Swap Places | Reaction | Acrobatics | As a reaction if an ally moves into your space, you can immediately move into the space they occupied without provoking reactions from adjacent enemies. |
| Sweep | Action | Weapon or kicking | This is a sweeping attack at an opponent's legs in order to knock them off their feet. If the attack beats the opponent's Defensive Bonus and they do not parry or dodge, resolve the attack at 1/2 damage and target is knocked prone. If your sweep fails, your attack provokes a reaction attack. |
| Throw | Reaction | As a reaction to a physical attack or a close combat weapon attack, a defender can attempt a throw. A throw counts as a dodge for defensive purposes. If the attacker beats the defender's Defense Bonus, but fails to beat the defender's dodge, the defender rolls a strength attack against the attacker's strength. If successful, you throw them prone into an adjacent space behind you. If the throw fails, then the original attack hits. | |
| Throw Defense | Passive | Combat 5 | Your opponent must beat your Parry Bonus to succeed at their throw. |
| Trip | Reaction | Sweep | As a reaction, if an opponent moves two or more spaces through your threatened space you can use a leg or a weapon with the trip quality to trip your opponent. Make a Combat check against the opponent's Defense Bonus. If successful, your opponent falls prone in the next space in line with the direction they were moving. If that opponent was running, roll the trip with +1 Edge and they take fall damage if they trip. |
| Tumble Kick | Combined | Combat 5, Tumbling, Kicking | This action involves a charging tumble towards an opponent to confuse them. The attacker must move at least 2 spaces. Roll an Athletics check against the opponent's perception. If successful, make a kick attack on that opponent with +1 Edge. If unsuccessful, roll the attack normally but provoke a reaction. Mishaps result in falling prone at the opponent's feet. |
| Two-weapon fighting | Passive | Combat 5 | You have specialized in using two weapons in combat. You do not suffer the off-hand penalty for fighting with your off-hand as long as you are wielding two light weapons. Two-weapon fighting enables a combatant to parry without using an action in conjunction with making two attacks. As long as each attack uses a separate weapon, either weapon can be used to parry. If one weapon is used for both attacks, the secondary weapon must be used for the parry. |
| Two-weapon fighting, Improved | Passive | Two-weapon fighting, Combat 10 | You have continued to master fighting with two weapons and can now fight with a medium weapon in your primary hand and a light weapon without penalty. |
| Uppercut | Attack | Punching, Block | An uppercut strike is a close-combat attack that involves an upward blow from the attacker’s middle. Uppercuts work well as counters to a block. If an opponent blocks, they only gain ½ of their Parry Bonus (rounded up) against the attack. |
| Weapon Disengage | Passive | Combat 5 | Beat attacks target your Parry Bonus instead of your Defense Bonus. |
| Weapon Specialization | Passive | Combat 5 | As part of your combat style, you have specialized in using a specific weapon (not weapon group). When fighting with this weapon gain +1 to attack rolls. This ability can be selected multiple times for different weapons but is limited to one per 5 ranks in combat. |
| Weapon Throw | Action | Throw a weapon not optimized for throwing using a range increment equal to your strength stat. For example, with a strength of 12, a attacker could throw a longsword up to 12 feet without penalty. |
Example of Play
GM: Calliope returns to the group after scouting out more goblins. Laurel and Brawn are still attending to Vincent, but Baldrick is nowhere to be seen.
Rob (Brawn): "Hey Calliope, can you go check on Baldrick. I think he went back up to the entrance."
Skyler (Calliope): "Of course". Calliope flies back to the shaft.
GM: Make a Perception check.
Skyler (Calliope): 25. I'm super perceptive.
GM: You hear someone running down the shaft. Someone much smaller than Baldrick.
Skyler (Calliope): That's not good. I'll quietly hover over the hallway entrance and wait to see who comes out.
GM: A moment later you see a goblin come stumbling into the room. He stops in surprise, seeing the rest of the party there. He didn't see you.
Skyler (Calliope): Well, that just won't do. I attack him from behind.
GM: You get a surprise attack, +2 Edge.
Skyler (Calliope): Oh, that's a 3, 6, and 15 - taking the highest.
GM: Well, a 15 will be a hit, but just barely.
Skyler (Calliope): Wait, wait. This is a complete surprise right?
GM: Yes
Skyler (Calliope): I can use my Ambush. That lets me adjust my attack by my ranks in Subterfuge. I have 6 ranks, so I can turn that into a natural 20. Critical hit!
GM: Oh, rude. Ok, roll for your hit location.
Skyler (Calliope): 19. Right in the back of the neck. My base damage is only 3, but I can get up to double that with a crit. So, 6 damage.
GM: He was already really injured, and he goes down after you drive your needle-like weapon into his spine.
Skyler (Calliope): Yah!
A well-executed ambush can end a fight before it begins.
Example Combat Styles
As mentioned previously, combat styles can be created in many different combinations. Here are a few examples of Advanced styles.
Boxer (Advanced)
Block
Bob and weave
Bruising Parry Punch
Feint
Jab
Punching
Roundhouse Punch
Slip
Stop Hit
Uppercut
This selection of actions covers most of what you would expect a modern professional boxer to perform. The Punching action currently covers all of the other types of punches. New punches with mechanical differences may be added in future expansions.
Striking Martial Artist (Advanced)
Back Kick
Block
Elbow Strike
Feint
Jab
Jump Kick
Kicking
Punching
Shin Kick
Sweep
Striking martial arts are those that focus on attacking and defending while standing. This includes hard forms such as Karate, Krav Maga or Muay Thai.
Fencing (two weapons, Advanced)
Beat
Bind and Strike
Disengage (armed)
Feint
Fleche
Floor Lunge
Pommel Strike
Quickdraw
Riposte
Two-weapon fighting
This example represents a two-weapon duelist, likely using a rapier and dagger combination. There are many other combat actions to add with more ranks, such as improving the two-weapon ability, retain weapon, stop-hit, or even mixing in physical combat actions.
Fighting Man (Advanced)
Beat
Block
Bull Rush
Dirty Tricks
Punching
Kicking
Half-Sword
Quickdraw
Stop Hit
Trip
This is an example of a trained soldier who primarily specializes in melee combat with a two-handed sword. He wears armor and combines pugilism and dirty fighting to take down his foes.