Melee combat is a melee skirmish scenario in which characters attempt to take each other out of action by damaging their opponent’s health or destroying their composure. In close combat, the order of action is decided by the initiative score. On their turn, characters may take one full action, one bonus action, and as many free actions as are reasonable. The scenario ends when all opponents have either conceded the conflict or have been taken out of action. A character is said to be engaged with an opponent if either of them has the other as the main focus of their attention.
Melee Combat Actions
In close combat, action is ordered by initiative, action is divided into rounds, and characters are limited in their action selection. In a normal round of action, each character in the scene takes one or more actions in initiative order. Each character has one full action and one bonus action, which they may take in any order. After each character has finished acting, the round resets and begins again.
If a character is engaged with an opponent when they take an action, the opponent normally has the opportunity to use an action (full action or bonus action) to respond out of the initiative order. Responding to an action uses the responding character’s action for the round.
If a character is required to make an ability check when it is not their turn, and they either choose not to use an action or do not have an action available to use, the ability check is automatically equal to the fixed value of the ability.
Initiative Order
The order of action is determined by the fixed value of the Perception: survival: awareness skill. Using the fixed value creates an ordered structure to the conflict. Characters with greater situational awareness will consistently act more promptly and decisively.
If the Game Master determines that the combat has become chaotic and disorderly, he may call for an awareness ability check to determine initiative order for the round, the encounter, or for a limited number of rounds. Characters with greater situational awareness still have the potential to act first in the round, but this ability is less consistent.
Full Actions | Bonus Actions | Free Actions |
Attack | Gain an Advantage | Trash Talk Opponents |
Defend | Interact | Banter with Allies |
Move | Move | Move |
Recover | Ready an Action | Ready Equipment |
Force an Opponent | Support a Character | Plan an Action |
Full Action Selection
Characters may take one full action during their turn. A full action requires most of the character’s attention and usually requires an ability check. Full actions are used to make an attack roll, go on the defensive, move around difficult terrain, or force an opponent to respond.
Attack
An attack is an attempt to take an opponent out of action by creating a damage condition. If the attack is successful, the character will then roll their damage to generate result points and create conditions. The damage roll is determined by the weapon used in the attack.
To make an attack, a character rolls their skill dice against their opponent’s resistance. Unless their opponent has taken a defensive action, the difficulty of the roll is equal to the fixed value of the opponent’s defending skill.
In order to attack an opponent, a character must be within reach, close enough to strike the target but distant enough to use the weapon’s leverage. They defender must not be closer than the minimum distance and must not be farther than the maximum distance. The following skills are used to make an attack roll or to generate a fixed resistance value.
Attack Skill | Defended by |
Brawling: strike | Brawling: block |
Melee: martial weapons | Melee: deflect |
Melee: long weapons | Melee: deflect |
Skirmish: close weapons | Brawling: block |
Skirmish: light weapons | Skirmish: parry |
Weapon Category | Min Reach | Max Reach |
close | no minimum | 5 feet |
martial light | 5 feet | 10 feet |
long | 10 feet | 15 feet |
Defend
Characters normally defend against an attack using only the fixed value of a defensive skill and without using an action. As a full action, a character may go on the defensive: until their next full action, when a character is attacked, they may make a defensive ability check and add +10 to the total to generate their resistance.
Going on the defensive allows a character to focus all of their attention on defense. They may use any relevant skill to generate their resistance to an attack roll. If the attack roll is not equal to the fixed value of their defensive skill, there is no need to make an ability check to determine resistance.
In order to defend against an opponent – for both full actions and fixed values – a character must have distance and clearance. The defensive weapon must be distant enough to use the weapon’s leverage defensively and must have enough space around it to move without obstruction. The following skills are used to make a defense roll.
Defensive Weapon | Defensive Skill | Defends Against | Distance | Clearance |
none | Brawling: block | unarmed strike; close weapons | none | none |
light | Skirmish: parry | light weapons | none | none |
martial | Melee: deflect | martial weapons; long weapons | 5 feet | 5 feet |
long | Melee: deflect | martial weapons; long weapons | 5 feet | 5 feet |
Move
A character may use a full action to make an Athletics or Acrobatics ability check to move over or around obstacles on the battlefield or to cross treacherous terrain. A character may move up to their full Move distance in a full action. If an ability check would be required, and the difficulty of the check is equal to or less than the fixed value of the character’s ability, no ability check is required. This allows characters to leap up low elevations, to the top of tables, fight on a narrow ledge, or knock over unstable terrain features. If a character fails a movement ability check, the movement may still occur, but the characters suffers a fatigue condition equal to the negative result points.
Normally, a character who is engaged with an opponent in melee combat cannot prevent their opponent from attempting to match their movement. By making a movement ability check, a character may move away from or towards an opponent; the opponent must use an action in order to respond to the movement.
Difficulty | Very Easy 1-5 | Easy 6-10 | Moderate 11-15 | Difficult 16-20 | Very Difficult 21-25 |
Distance | 20 feet | 30 feet | 40 feet | 50 feet | 60 feet |
Ascent | 10 feet, many handholds | 15 feet, ready handholds | 20 feet, some handholds | 25 feet, few handholds | 30 feet, finger holds |
Terrain | firm ground | soft or loose ground | uneven or shifting ground | narrow, weak, or unbalanced ground | any previous concealed from view |
Passage | wide open | wide with light obstructions | wide with heavy obstructions | narrow with light obstructions | narrow with heavy obstructions |
Shift Object | unsteady, up to 5D damage | unsteady, up to 6D damage | firmly placed, up to 7D damage | firmly placed, up to 8D damage | firmly placed, up to 9D damage |
Athletics: sprint allows a character to cover open terrain quickly and suddenly, gaining an advantage from a new position or removing themselves from harm’s way. Any abrupt, sudden, or speedy movement that is primarily along a clear, horizontal surface requires a sprint check.
Athletics: climbing allows a character to quickly ascend or descend a vertical elevation. On the battlefield, this can include sheer walls, large boulders, trees, and netting or rigging. Any movement that is primarily along a vertical surface requires a climbing check.
Athletics: jumping allows a character to leap over, around, or through obstacles that would otherwise block movement. On the battlefield, this can include open pits, hindering terrain, low obstacles, and gaps between locations. Any movement that requires a character to leave the ground and land safely requires a jumping check.
Acrobatics: balance allows a character to quickly and safely cross slippery, unsteady, or treacherous terrain. On the battlefield, this can include a narrow ledge, a shifting log, moss covered rocks, or very small footholds. Any movement that places the character at risk of falling over or entering into an undesirable position requires a balance check.
Lifting: shift allows a character to move, relocate, and knock over objects or parts of the terrain. On the battlefield, this can include dislodging boulders, knocking over trees, toppling structures, and hurling heavy or unstable equipment. Any time a character attempts to move a heavy object, unbalance an object, or make an attack by knocking over or hurling a heavy object up to 15 feet, it requires a shift check.
Recover a Condition
If a character is suffering from a damage, fatigue, or composure condition, they may use a full action to attempt to recover a condition. In order to recover a condition, the character must make an ability check that generates enough result points to match the rank of a condition, including any ranks used to modify the condition recovered.
The difficulty of a recovery check is determined by the highest ranked damage or composure condition on the damaged character. The result points of the ability check determine the recovery condition created. If the recovery check does not create enough ranks to completely remove the condition, it may be able to reduce its severity or duration instead.
Stamina: recover allows a character to recover or reduce their own damage or fatigue conditions. The character takes a moment to bind their wounds, apply treatment, or simply catch their breath. The results of the recover ability check can be used to modify an existing damage or fatigue condition or to create a recovery condition.
Discipline: focus allows a character to recover or reduce their own or another character’s composure conditions. The character stops to think about their situation, focus their willpower, center their spirit, or reevaluate their position. They provide another character with motivation, encouragement, or a renewed sense of purpose. The results of the focus ability check can be used to modify an existing composure condition or to create a recovery condition.
Technical: medicine allows a character to recover or reduce another character’s damage or fatigue conditions. The character provides medical attention, treats injuries, or administers medications or holistic healing techniques. The results of the medicine ability check can be used to modify an existing condition or to create a recovery condition.
Rank | Difficulty | Recovery Effects |
1 | Very Easy | Recover a rank 1 condition; or +1D to the next recovery check. |
2 | Easy | Recover a rank 2 condition; or reduce an existing condition’s duration from the end of the encounter to 1D rounds. |
3 | Moderate | Recover a rank 3 condition; or reduce an existing condition’s duration from the end of the scene to the end of the encounter. |
4 | Difficult | Recover a rank 4 condition; or reduce an existing condition’s duration from requiring intentional recovery to expiring at the end of the scene. |
5 | Very Difficult | Recover a rank 5 condition; |
Force an Opponent to Move
As a full action, a character may attempt to force their opponent to move around the battlefield, or attempt to forcibly move their opponent. A successful ability check allows the character to choose the direction their opponent moves. The opponent is moved five feet for every rank that would be created.
Tactics: arena allows a character to crowd and draw out their opponent and force them to move around the battlefield. An opponent may be forced into difficult or treacherous terrain, backed up against an obstacle, or forced to attempt a jump or climb. The opponent may even be forced into terrain they know to be damaging or forced into terrain that requires an ability check. This skill is normally resisted by the fixed value of the opponent’s Tactics: arena.
Brawling: grapple allows a character to forcibly move an opponent. The opponent is knocked down or bodily moved against their will. An opponent may not be forced to attempt an ability check but may be forced into damaging terrain. This skill is normally resisted by the fixed value of the opponent’s Brawling: grapple or Acrobatics: tumble.
Bonus Action Selection
Characters may take one bonus action per turn. A bonus action does not require a character’s full attention, and may or may not require an ability check. Bonus actions are used to move around the battlefield, interact with an opponent, or attempt to gain an advantage.
Gain an Advantage
A character may us a bonus action to attempt to gain an advantage over an opponent by creating a physical distraction, identifying a weakness in their opponent, or psyching themselves up. Advantages can be used by the character who created them or they can be “passed” to another character who is able to benefit from them.
Bluff: misdirection allows a character to create a distraction with a flashy or apparently threatening motion such as throwing something in the opponent’s face or setting off a flash bomb. Purely verbal distractions attempt to make an opponent worry about something other than their current situation. Drawing an opponent’s attention from the combat creates openings and makes their actions less effective. Misdirection is resisted by Insight: cues.
Research: memory allows a character to identify weaknesses in their opponent or to leverage patterns of behavior. It uses existing knowledge of an opponent in order to target their weaknesses and avoid their strongest attacks. The difficulty of the memory check is determined by the rarity or unfamiliarity of the opponent.
Survival: awareness allows a character to increase their initiative score on their next turn. It has a fixed difficulty of 10. Result points from the awareness ability check add directly to a character’s initiative on the next round.
Rank | Advantage Effects |
1 | +2 to a single ability check for one turn |
Advantage on a single ability check | |
2 | +1D to a single ability check for one round |
+1 bonus action for one round | |
3 | +1D to a single skill for one encounter |
+1 full action for one round | |
4 | +1 Action point |
5 | +1 new ability |
Interact
A character may use a bonus action to interact with their opponent in an attempt to create a composure condition. Words become a powerful weapon on the battlefield when they are used to shake an opponent’s will to fight. A canny fighter not only has the ability to gain an advantage over their opponent, but can actually take an opponent out of action without ever causing damage.
Taunt: insult attempts to shake an opponent’s focus and cause them to make poor tactical choices. A taunt does not have to be verbal; insulting gestures or pointedly disregarding an opponent as a threat can both infuriate the weak willed. Insult is resisted by Insight: ego.
Intimidate: startle attempts to shock an opponent and cause them to react without thinking. Threatening gestures, unexpected actions, and creepy behavior can all unsettle an opponent and remove them from the fight. It is resisted by Discipline: resolve.
Command: demoralize questions the effectiveness of an opponent’s will to fight and reduces their confidence in their choices. Demoralizing an opponent causes them to devalue their achievements and remove their willingness to endure hardships and setbacks. Demoralize is resisted by Discipline: conviction.
Move
As a bonus action, a character may move up to half of their Move distance. If they are engaged with an opponent, that opponent has the option of responding by immediately matching the character’s movement if they are able to do so.
This allows a character to advance on an opponent, take advantage of terrain position, or withdraw from a combat. The opponent has the option of immediately backing away to prevent the advance or following to prevent a withdrawal.
Acrobatics: tumble allows a character to use a bonus action to cross over or around obstacles by making an ability check instead of using their fixed value. If the opponent wishes to follow them, they must also make an ability check.
Ready an Action
A character may use their bonus action to prepare a single ability check in response to a conditional action. If the conditional action never takes place, the bonus action is still considered to be used. The conditional action must directly enable the ability check in some way. For example: a melee weapons attack may be readied if an opponent moves within reach, or a sprint may be readied if an opponent moves out of reach.
A readied action is considered to be immediately prior to the triggering action in initiative order. For example: a melee weapons attack is readied if an opponent moves within reach. An opponent uses their bonus action to move within reach, triggering the readied attack; the readied character then takes their action. After the readied action is resolved, the triggering character may finish their round.
Defensive actions can be prepared as a readied action by choosing to fight defensively. This defensive ability check gains a special bonus of +5; the final defensive value is equal to the greater of the fixed value or the ability check.
Holding an action is a general form of readying an action, allowing a character to have an action available with which to respond to the actions of characters who are later in the initiative order.
Combine Actions
A character may use their bonus action to combine their action with an opponent or an ally in an effort to enhance or blunt the other character’s action, using the ordinary rules for combined actions. A combined action will require the character to have a skill that allows them to assist or interfere with the other character.
For example:
- Combining attack skills with an ally to more effectively attack an opponent with a high defense.
- Moving in such a way as to interfere with an opponent’s attempts to move around the field.
- Combining taunt skills with an ally to really make an opponent lose their cool.
Free Actions
Free actions do not take up much of a character’s attention, and never require an ability check. Free actions account for incident movement, conversation, and simple actions during a melee combat.
Trash talking an opponent is a time-honored practice and an integral part of many characters’ personas. This is a great opportunity for some dynamic give and take between opponents and a way to build up history for call backs later in the game. Game Masters are known to award bonus luck points for memorable trash talk.
Witty banter with allies makes for a more entertaining game and offers the opportunity to build camaraderie. This is were friendly jabs are traded and characters really get to know each other. Game Masters are known to award bonus luck points for memorable witty banter.
Incidental movement does not consume an action. A character is allowed to move up to half of their Move distance as a free action. This movement must be across unobstructed terrain, must not require a skill check, and may be responded to with matching movement by an engaged opponent.
Readying equipment is a vital part of the skirmish conflict, but it is not usually very interesting. A character may use a free action to prepare a piece of equipment that they may reasonably and easily access, to reload a weapon that does not require excessive attention, or to stow a piece of a equipment into an easily accessible location.
Planning action with other party members often comes down to shouting instructions at each other at the last minute. If characters have the ability to easily communicate with each other, doing so does not require an action.
Melee Combat Conditions
Damage
When an attack generates result points, the first rank created is always used to make a damage roll. If the attack generated enough result points to create additional ranks, each additional rank adds 1D to the damage roll.
The value of the damage roll is determined by the weapon used to attack with. The damage roll is resisted by a character’s Strength ability, modified by armor or equipment, but not modified by skills. Ranks created by the damage roll create damage conditions. Damage conditions are cumulative.
Rank | Description | Effect |
1 | Stunned | Character suffers -2 to all ability checks until the end of their next turn. |
2 | Hurt | Character suffers -1D to all ability checks until the end of their next round. |
3 | Wounded | Character suffers -1D to all Dexterity checks until the end of the encounter. |
4 | Incapacitated | Character makes all ability checks at disadvantage. |
5 | Out of Action | Character is taken out of action. |
Fatigue
When a character attempts a movement ability check, whether they are forced to move or choose to take an action, and the check is failed, a fatigue condition equal to the negative result points is created on the character. Fatigue conditions are cumulative. Failing a movement ability check does not also automatically mean that the movement fails.
Rank | Description | Effect |
1 | Breathless | Character makes all ability checks at disadvantage until the end of their next turn. |
2 | Winded | Character may not take a bonus action until the end of the next round. |
3 | Tired | Character suffers -2 to their fixed ability scores until the end of the encounter. |
4 | Exhausted | Character suffers -1D to all Strength checks until the end of the scene. |
5 | Out of Action | Character is taken out of action. |
Composure
When a taunt, intimidate, or command ability check is successful, the result points generated create a composure condition. Composure conditions are cumulative.
Rank | Description | Effect |
1 | Startled | Character suffers -2 to their initiative on the next round. |
2 | Disoriented | Character makes all ability checks at disadvantage until the end of their next round. |
3 | Discouraged | Character may not take a bonus action until the end the of the encounter. |
4 | Demoralized | Character suffers -1D to all Presence checks until the end of the scene. |
5 | Out of Action | Character is taken out of action. |