Martial Combat Skill
A popular skill in fantasy roleplaying, the Martial Combat Skill covers the use of all kinds of weapons to inflict damage on another thing, and to prevent damage being inflicted on yourself. The most basic skills are the ability to understand the weight, speed and reach of a weapon when held, and anticipate how quickly it will move and how to move with it to both take advantage of an opponent's movements and not leave yourself open to attack. At more complex levels skills like feinting, disarming an opponent or parrying an incoming attack all become part of the repertoire of the martial combatant, however the basic tenets remain hitting without being hit back.

Key Statistic: Dexterity
Tech Level: 1

Unskilled


none

Beginner (1-2)


Attack

Description
Objective: Inflict Damage
Duration: Action (<6 seconds)

Block

Description
Objective: Resist Damage
Duration: Action (<6 seconds)

Disarm

Description
Objective: Achieve Success (disarm)
Duration: Action (<6 seconds)

Leverage Weapon

Description
Objective: Create Advantage
Duration: Action (<6 seconds)

Professional (3-5)


Feint

Description
Objective: Achieve Success (expend defence) + Create Advantage
Duration: Action (<6 seconds)

Force Back

Description
Objective: Inflict Damage + Achieve Success (relocate opponent)
Duration: Action (<6 seconds)

Parry

Description
Objective: Resist Damage + Create Advantage
Duration: Action (<6 seconds)

Punishing Disarm

Description
Objective: Achieve Success (disarm) + Inflict Damage
Duration: Action (<6 seconds)

Expert (6-7)


Maul

Description
Objective: Inflict Damage + Inflict Damage
Duration: Action (<6 seconds)

Riposte

Description
Objective: Inflict Damage + Prevent Damage
Duration: Action (<6 seconds)

Master (8-9)


Cripple

Description
Objective: Inflict Damage + Inflict Damage + Inflict Damage
Duration: Action (<6 seconds)

Perfect (10)


Wall of Steel

defend against unlimited attacks
Objective: Prevent Damage (x ∞)
Duration: Action (<6 seconds)

Specialities


Disarming: add full spec bonus when attempting or resisting Achieve Success (disarm) results.

Dual-Wielding: add full spec bonus to affected action, as well as advantage die, when using Create Advantage with paired weapons.

Defensiveness: add full spec bonus when using Prevent Damage

Hand Weapons: add full spec bonus to affected action, as well as advantage die, when using Create Advantage with hand weapons.

Heavy Weapons: add full spec bonus to affected action, as well as advantage die, when using Create Advantage with heavy weapons.

Light Weapons: add full spec bonus to affected action, as well as advantage die, when using Create Advantage with light weapons.

Polearms: add full spec bonus to affected action, as well as advantage die, when using Create Advantage with polearm weapons.

Special Pass: add bonus to any attempt to use specific signature attack for all listed objectives.

Skills
Acumen | Alchemy | Animal Training | Artistry | Athletics | Awareness | Bargaining | Body Control | Brawn | Conning | Cookery | Deduction | Disguise | Divhi Religion | Divination | Engineering | Farming | Flattery | Gaming | Governance | Healing | Herbalism | Herding | Intimidation | Leadership | Marksmanship | Martial Combat | Material Crafting | Music | Numeracy | Oratory | Performing | Questioning | Region Lore | Region History | Resolve | Riding | Sleight of Hand | Speak Language | Stamina | Stealth | Strategy | Swimming | Teaching | Terrain Survival | Tracking | Trapping | Unarmed Combat | Vehicle Handling | Wit