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.

Default Statistic: Graceful
Tech Level: 1

Unskilled


A weapon feels unfamiliar in the character's hands. They can swing it or get it in the way of someone else's swing, and that's about it. The character can take only basic actions.

Sample Actions

Attack (Inflict Physical Damage): Hit an opponent with a weapon.
Defend (Resist Physical Damage): Block a blow with a weapon.

Beginner (1-3)


The character has some experience with a weapon, practising on occasion, and likely with some combat experience with a handful of different arms. The character can take simple actions.

Sample Actions

Disarm (Achieve Success; disarmed): Knock a weapon from an opponent's hand.
Leverage Weapon (Create Advantage): Use the properties of a weapon to your advantage, to generate Advantage or Disadvantage.

Advanced (4-6)


The character is a career fighter, familiar with a range of weapons and proficient in using their weapon to mislead their opponent and command the flow of battle. The character can take actions that combine two objectives.

Sample Actions

Feint (Achieve Success; bypass Defend+ Create Advantage): The character goes to strike one way before turning his momentum in another, making his opponent scramble to adjust his block.
Force Back (Inflict Damage + Achieve Success; relocate opponent): The character unleashes a flurry of blows that forces their opponent to retreat a few steps.
Maul (Inflict Physical Damage + Inflict Physical Damage): The character throws their all into attack, striking blow after blow with careless abandon. The character will struggle to mount any sort of defence though.
Parry (Resist Physical Damage + Create Advantage): The character defends himself in such a way that he creates an opening for counter-attack.
Punishing Disarm (Achieve Success; disarmed) + Inflict Damage): The character attacks the weapon hand of his opponent, seeking not only to do harm but also to make his opponent drop his weapon.
Riposte (Inflict Physical Damage + Prevent Physical Damage): The character fights defensively, striking blows only to thwart his opponent's attacks. If the opponent doesn't attack this will make it harder to mount an offence though.

Complex (7-9)


The character is a true artist at arms, able to make use of a weapon in inventive and complicated ways and feeling like it is an extension of their own body. The character can take actions that combine three objectives.

Sample Actions

Action (effect): description

Peak (10)


The character is unmatched in battle, swatting aside lesser foes like clumsy oafs. Fighting is effortless as their weapon completes complex motions that seem impossible to the casual onlooker. The character can take actions that combine four objectives.

Sample Actions

Action (effect): description

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