Back to StudiesThe Study of Close Combat     The Study of Close Combat concerns everything related to the use of melee weapons, and many other aspects of close-quarters combat. It is arguably the most universally important Study related to combat in Lur-Asko; although other Studies may make a character technically more powerful, there are few solutions more foolproof than a sword or mace. Parties without any specialists in this Study area are often rather short-lived.
Stat Requirement to Enter Study: None Notes for New Characters     This is a vital Study for any adventuring party. Even if you choose to focus on another Study, a few tiers in Close Combat can offer vital protection in a fight. Meanwhile, the benefits of gaining a high tier in this area are probably just as you imagine.
Extra Tiers     Characters who enter the Study of Athletics usually find that practicing the melee arts simultaneously improves their athletic ability. When you reach 4 base tiers in the Study of Close Combat, you gain 1 extra tier in the Study of Athletics.

Close Combat Lore     Melee combat has captured the dedication of Lur-Asko's fighting men and women ever since kinetic shields and energy shielding began to proliferate in the Draconic Wars. The types and sizes of melee weapons are legion; consult Melee Weapons for the requirements and rules for specific weapons. Less common than weapon-using characters but occasionally popping up throughout history are the unarmed specialists, who generally possess lesser capability but less reliance on equipment. More commonly, adventurers round their skills out into several types of melee weapon as well as occasional unarmed fighting. Although the most "purist" of Close Combat students like to downplay the significance of technology on their arts, the development of armor has greatly impacted melee battles since even prehistoric times. Of particular significance are blunt weapons and grappling techniques, each of which tend to become more popular with adventurers who frequently fight well-armored enemies.

    In the Draconic Wars, when melee combat was of paramount importance due to many technological defenses on both sides, melee specialists began formulating the first "high martial arts." Often, this development was assisted by the analysis of dragons or Alacrian battle AIs. As a result, the fighting arts of Tsuunahgo reached a level of advancement far ahead of what we might be familiar with on Earth.

Melee Insight     To a certain extent (and for a limited time), muscle memory and training can fill in for the extreme mental focus required by advanced melee moves. Once you have a Close Combat Ability that uses insight, you begin tracking melee insight. Melee insight is identical to normal insight, except that it can only be used for Close Combat Abilities; you can use it first in order to save some normal insight for other Studies. Unlike normal insight, melee insight is refilled to its maximum whenever you have at least 2 minutes to rest. Its maximum begins at 4; the maximum is increased whenever you gain a tier, by an amount equal to 1/4 of the tier gained:
Close Combat Tier 1
2
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Maximum Melee Insight 4
4
4 5 6 7 8 10 12 14 16 19 22 25 28 32 36 40 44 49 54 59 64 70 76 82 88 95 102 109

    The maximum can be modified by certain Abilities and Attributes. Melee insight cannot exceed its maximum at any time, even if gained mid-combat through Abilities or Attributes.

    A single expenditure of insight can be split between melee insight and normal insight. For example, if you must spend 7 insight for a Close Combat Ability, you can spend 4 melee insight and 3 normal insight.

Melee Attacks, Competency, and the Melee Competency Ability

    Rules regarding melee attacks for all characters (even those with no tiers in Close Combat) can be found in Combat. To summarize, all characters may make incompetent attacks unarmed, as grapple attempts, or with any weapon they meet the stat requirements to wield. This does not require an offense roll. If a character is considered competent with all melee weapons they are currently wielding (or with unarmed combat or grappling if attempting those), they may make competent attacks. Competent melee attacks require an offense roll of d6 on DEX, but are not as easy to avoid; the defense roll is d20 on DEX instead of d12. If the offense roll fails by any amount, the entire attack fails. Close Combat Abilities involving your attacks only apply to competent melee attacks unless otherwise stated.

    All Close Combat Backgrounds automatically grant you the Melee Competency Ability at your 1st tier. Be sure to check the rules for this Ability below, and select your first 3 competence categories. If you are a minotaur, you are already competent with your natural weapon (your horns).

Announcing Ability Use     Any Ability which has some type of cost must be announced to the GM before making the relevant offense or defense roll (except for reactive +TNs, which are not used until after the roll). Any insight or fatigue cost must be paid immediately upon using the Ability, regardless of the success of the attack. Abilities that simply provide a constant benefit without a cost are presumed to always be in use if valid and do not need to be announced.
Close Combat Backgrounds    Broadly speaking, Close Combat Backgrounds are less tied to how a character developed their skills, and more to the purposes for which they did so. Those with different Backgrounds are usually not rivals, but simply influenced by their past to dedicate themselves to different roles on the battlefield.
Duelist (Costs 3 LP)
    You pursue the melee arts not only in practice, but in theory as well. You tend to view fights in a more technical way, and can probably recite the stances and forms of several high martial arts. Overcoming the defenses of challenging enemies, particularly in a one-on-one fight, is the iconic strength of such an approach. Maybe you have a specific foe you're out to slay, or maybe you just want to ensure you hold your own against anyone you end up having to fight. In bardic legend, duelists can be found as anything from vengeful hunters to good-natured sport fighters.
    Duelists gain the Melee Competency Ability as an extra benefit at 1st tier, and the Melee HMA Mastery Ability at 8th tier.
    Suggested Abilities: Defensive Footwork, Expert Attack, Dueling Focus
Skirmisher (Costs 3 LP)
    Your pursuit of the melee arts is often a literal pursuit; you focus on speedy and decisive strikes, outrunning enemies and outflanking their defenses. Whether it's bypassing group defense, getting to a distant fight more quickly, or getting out before the enemy can muster their most dangerous defenses, you prize mobility in a battle. This style is a common choice of Adlet, elves, and any warrior who trains athletically for speed.
    Skirmishers gain the Melee Competency Ability as an extra benefit at 1st tier, and the Melee HMA Mastery Ability at 9th tier.
    Suggested Abilities: Defensive Footwork, Advanced Combat Mobility, Expert Attack
Rider (Costs 3 LP)
    You pursue the melee arts from atop a mount. Perhaps you hail from the proud traditions of horsemanship in Manusia or Skreti, or perhaps you will seek more exotic steeds from the Study of Nature... or the Study of Vehicles. While by no means helpless on foot, your melee skills tend to focus on what you can do from the saddle, and the unique tactics you can access from there.
    Riders gain the Melee Competency Ability as an extra benefit at 1st tier, and the Melee HMA Mastery Ability at 9th tier.
    Suggested Abilities: Mounted Melee Competency, Mounted Defense, Power Offense
Defender (Costs 3 LP)
    You pursue the melee arts in order to defend yourself and/or others, at the expense of offense. Characters of your style are frequently employed by nobles and merchants as bodyguards; in an adventuring party, they are invaluable for protecting more vulnerable comrades. If you focus on your own personal defense, this Background is excellent for non-melee focused characters looking to protect themselves and survive long enough to use Abilities from other Studies.
    Defenders gain the Melee Competency Ability as an extra benefit at 1st tier, and the Melee HMA Mastery Ability at 9th tier.
    Suggested Abilities: Defensive Footwork, Comprehensive Defense, Defend Others
Slugger (Costs 2 LP)
    Your pursuit of the melee arts is guided by your strength. You focus on hitting hard and hitting often, and even in the event that you find someone bigger and stronger than you, you probably have a few tricks for punching above your weight. Meanwhile, your training will hopefully help you avoid the worst counterattacks from more nimble adversaries. Characters of this style are the heavy hitters of the party, and likely supplement their skills with athletic pursuits related to strength.
    Sluggers gain the Melee Competency Ability as an extra benefit at 1st tier, and the Melee HMA Mastery Ability at 9th tier.
    Suggested Abilities: Defensive Footwork, Power Offense, Sweeping Offense
Amateur     You are considered new to the melee arts. You likely focus on other Studies, but needed at least the basics of Close Combat to avoid dying in the dangerous areas that adventurers frequent. While this Background is limited, it allows you free access to melee competency, and can be easily upgraded later in life.
    Amateurs gain the Melee Competency Ability as an extra benefit at 1st tier. You are unrestricted by favoredness, but have a tier cap of 3.
    Suggested Abilities: Defensive Footwork, Comprehensive Defense, Concentrated Defense
Changing Backgrounds    All Backgrounds can change to one another, if the character pays the difference in LP cost between the old and new Background (if any), plus 1 LP, plus another 1 LP for every 3 base tiers they already have in Close Combat. The latter two requirements do not apply to Amateurs, who need only pay the normal LP cost of their new Background regardless of tier.
Backgrounds & Training    Close Combat Backgrounds are unrestricted in training; all Backgrounds may train each other, and all may find training in cities.
Ability Favoredness Chart

Duelist
Skirmisher
Rider
Defender
Slugger
Melee Competency
Advanced Combat Mobility





Advanced Grappling





Aerial Expertise  
Anti-Armor Techniques


Blind Fighting
Cautious Strike        
Charging Attack





Comprehensive Defense





Concentrated Defense





Couched Polearm Charge





Defend Others





Defensive Footwork
Dual-Wielding Mastery





Dueling Focus





Expert Attack





Flurry Attack





Heavy Attack





Insightful Style





Kata Master





Light Attack





Massive Swipe





Melee HMA Mastery
Melee Quick Draw





Mounted Defense





Mounted Melee Competency





Power Defense




Power Offense




Set Polearm





Shield Mastery





Shield Walls





Sweeping Offense





Two-Handed Mastery





Unarmed Combat Specialist





Underwater Expertise
Close Combat Abilities Melee Competency    All-favored
    This Ability grants competency in various categories of weapons. When you first obtain this Ability, you gain competency in 3 categories. Without competency in the weapon(s) you are wielding, you can only make incompetent melee attacks. Each weapon will list what competency category it falls under.
     The categories you can choose from are:
    -Flexible
    -Grappling
    -Hafted
    -Polearm
    -Shield
    -Staff
    -Sword
    -Unarmed
    In addition to competent attacks, this Ability also provides a +TN to your melee offense and melee defense rolls when competently wielding weapons. The offense roll +TN is equal to the Offense rating of your weapon (or the lower Offense rating if dual-wielding). The defense roll +TN is equal to the Defense rating of your weapon (or the higher Defense rating if dual-wielding), to a maximum of 8.
    If you choose the Shield category and are using a shield, you gain an additional melee defense roll +TN equal to your shield's Defense rating, to a maximum total +TN of 8 (when added to your weapon's Defense). Using a weapon and shield does not count as dual-wielding (unless the shield is being used as a weapon; see Armor & Shields).
    The defense +TNs from this Ability are effective against attacks made to initiate a grapple, just like all other melee defense Abilities. However, they cannot be used against an opponent you are already in a grapple with. They also cannot be used if you attacked with a natural weapon on your last turn. The offense +TN is not applicable to offense rolls that use a non-weapon competency category (for example, grapple attempts), even if you happen to be competently wielding weapons during the roll.
Progression
    Normal: For every tier above 1st, you choose another competency category to gain.
    This Ability cannot be emphasized or maximized.
Advanced Combat Mobility    Skirmisher-favored
    Rider-favored
     You may spend 5 insight to attempt to bypass group defense as a free action instead of a minor action. If the roll to bypass fails, you may not re-attempt it as a minor action.
    Additionally, you receive one less degree of melee disadvantage from using breakout tactics (see Combat). This essentially allows you to always choose one of the breakout options without consequence.
    You may "share" all effects of this Ability with your mount.
Progression
    Normal: The insight cost is reduced by 1/6 your tier.
    Emphasized:The insight cost is reduced by 1/3 your tier. Upon reaching 0 cost at 15th tier, you gain another option to spend 5 insight to remove an extra degree of melee disadvantage from using breakout tactics; every 3 subsequent tiers reduces this insight cost by 1.
    This Ability cannot be maximized.
Advanced Grappling     Slugger-favored
    This Ability is only usable against an opponent you are grappling with, after the grapple begins. It grants you a +TN of 4 during all offense and defense rolls within the grapple.
    If your STR is greater than your opponent's, you increase the +TN to 7, or to 10 if your STR is at least double your opponent's.
Progression
    Normal: At 4th tier, you gain the option to spend 10 insight to gain a reactive +TN for any roll valid for this Ability's normal +TN. The amount of the reactive +TN is equal to the normal +TN. This insight cost is reduced by 1/12 your tier.
    Emphasized: At any tier, you gain the 10 insight option as in Normal. The insight cost is reduced by 1/6 your tier.
    Maximized: As Emphasized, but the insight cost is reduced by 1/4 your tier.
Aerial Expertise    All-favored
    While flying, you gain a +TN in melee defense rolls equal to 1/3 of your current flying SPD, to a maximum of 5. This effect cannot be used while mounted.
Progression
    Normal: At 7th tier, you may use Expert Attack while flying or riding a flying mount, but only against other characters who are also flying (or who are on flying mounts).
    This Ability cannot be emphasized or maximized.
Anti-Armor Techniques    Duelist-favored
    Skirmisher-favored
    Rider-favored
    This Ability allows you to vary the techniques of your melee attack according to the armor of your target. By adding 2 Hindrance to your offense roll, the drive of your weapon(s) is increased by 8, or by 16 for a weapon with the Precise tag. If you score a critical hit, this Ability instead has the effect of allowing you to choose both options for a critical hit (that is, increasing drive by 10 or 20, as well as choosing the type of injury inflicted).
    This Ability can only be used when attacking a character (not a vehicle or object).
Progression
    Normal: At 4th tier, you gain the option to spend 7 insight to use this Ability with no Hindrance. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the 7 insight option as in Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Blind Fighting    All-favored
    When you have the blinded status or otherwise cannot see, you may still make competent melee attacks instead of incompetent blind attacks, at the cost of 5 Hindrance to your offense roll. Your actual target is still randomly selected from all non-visible enemies in your engagement, as per normal blind attack rules.
    Additionally, you may be warned about stealth attacks even when you are blinded.
Progression
    Normal: The offense roll Hindrance is reduced by 1/12 your tier.
    Emphasized: The offense roll Hindrance is reduced by 1/6 your tier.
    This Ability cannot be maximized.Cautious Strike    Duelist-favored
    This Ability allows you to grant the target of your melee attack 2 Easing in their defense roll, in exchange for the option to "undo" the hit if you don't like the results of their defense roll or injury roll. For example, you can use this to decline hitting someone with a damage aura until you get a critical hit, or to make sure you don't inflict a Perception Injury on a person you want to capture alive.
Progression
    Normal: The Easing is reduced to 1 at 16th tier.
    Emphasized: The Easing is reduced to 1 at 8th tier, and to 0 at 16th tier.
    This Ability cannot be maximized.
Charging Attack    Slugger-favored
    Skirmisher-favored
    This Ability allows you to charge at the enemy, relying on momentum rather than technique to overcome their defenses. To use this Ability, you must have not already been in an engagement with your target at the start of the round, must move at least short range closer to them during the movement phase, and must end the movement phase engaged with them (either because your movement was sufficient to engage them, or because they also moved towards you).
     If you are able to use this Ability, you add 50% of your SPD as extra STR when calculating the damage and drive of your weapon(s), as well as when determining the effects of Power Offense and/or Advanced Grappling. If you rushed during your movement, you add 100% of your SPD instead. If you did not need to rush to reach the target, you may still do so to gain this effect. Very fast characters must consider their SPD to be a maximum of 20 when resolving this Ability.
    This Ability has no effect if you have any degree of Mobility Injury (or Wing Injury, if appropriate and flying). It cannot be used simultaneously with Flurry Attack. It cannot be used with a natural attack described as a Tail.
    This Ability cannot be used while mounted; however, a mount that has this Ability can share the benefits with its rider as a major action, or as part of its own attack. If your mount did this on its turn, you may use this Ability as if you had it yourself, except that you consider your mount's SPD (to a maximum of 20) instead of your own.
Progression
    Normal: At 4th tier, you gain the option to take fatigue to increase this Ability's effects. The maximum fatigue is 1/4 your tier. Add the amount of fatigue to your SPD when resolving the effects of this Ability, to a maximum of 20 effective SPD. If a mount does this, its benefits are shared with the rider (the rider does not take the fatigue).
    Emphasized: At any tier, you gain the fatigue option from Normal. The maximum fatigue is 1/2 your tier.
    This Ability cannot be maximized.
Comprehensive Defense    Defender-favored
    As a slowing minor action, this Ability allows you to devote attention to defense against all melee attackers. Until your next turn, you may spend 7 insight to apply a reactive +TN of 2 in any melee defense roll.
Progression
    Normal: For every 12 tiers, the reactive +TN is increased by 1.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Concentrated Defense    Defender-favored
    This Ability allows you to modify the effects of Comprehensive Defense. You may focus that Ability on a single character within sight. Until your next turn, that Ability cannot be used against attacks from any other character, but its reactive +TN is increased by 2.
Progression
    Normal: For every 12 tiers, the reactive +TN when using this Ability is further increased by 1.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Couched Polearm Charge    Rider-favored
    This Ability can only be used while riding a mount that has used the Charging Attack Ability, and which has rushed during this round's movement phase (even if it did so only for the purposes of Charging Attack). If Charging Attack applies and you are also wielding a weapon with the Precise and Reach tags that has solely the Polearm competency category, this Ability can take effect. The effects completely replace those of Charging Attack during your turn (but not your mount's).
     First, your weapon occupies only one hand, but counts as being wielded two-handed for all other rules purposes (including stat requirements to wield) until your next turn. You may not dual-wield. Second, use 2 times your mount's SPD as functional STR when calculating the damage and drive of your weapon, as well as when determining the effects of Power Offense. Unlike a normal Charging Attack, this entirely replaces your own STR for the purposes of those rules; you do not add your normal STR to damage. Finally, add 2 times this functional STR to the weapon's damage and 50% of it to the weapon's drive, regardless of what proportion of STR is normally added to either for that weapon type. Very fast mounts must consider their SPD to be a maximum of 20 when resolving this Ability.
    This Ability can cause a lot of extra damage and drive, but it does have drawbacks. Sweeping Offense and Heavy Attack cannot be used. Furthermore, upon actually hitting an enemy, you must roll a d3; on a result of 2 or 3, you lose hold of your weapon and drop it, while on a result of 1 your weapon breaks. A broken polearm functions as a stick-type improvised weapon, and can be repaired for a cost equal to 1/4 of the weapon's normal value. For these reasons, realms which make frequent use of this Ability (chiefly Manusia) have created specialized disposable spears known as lances. These weapons are functionally equivalent to spears, except that they are 1/5 as expensive, and they can only be competently used when this Ability is used. Lances cannot be repaired.
Progression
    Normal: At 5th tier, you may roll a d4 instead of a d3 to determine whether your weapon is dropped or broken (with no consequence for a result greater than 2). At 15th tier, you may roll a d6.
    Emphasized: As Normal, except that the dice are d4 at 5th tier, d6 at 10th tier, d8 at 15th tier, and d10 at 20th tier.
    This Ability cannot be maximized.
Defend Others    Defender-favored
    As a major action, you may devote your turn to assisting in the defense of a grouped-up character. Until your next turn, the ally receives 1 Easing in all melee defense rolls. Your ally does not need to be defended via normal group defense (but you may use this Ability on such a target, if you want to insure against an enemy bypassing defense). Optionally, you may accept 1 Hindrance in all of your own melee defense rolls until your next turn, in order to perform this Ability as a minor action instead of a major action.
    This Ability cannot be used while in a shield wall. A character can only benefit from one other character's use of Defend Others at once, and cannot benefit from it if they are already using it on someone else. A character cannot benefit from this Ability if either they or their defender are bypassing group defense.
Progression
    Normal: At 5th tier, you gain the option to spend 4 insight upon use to change the Easing to 2, or 12 insight for 3 Easing. Each insight cost is reduced by 1/12 your tier.
    Emphasized: At any tier, you gain both insight options from Normal. Each cost is reduced by 1/6 your tier.
    Maximized: As Emphasized, except each cost is reduced by 1/4 your tier.
Defensive Footwork    All-favored
    This highly-recommended Ability reflects greater skill in movements and stances intended to help you dodge melee attacks. It gives you a +TN in melee defense rolls equal to 50% of your SPD, to a maximum of 5. This Ability cannot be used while knocked down, using cover, mounted, or flying. It cannot be used against anyone while grappling, but can be used in defense against a grapple starting.
    This Ability has no effect if you have any degree of Mobility Injury.
Progression
    Normal: At 5th tier, you may take 8 fatigue to gain a reactive +TN equal to 1/3 of your SPD, or 7 (whichever is lesser), in any roll valid for this Ability's normal +TN. This fatigue cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The fatigue cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Dual-Wielding Mastery     Skirmisher-favored
    Duelist-favored
    When dual-wielding melee weapons that have the One-Handed tag and matching competency categories, you consider each weapon's Offense and Defense ratings to be 1 higher. You also add 1 less Hindrance from Flurry Attack if you use that Ability while dual-wielding.
Progression
    Normal: The effect on Offense ratings is increased by 1/8 your tier, and the effect on Defense by 1/12 your tier.
    Emphasized: The effect on Offense ratings is increased by 1/4 your tier, and the effect on Defense by 1/6 your tier.
    Maximized: The effect on Offense ratings is increased by 1/3 your tier, and the effect on Defense by 1/4 your tier.
Dueling Focus    Duelist-favored
    As a free action, you may spend 5 insight immediately prior to beginning a melee attack on an enemy; this grants you 1 degree of melee advantage over your target, at the cost of 1 degree of melee disadvantage against all other characters. This advantage continues for the rest of the battle, or until deactivated. You may only deactivate this Ability as a free action on your own turn; even if your targeted enemy dies, the disadvantage against others continues until you can deactivate this Ability. You must deactivate it before using it on a different character, but may do both as part of the same free action. Insight is only spent when activating the Ability.
    You may also use this Ability as a counter to itself, activating it without an action, immediately prior to a defense roll against an attacker who is using Dueling Focus on you, provided you neither used nor deactivated the Ability on your own previous turn. This cannot be done in response to a stealth attack. The insight cost is the same as activating the Ability normally.
    While you are grappled or attempting to begin a grapple, this Ability ceases to provide advantage.
    If you also have High Noon Focus (Marksmanship), you cannot have it active at the same time as this Ability.
Progression
    Normal: The insight cost is reduced by 1/12 your tier.
    Emphasized: The insight cost is reduced by 1/6 your tier.
    Maximized: The insight cost is reduced by 1/4 your tier.
Expert Attack     Duelist-favored
    Skirmisher-favored
    Rider-favored
    As a minor action, you may use this Ability to prepare advanced techniques to hit a defensive target. If you make a melee attack on the same turn, you add 1 Hindrance to your offense roll. Your target must add the same amount of Hindrance to their defense roll. This Ability cannot be used while flying or riding a flying mount (except for the effect of Aerial Expertise's progression).
Progression
    Normal: For every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your offense roll.
    Emphasized: The total amount of Hindrance added to your offense roll from this Ability may be up to 1/3 of your tier.
    This Ability cannot be maximized.
Flurry Attack     Skirmisher-favored
    An attack that includes high-energy maneuvers intended to overwhelm an opponent's defenses or increase damage. Using this Ability inflicts 6 fatigue and adds 3 Hindrance to your offense roll. If you succeed, you add your SPD as extra STR when calculating the damage and drive of your weapon(s), as well as when determining the effects of Power Offense, Advanced Grappling, and/or Sweeping Offense. Very fast characters must consider their SPD to be a maximum of 20 when resolving this Ability.
    This Ability cannot be used if you have 2 or more degrees of encumbrance, or while you are knocked down, mounted, flying, or fighting from cover. It cannot be used while mounted or in a grapple (though it can be used in the attempt to begin a grapple). The use of this Ability ends any touch between you and other characters (whether you are the toucher or being touched), and you cannot receive a non-grappling touch until your next turn. You cannot simultaneously use Charging Attack.
    This Ability has no effect if you have any degree of Mobility Injury.
Progression
    Normal: The fatigue cost is decreased by 1 at 16th tier.
    Emphasized: The fatigue cost is decreased by 1/8 of your tier, and the Hindrance is reduced by 1 at 18th tier.
    Maximized: The fatigue cost is decreased by 1/5 of your tier, and the Hindrance by 1/12 your tier.
Heavy Attack     Slugger-favored
    To use this Ability, you cannot use any Ability that would add Hindrance to your offense roll (even if negated by Easing), and you must grant all enemies 1 degree of melee advantage over you for 1 round, including your target. In exchange, you may use Strength Surge (Athletics) to grant extra STR for the purpose of calculating the damage and drive of your weapon(s), as well as when determining the effects of Power Offense; the amount of the extra STR is equal to the reactive +TN obtained in the normal use of Strength Surge. You must spend the amount of fatigue normally spent for Strength Surge before making your offense roll. Adrenal Strength's modifications may also be used. You cannot use this Ability while using Sweeping Offense.
Progression
    Normal: At 6th tier, you gain the option to spend 7 insight to remove the melee disadvantage effect. This insight cost is reduced by 1/12 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/6 your tier.
    Maximized: As Emphasized, except the insight cost is reduced by 1/4 your tier.
Insightful Style     Duelist-favored
    This Ability allows you to gain melee insight as a free action by rolling d12 on INT. If successful, the amount of melee insight gained is equal to your bINT.
    Once this Ability is used (whether the attempt succeeds or fails), it cannot be used again until after a 2-minute rest.
Progression
    Normal: The amount of melee insight gained (normally bINT) is increased by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Kata Master     Duelist-favored
    This Ability allows you to decrease your maximum normal insight by 4 in order to increase your maximum melee insight by 6.
    At the end of any 4-hour rest, you may deactivate or reactivate the effects of this Ability, or use a different portion of it (the amount of maximum melee insight gained is always 150% the amount of maximum normal insight lost). You cannot use it in such a way that it would reduce your maximum normal insight below 1.
Progression
    Normal: The amount by which you may reduce your normal insight maximum (originally 4) is increased by 1/2 your tier.
    Emphasized: As Normal, but increased by your tier.
    Maximized: As Normal, but increased by 1.5 times your tier.
Light Attack     Duelist-favored
    This Ability prioritizes accuracy over damage, causing your target to add 1 Hindrance to their melee defense roll. To use this Ability, you must voluntarily reduce your melee damage, considering your STR to be 0 for the purposes of all attack rules other than whether you can wield your current weapon(s). For example, this means 0 STR is added to damage and/or drive, and 0 STR counted for Abilities such as Power Offense. You cannot simultaneously use any Ability that adds extra effective STR in a melee attack (such as Flurry Attack or Heavy Attack), and you cannot use this Ability with any melee attack that does not attempt to inflict damage (such as a grapple or item grab).
Progression
    Normal: At 7th tier, you gain the option to spend 9 insight to increase the Hindrance to 2. This insight cost is reduced by 1/10 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/5 your tier.
    Maximized: As Emphasized, except the insight cost is reduced by 1/3 your tier.
Massive Swipe    Slugger-favored
    You make your attack hard for smaller characters to avoid, simply because of how much space it covers. In order to use this Ability, you cannot be using a weapon with the Overprecise tag, a Bite attack, any attack using the Grappling competency, nor Anti-Armor Techniques. You must use Power Offense, and your target's STR must be low enough to be affected by that Ability; if it is not, this Ability has no effect.
    To use this Ability, you must prepare it as a minor action and take 4 fatigue. Next, the effect varies according to whether you are using a natural weapon, unarmed attack, or normal melee weapon:
    -If a natural weapon or unarmed attack, the target must add 1 Hindrance to their defense roll if your AWGT is at least double their own AWGT. The Hindrance is raised to to 2 if your AWGT is at least 10 times theirs, or 5 times theirs if the natural weapon has the Reach tag.
    -If a melee weapon, the target must add 1 Hindrance to their defense roll if your weapon's SR is at least equal to 50% of their AWGT. The Hindrance is raised to 2 if your weapon's SR is at least double their AWGT. If your weapon has the Reach tag, consider its SR to be 1.5 times its actual value for the purposes of these rules. If you are dual-wielding, consider only one weapon's SR.
    In either case, critical hits cannot be inflicted when using this Ability.
Progression
    Normal: The fatigue cost is reduced by 1/10 your tier.
    Emphasized: The fatigue cost is reduced by 1/5 your tier.
    This Ability cannot be maximized.
Melee HMA Mastery    All-favored
    This Ability cannot be obtained before 5th tier. It allows you to spend 20 insight to produce a reactive +TN from your advanced knowledge of a high martial art. This Ability cannot be used while knocked down, using cover, or flying. The exact amount of the reactive +TN and the rolls in which it can be used depend on the martial art selected - when you obtain this Ability, choose one of the following arts:

    Arz Cædis: A reactive +TN of 4 in any melee offense or defense roll. The insight cost is reduced by 5.
    Arz Murum: A reactive +TN equal to your INT in a melee defense roll when the attacker is using Expert Attack or has Dueling Focus active on you. The insight cost is reduced by 5 if you adhere to Rationalism.
    Atru-Prælor: A reactive +TN equal to your WILL in a melee offense or defense roll against a sentient enemy you have Dueling Focus active on. The insight cost is reduced by 5 if you adhere to the Dark Path.
    Gadabu: A reactive +TN equal to your WILL in a melee offense roll when you are using Sweeping Offense or Charging Attack, or a melee defense roll when the attacker is using Light Attack. The insight cost is reduced by 5 if your INT is less than 5.
    Kah'Teyno: A reactive +TN equal to your CON in a melee defense roll when you are unarmed, or when the attacker is using Power Offense. The insight cost is reduced by 5 if you adhere to either Draconic philosophy.
    Nezam: A reactive +TN equal to 50% of your WILL in a melee defense roll. The insight cost is reduced by 8 if you have already used the reactive +TN at least once already since your last turn, and/or by 5 if you adhere to Methodianism, Preamblianism, or Post-Declarationism.
    Survivor's Way: A reactive +TN equal to 50% of your CON in any melee defense roll or endurance roll. The insight cost is reduced by 5 if you adhere to Nihilism or Prismatic Unity.
    Tauazun: A reactive +TN equal to your INT in a melee defense roll when an ally is using Defend Others on you, or when you are being defended in group defense. The insight cost is reduced by 5 if you adhere to Heritage Ascendancy.
    Volan Volnu: A reactive +TN equal to your SPD in an melee offense roll when you are using Flurry Attack, or a melee defense roll when the attacker is using Massive Swipe. This art cannot be used while mounted, flying, or knocked down. The insight cost is reduced by 5 if your SPD is at least double the SPD of your target or attacker (use their flying SPD if they are flying). If desired, you may replace up to half of the insight cost with fatigue.

    Most Close Combat Backgrounds grant this Ability for free at a certain tier. If your Background grants you this Ability but you already chose it at an earlier tier, you may swap that earlier choice for a different Ability or emphasis, without expending your free swap.
    Only one HMA can be used at once. If you also have Ranged HMA Mastery (Marksmanship), you must choose one art or the other to use at the beginning of combat or whenever you switch as a minor action, identically to the rules for multiple melee HMAs found in this Ability's progression.
    The insight cost for this Ability can be reduced for a time by practicing at an HMA training hall in a major city (commonly referred to as a dojo). If at least 2 hours is spent doing so, the insight cost for the option pertaining to the dojo's HMA is reduced by 4 for the next 24 hours. You may only have this discount active on one HMA (either melee or ranged) at a time; practicing in another dojo will replace the discount, not add another. The cost reduction stacks with any other reduction listed by the option. HMAs associated with a philosophy not widely accepted in the realm may only be found in the realm's largest cities, and dojos open to the public may involve access fees or a wait to get in; for these reasons, some adventurers establish their own dojos in their bases or ships (see Custom Rooms).
Progression
    Normal: For every 6 tiers beyond the tier at which your Background grants this Ability, you may choose another art from the above list. However, only one art at a time can be active. You select your active art at the beginning of combat, and may later change which art is active as a minor action. Inactive arts are not available for this Ability's effects.
    Emphasized: As Normal, but you choose another art for every 3 tiers beyond the tier at which your Background grants this Ability.
    This Ability cannot be maximized.
Melee Quick Draw    Duelist-favored
    Skirmisher-favored
    You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are melee attacks, inventory actions to drop items or draw melee weapons, or Ability or device actions directly related to a melee attack. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
    Normal: The +TN is increased by 1/3 of your tier.
    Emphasized: The +TN is increased by 2/3 of your tier.
    Maximized: The +TN is increased by your tier.
Mounted Defense    Rider-favored
    If you are riding a mount that has Defensive Footwork, Aerial Expertise, and/or Underwater Expertise, you may use its +TNs from those Abilities in your own melee defense rolls. Progression effects from those Abilities are not shared. You must be in a situation where the mount would be able to use the same +TN (for example, you cannot benefit from your mount's Defensive Footwork if it has a Mobility Injury, or its Aerial Expertise when it's not flying). You do not need to have the Abilities yourself.
Progression
    Normal: For every 10 tiers, the maximum +TN from your mount's Defensive Footwork and/or Aerial Expertise (normally 5) is increased by 1. This applies to both the mount's defense rolls and yours.
    Emphasized: As Normal, but every 5 tiers.
    This Ability cannot be maximized.
Mounted Melee Competency    Rider-favored
    This Ability allows you to make competent melee attacks while mounted on a saddled animal or an automount. Without both this Ability and competency in the weapon(s) you are wielding, you can only make incompetent melee attacks while mounted.
Progression
    Normal: At 4th tier, you no longer require a hand to direct your mount.
    This Ability cannot be emphasized or maximized.
Power Defense    Defender-favored
    Slugger-favored
    This Ability allows you to always consider your STR to be 1 higher when resolving the effects of another character's use of Power Offense and/or Advanced Grappling against you. Additionally, if you are still affected by Power Offense, but fail the defense roll while you are competently using a shield, consider how much you failed by; if this number is no greater than your shield's Defense rating, you may apply your shield's armor bonus against the attack as if it were a ranged attack.
Progression
    Normal: The STR effect is increased by 1/6 of your tier.
    Emphasized: The STR effect is increased by 1/3 of your tier.
    This Ability cannot be maximized.
Power Offense    Rider-favored
    Skirmisher-favored
    Slugger-favored
    This Ability refines your raw power and strength and uses them to overcome the handheld defenses of your foe. Whenever you make a melee attack and your STR is at least double the target's STR, the target must consider their weapons and shields to have a Defense rating of 0 in their defense roll when resolving the effects of Melee Competency. Additionally, if they are hit, an affected target must immediately roll d12 on DEX to avoid a knockdown.
Progression
    Normal: At 6th tier, you gain the option to spend 7 insight before making the attack to add 2 Hindrance to your target's defense roll, provided their STR is low enough to be subject to the normal effects of this Ability. This insight cost is reduced by 1/8 your tier. Insight cannot be spent in this Ability if you are using it simultaneously with Expert Attack or Sweeping Offense.
   Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/4 your tier. The insight option has the same restrictions.
    This Ability cannot be maximized.
Set Polearm    Defender-favored
    If you are competently wielding a weapon with both the Reach and Precise tags in both hands, you gain one degree of melee advantage over any characters who attempt Charging Attack against you; this advantage begins before the attack's defense roll, and lasts until the end of your next turn. The advantage is immediately removed if you stop wielding the weapon, or attempt any attack that does not use the weapon for damage (such as a grapple attempt). If a mount uses Charging Attack against you, your advantage applies against both the mount and rider.
    If you are participating in a use of Shield Walls, you gain the effects of this Ability against anyone who charges a member of the wall (not just you). If you have Defend Others, you gain the effects against anyone who charges the character you are defending with that Ability.
Progression
    Normal: At 4th tier, you may spend 5 insight when attacked to gain 2 degrees of melee advantage instead of 1. This insight cost is reduced by 1/6 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/3 your tier.
    This Ability cannot be maximized.
Shield Mastery     Duelist-favored
    Defender-favored
    Rider-favored
    When competently using a shield, its Defense rating is considered to be 2 higher. The cap on Melee Competency's melee defense +TN (normally 8) is raised by the same amount. The shield's armor bonus is not affected.
Progression
    Normal: The effect on Defense and cap is increased by 1/12 your tier.
    Emphasized: As Normal, but 1/6 your tier.
    Maximized: As Normal, but 1/4 your tier.
Shield Walls    Defender-favored
    This Ability allows you to participate in shield walls. Once common in the Imperial Age, this Ability is usually only seen today in Nanic city garrisons. It is only recommended if others in your party see fit to obtain it.
    To participate in a shield wall, characters must have this Ability and must be grouped-up; there must be at least 3 participants. Characters must be competently using round, kite, or tower shields. Establishing or joining a shield wall is a slowing free action for each character, and continuing to participate in one's wall is a free action. Characters being protected by group defense cannot participate in a shield wall.
    There are four primary benefits of shield walls:
    -Participants receive 2 Easing in all melee defense rolls, plus another 1 Easing if the shield wall has at least 6 participants. This applies even if they are losing a +TN from their shield due to Power Offense.
    -Each participant counts as 1.5 characters for the purposes of protecting others via group defense.
    -Enemies attempting to bypass the group's defense must add 2 Hindrance to the movement roll to do so.
    -Ranged attackers must add 4 Hindrance to their offense rolls when using Clear Shot (Marksmanship) against participants. This Hindrance is not removed by the effect of Clear Shot's progression.
    Unfortunately, shield walls also have the following downsides:
    -Any enemy who does manage to bypass group defense has 3 degrees of melee advantage over all shield wall participants.
    -When rolling to determine who is hit by any AoE, shield wall participants' percentage chance to be hit is increased by 10.
    -Shield wall participants must use grouped-up movement, and must add 1 Hindrance in all SPD rolls. Participants cannot attempt to bypass group defense without leaving the wall. The grouped-up movement can attempt to escape an engagement, but have 3 degrees of melee disadvantage for 1 round against everyone they escape.
    -Shield wall participants are immediately and always considered to be prioritizing a flank during ranged flanking; the priority must be in the direction of the shield wall, and must be identical for all participants. Its direction is chosen when it is formed, and at the end of every movement phase afterward. If the shield wall moves, its direction must match its movement.
    -The following Abilities cannot be used while in a shield wall: Flurry Attack, Defensive Footwork, Sweeping Offense, Defend Others.
    The shield wall cannot be cancelled during enemy turns (or during a movement phase) in order to avoid its downsides, but its benefits can be removed if enough participants are removed. Characters can leave a shield wall on their own turn by simply not taking the free action to participate.
Progression
    None. This Ability cannot be emphasized or maximized.
Sweeping Offense    Slugger-favored
    Skirmisher-favored
    This Ability allows you to make melee attacks against multiple characters in your engagement as a single major action. You may attack up to 3 characters; any zone trait that changes the maximum number of melee attacks a single character can receive in one turn likewise changes the number of characters you can attack using this Ability. This Ability never allows you to attack the same character twice in one turn. This Ability cannot be used with a creature's Bite attack, nor with grappling, nor with any attack that would use the Grappling competency. No weapon used may have the Overprecise tag.
    You still only make one offense roll when using this Ability, but you may need to add Hindrance. The Hindrance is equal to 2 per additional target beyond the first character (that is, 2 Hindrance for 2 targets, or 4 for 3 targets). Subtract 1 of these Hindrance for every 6 STR you have. If the offense roll fails, you do not attack anyone.
    Couched Polearm Charge, Expert Attack, Heavy Attack, Dueling Focus, and Anti-Armor Techniques cannot be used simultaneously with this Ability. All other simultaneous Abilities take effect against all targets, with no increase in any fatigue or insight spent (unless those Abilities specify otherwise).
Progression
    Normal: Any Hindrance required by the use of this Ability is reduced by 1 for every 8 tiers.
    Emphasized: As Normal, but 1 for every 4 tiers.
    This Ability cannot be maximized.
Two-Handed Mastery     Duelist-favored
    Slugger-favored
    When wielding a melee weapon two-handed, its damage is increased by 3, and its Offense rating is considered to be 1 higher. You also add 1 less Hindrance from Sweeping Offense or Anti-Armor Techniques if you use those Abilities while wielding two-handed.
Progression
    Normal: The effect on damage is raised by 1/4 of your tier, and the effect on Offense by 1/8 your tier.
    Emphasized: The effect on damage is raised by 1/2 of your tier, and the effect on Offense by 1/4 your tier.
    Maximized: The effect on damage is raised by 3/4 of your tier, and the effect on Offense by 1/3 your tier.
Unarmed Combat Specialist    Duelist-favored
    Slugger-favored
    If you are competent in unarmed attacks, this Ability causes your unarmed attacks to instead function as a natural weapon with base damage and drive equal to your bSTR. You add 2xSTR to damage and drive. Your "weapon" has the Blunt tag.
    You cannot use this Ability unless both your hands are free, and you cannot use it in conjunction with any other natural weapon (such as a minotaur's horns), nor with normal unarmed attack rules.
Progression
    Normal: For every 6 tiers, you gain a +TN of 1 in melee offense rolls using this weapon (in addition to the normal +3 from natural weapons). You may also apply this +TN in offense rolls to perform Grab Item or Trip/Disarm/Throw attacks while unarmed.
    Emphasized: As Normal, but every 3 tiers.
    Maximized: As Normal, but every 2 tiers.
Underwater Expertise    All-favored
    While underwater, you gain a +TN in melee defense rolls equal to 1/3 of your current underwater SPD, to a maximum of 5. This effect cannot be used while mounted.
Progression
    Normal: At 7th tier, you may use Expert Attack while underwater or riding an underwater mount, but only against other characters who are also underwater.
    This Ability cannot be emphasized or maximized.

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