Combat Means
Agility Weapons
Agility Weapons are focused on exploiting small weaknesses. The agile fighter capitalizes on states that already exist — opponent mistakes and structural vulnerabilities. They manufacture openings through timing and precision.
Level 1 — Agility Weapon Training Apply Agility bonus to both Measures and damage with Agility Weapons.
Level 1 — Precise Strike (requires Agility Training) Take the Agility Measure. On a hit: damage + Wounded on a limb of your choice. You're targeting vulnerability, not overwhelming with force.
Level 1 — Feint (requires Agility Training) Take the Agility Measure. Spend one action to push your opponent Off-Balance against your next attack. You manufactured the opening.
Level 3 — Disarm or Hamstring (requires Precise Strike) Take the Agility Measure. On a hit against a Wounded target: it target has a Wounded arm apply damage + Disarmed. If target has a wounded leg, apply damage + Entangled. If already Entangled, apply Rooted.
Level 3 — Riposte (requires Feint) After an opponent Misses against you, you may immediately counter. Take the Agility Measure. On a hit: deal damage + Exposed. You punish overcommitment with precise placement, skipping straight to the severe state.
Level 6 — Exploit (requires Riposte) Take the Agility Measure. On a hit against an Exposed target: impose any movement state of your choice (Entangled, Rooted, Prone) in addition to damage, without requiring target to be Wounded first. You're fast enough to find those openings directly.
Brawn Weapons
Brawn Weapons are about breaking structure. The brawny fighter doesn't wait for openings — they create them through force, pressure, and attrition. Techniques build on each other: destabilize, compound the instability, exploit the breakdown.
Level 1 — Brawn Weapon Training Apply Brawn bonus to Measures and damage with Brawn Weapons.
Level 1 — Overpower (requires Brawn Training) Take the Brawn Measure. On a Hit, you deal weapon damage and knock your target Off-Balance. The force of your attacks rocks your target back onto his heels.
Level 3 — Batter (requires Overpower) Take the Brawn Measure. On a hit against an Off-Balance target, you deal your weapon damage and the target is Exposed. You drive the wind out of your target and leave him wide open.
Level 3 — Power Blow (requires Overpower) 2 actions. Take the Brawn Measure. Choose two targets within Melee Range. On a hit, you deal weapon damage to the first target and half your weapon damage, rounded down, to the second target. Both targets are knocked Off-Balance.
Level 6 — Ground and Pound (requires Batter) Take the Brawn Measure. On a Hit against an Exposed target, you deal weapon damage and knock the target Prone. If you have a remaining Action, you may make an immediate follow up attack on the Prone target.
Level 6 — Slugger (requires Power Blow) Brawn attacks gain +1 damage. Your years spent swinging heavy weapons have honed your muscles like a whetstone.
Unarmed Combat
Unarmed Combat is about control and economy. The unarmed fighter restricts their opponents' ability to even swing weapons or cast spells. While his fists and feet cannot hit as hard as a sword stroke, he compensates through his precision nerve attacks, joint locks, wrestling, and submission holds.
Level 1 — Unarmed Training You are proficient at combat using only your own body parts. Choose 1: Apply Brawn or Agility bonus to Measures and damage with unarmed combat.
Level 1 — Clinch (requires Martial Training) Take the Agility or Brawn Measure. On a hit, deal damage + Grappled. You've secured a controlling hold. Target's Attack window shrinks by 1. Target must make a successful Attack on their turn to break free.
Level 1 — Disable (requires Martial Training) Take the Agility or Brawn Measure. On a hit against an Off-Balance target, deal damage + Wounded on a limb of your choice. Economy of motion targets vulnerability rather than applying force.
Level 3 — Advanced Martial Training (requires Martial Training) Unarmed strikes gain +1 damage. Between your combat experience and your continued study of your forms and techniques, you have become more deadly than ever.
Level 3 — Takedown (requires Clinch) Take the Agility or Brawn Measure. On a hit against a Grappled target, Choose 1:
Deal damage + Pinned. You drive them down and maintain control. You are Prone.
Deal damage + Prone. You use their weight against them and release. You stay standing.
Level 6 — Choke (requires Takedown, two Actions) Take the Agility or Brawn Measure. On a hit against a Grappled or Pinned target, Choose 1:
Deal damage directly to core Health as if you rolled a Rule of 7.
Deal damage directly to Nerve as if you rolled a Rule of 7.
Move your target up to Close Range while maintaining Grapple or Pin.
On a Complication, you maintain the Grapple or Pin, but deal no damage. On a Miss, target breaks free.