|Heroic Action Role-Play|
Melee is the skill to kick butt - with or without weapons.
Use in Action
You know the history of your school or gang, and of its great masters of the past and present. You know the philosophy or code of your group, both as it pertains to fighting and to life in general. If it has an oral or written code of conduct, you have memorized all of it. You have a basic grasp of the histories and teachings of rival schools and gangs. You know by reputation the great fighting masters of your time. You know others in you neighborhood who can fight, either as colleagues or rivals. You can identify a good fighter, even if you cannot name his style. And you instinctively understand the many unwritten codes of fighting, when it is all right to use weapons, when single combat is appropriate and so on.
You know other practitioners and teachers of your style. You know members of rival groups, who may be your enemies. You know people involved in martial competitions, from judges to fans to patrons. You know street people involved in fights: ring managers, bar owners, gang members and little-old-ladies-with-sharp-eyes-in-need-of-protection.
You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.
Make a Melee vs. Dodge roll against your target. If you succeed, you gain a +3 bonus to a later roll against the same opponent. Think of this as a bonus token, that you can spend at an appropriate time to improve a stunt or attack against this target. It is ok to ask if the +3 bonus would make a difference before using it. You will often use this to accumulate successes, repeating the same stunt several times, the bonus from the last attempt giving you a better chance of scoring a setback each time you try. Other uses include setting up an opponent for a friend (giving the bonus away) or to exploit a weakness, setting yourself up to do a task you could not normally accomplish.
It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.
You can disarm opponents causing them to drop their weapons. Make an opposed Melee roll (yes, even shootists can be disarmed this way). If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.
You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.
Normal Melee Attack
You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.
The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.
When an enemy first moves adjacent to you and then tries to move further, you can try to intercept. The opponent must try to Move past an Enemy or stop where they are.
You cannot use this stunt on an opponent who starts their turn adjacent to you and then immediately moves away without moving into another space that is also adjacent to you; the enemy must move into an area adjacent to you and then try to continue moving before you can stop their further movement.
If you successfully use this against a flying creature, that creature is forced to land and cannot take off again for the rest of the round.
You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the round. On an outcome matching the target's Body the special movement is negated for the rest of the scene or until the target receives successful First Aid with a difficulty equal to your Melee skill.
A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.