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Skirmish Domain
Skirmish Domain characters excel at mobility, precision, and tactical awareness. Whether darting through the battlefield, slipping past enemy lines, or striking from unexpected angles, they rely on agility and positioning over brute force. Masters of feints, counters, and split-second decisions, Skirmishers thrive in chaotic situations where others falter. Their talents are equally suited to guerrilla warfare, scouting, duels, or street-level infiltration, making them indispensable allies and dangerous foes.
Tier 1 Base Card: Skirmish Initiate
At Tier 1, Skirmishers begin mastering movement and precision. They can slip through enemy lines, reposition in the blink of an eye, and deliver strikes that force enemies onto the back foot. While others rely on brute force, Skirmishers win through timing, awareness, and speed. Their signature feature lets them reposition when they land a hit—turning every attack into a potential movement combo.
Core Feature: Hit and Move
Once per turn, when you hit with a melee or ranged weapon attack, you may immediately move up to 5 feet without provoking reactions. This movement is in addition to your normal movement and does not increase your Action Load.
You may use this movement to break line of sight, gain cover, or reposition before the enemy can respond.
Choose two Domain Feature Cards from Tier 1.
Requirements to Advance to Tier 2 (complete 3):
- Use Hit and Move to escape melee range
- Make an attack from an unexpected position (e.g., cover, elevation, or concealment)
- Avoid all incoming attacks for an entire round
- Strike a creature without being seen or heard first
- Use a Skirmish Domain Feature to create a tactical advantage for an ally
Tier 1 Feature Cards – Skirmish Domain
Distraction Feint (Team Action – Reactive)
Action Load: 1
When an ally within 15 feet misses an attack, you may create a distraction to give them another chance.
The ally rerolls the attack with Advantage
Slip Through (Passive)
You may move through spaces occupied by enemies, as long as:
- You do not stop in an occupied space
- You spend +1 foot of movement for each enemy passed through
Darting Strike (Combat – Passive)
When you hit a creature with a melee weapon attack, you may immediately move 10 feet without provoking reactions.
- This does not increase your Action Load
- You must take the movement immediately, or lose it
Ambush Setup (Combat – Conditional)
If you begin your turn hidden or unseen, your first weapon attack gains Advantage
If the attack hits, the target cannot take reactions until the end of your next turn.
Quick Reflex (Reaction – Passive)
Once per round, when a creature enters melee range, you may move 5 feet as a reaction.
- This movement does not provoke reactions
Scout’s Eye (Travel – Passive)
You are skilled at scouting, ambushing, and avoiding danger.
- You may travel at normal pace while stealthing
- You never have Disadvantage when noticing danger while moving
- When scouting, you may ask the GM to reveal one tactical terrain feature, such as:
- A chokepoint
- Concealed cover
- Terrain that hinders pursuit
Streetwise Swagger (Roleplay – Passive)
You know how to navigate criminal scenes, mercenary circles, and tough crowds.
- You may use Finesse or Presence instead of Force when intimidating or commanding
- Once per scene, you may gather information or size up a potential threat without taking an action or adding to Action Load
- Roll at least 1d4, even if you lack the appropriate Aspect
Tier 2 Base Card: Skirmish Adept
Skirmish Adept characters master misdirection, momentum, and battlefield evasion. They weave between foes, feinting and striking with blistering precision—and vanish before retribution can land.
Core Feature: Feint and Flow
When you take the Attack action, you may spend 1 additional Action Point to activate Feint and Flow:
- Feint: Choose one creature you can see; until the start of your next turn, it suffers Disadvantage on attacks against you.
- Flow: If your attack hits, you may immediately move up to 15 feet without provoking reactions.
“Mislead, strike, and vanish before they know what hit them.”
Tier 2 Feature Cards – Skirmish Domain
Interrupting Step (Reaction – Defensive)
When a creature misses you with a melee attack, you may immediately move up to 10 feet without provoking opportunity attacks.
- Use this movement to close distance, disengage, or slip to cover.
Set‑Up Strike (Combat – Combo)
When you hit a creature that was damaged by an ally since your last turn, you deal an additional 1d6 damage.
- This extra damage is precision‑based, not considered primary weapon damage.
Cliff Dancer (Movement – Passive)
Your agility in rough terrain is unmatched:
- You gain Climbing speed equal to your walking speed.
- You do not take damage from falling 10 feet or less.
Flicker Step (Travel – Stress Cost)
When you are not observed by any creature, you may mark 1 Stress to instantly appear in another visible location within 20 feet.
- You cannot reappear adjacent to enemies.
- Use it to reposition for an ambush, avoid attention, or escape.
This isn't necessarily magical or teleportation, it could just be quick movement.
Watch Their Feet (Combat – Reactive)
Once per turn, when an enemy misses you with an attack, you may choose to reduce their movement by 10 feet until the end of their next turn.
- You use sharp reflexes to hamper their follow‑up.
Requirements to Advance to Tier 3
To earn Skirmish Mastery, you must complete three of the following during this Tier:
- Hit three or more different creatures in one round using Skirmish features.
- Use a Skirmish feature to prevent or redirect an incoming attack on an ally.
- End your turn behind enemy lines (i.e., within enemy reach) without taking damage.
- Use stealth or terrain‑interaction (e.g., Slip Through, Ambush Setup) to escape from multiple pursuers.
- Combine two or more Skirmish abilities (feature + base + feature, etc.) in a single turn.