Combat

Outer Ring
Starting at the One O'Clock and moving around the runic reads: Only a Last Resort ~ Legitimate Authority ~ Redress of Injury ~ Proper Intention ~ Achievable Success ~ Proportional Harm ~ Imminent Danger ~ Avert Noncombatants

Requirements
We want each school of combat to have a theme. There are 4 Offensive Schools and 4 Defensive Schools, plus the Tactics School. All Combat Skills (active & innate) require the corresponding gear to be equipped (i.e. to use a Blades skill you must have a sword in your hand), with the exception of those in the Tactics list. Note that all weapons and armor can be used by characters, increasing skills makes them more effective. All names are placeholder.

Blade Skill
Swords, Daggers. Fast direct damage. Weaker against heavy armor.


 * Active:
 * Innate:
 * Innate:

Ranged Skill
Bows and Crossbows. Hitting targets at distance but requires ammo


 * Active:
 * Innate:
 * Innate:

Bludgeon Skill
Clubs, Maces, Axes, and Hammers. Lowest direct damage but offset with crowd control (stun, knockback, knockdown) and high damage to armor and weapons.


 * Active:
 * Innate:
 * Innate:

Polearm Skill
Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor.


 * Active:
 * Innate:
 * Innate:

Defensive Schools
Note that innate skills in defensive schools have a primary and sometimes secondary effect.

Shield Skill
Defensive school with most cooperative skills.


 * Active:
 * Innate:
 * Innate:

Gambeson Skill
Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.


 * Active:
 * Innate:
 * Innate:

Mail Skill
Best balanced armor between protection and minimal penalties.


 * Active:
 * Innate:
 * Innate:

Plate Skill
Best protection but biggest penalties for movement, encumbrance, and focus.


 * Active:
 * Innate:
 * Innate:

Tactics Skill
Modifies how the character performs in combat.


 * Active:
 * Innate:
 * Innate: