Close the gap between you and your target with trained speed and precision, placing them at a disadvantage and reducing their ability to respond effectively.
Roll d100 versus DR 100
Will often end in opposed rolls against skills such as Keep at Bay, Attack of Opportunity or Whirlwind.
On success, you slip past the enemy’s threat range and force a penalty to their next attack roll.
Penalty is: 5 + 5 per 10 success rate.
You must be within 5 meters of the target to use this skill.
Only usable in light or no armor.
+10 bonus if used against opponents wielding a 2-handed weapon.
You roll 95 + 60 skill = 155 vs. their Attack of Opportunity of 120→ SR 35 → Target suffers –15 on next attack roll (and miss their Attack of Opportunity).
Closing is the practiced art of rapidly entering melee range without exposing yourself to immediate retaliation. It combines precise timing, dynamic movement, and combat awareness to approach an enemy in a way that disrupts their stance and reduces their ability to respond effectively.
This technique is especially effective against opponents using two-handed weapons, whose wide arcs and commitment to heavy swings leave exploitable openings during your advance. On a successful Closing maneuver, you throw off the opponent’s rhythm, imposing a penalty on their next attack. Lightly armored combatants use this skill to take control of tempo and space, slipping past defenses and setting up the conditions for devastating follow-up strikes.
Works well with movement skills (if you are further than 5 meters away), feints, flanking maneuver and defensive moves such as Blur etc.
Keep at bay, Side step, attack of opportunity, Closing and similar skills that take effect when an enemy steps into melee range.