Instantly draw and ready a melee weapon to gain a tactical advantage, enabling fast reactions or surprise attacks.
Roll d100 versus DR 100
On your action phase if you have not yet drawn your weapon, you can use quick draw melee as a surprise that leaves opponents unable to react to your attack.
On success, you gain +5 to your attack roll + extra +5 per 15 success rate.
Further, you can use this skill as a reaction to melee attacks if you are not armed with a melee weapon - to avoid the 25 penalty for being vulnerable.
You must be in melee range of the target for the surprise effect to apply.
+20 to DR per use in the same battle.
You enter melee range and quick draw your concealed blade. DR = 100. Skill 65 + Roll 50 = 115 → Success (Success Rate = 15)→ Opponent cannot react, and you gain +10 to your attack roll.
An enemy swings at you while you're unarmed. You Quick Draw as a reaction. DR = 100. Skill 55 + Roll 60 = 115 → Success→ You draw your weapon and avoid the -25 Vulnerable penalty.
Quick Draw Melee allows characters to weaponize speed and readiness. Whether starting a duel, entering close combat, or reacting to an incoming blow, the skill determines whether the weapon is drawn with precision and timing—or fumbled under pressure. Executed in your action phase, a successful draw can prevent reactions and overwhelm an unprepared target. As a reaction, it prevents being labeled Vulnerable, letting you meet a melee threat without crippling penalties. This skill is crucial for combatants who start unarmed, carry concealed weapons, or frequently switch weapons in battle. Used properly, Quick Draw Melee sets the tone for initiative, tempo, and control.
Sequence with feinting, lunging attack or even blitz attack for powerful openers to a battle.
Quick draw melee - this will end in an opposed roll where the winner gets the bonus to their next attack this round.
Danger sense - Will alert opponents that you are dangerous which might prompt them to not allow you to get near.