### **Tier 1 (Melee 1+)** 1. **Power Strike** – Mark a die as **Powerful**; add its face value as Injury if the attack succeeds. 2. **Guarded Stance** – Mark a die as **Persistent**; if you succeed on your next defense, carry +1 die into your next attack. 3. **Disarm** – Mark a die as **Effectful**; on success, force opponent to drop weapon/shield. --- ### **Tier 2 (Melee 2+)** 1. **Flurry** – Split your dice pool into two attacks; mark one die as **Risky** across both. 2. **Press the Advantage (Melee/Tactics)** – On a successful hit, allies attacking the same target gain +1 die until end of round. 3. **Hook and Trip (Melee/Brawl)** – Success margin 2+ knocks target prone or strips their shield instead of dealing Injury. --- ### **Tier 3 (Melee 3+)** 1. **Bleeding Edge (Melee/Survival)** – Attacks inflict 1 ongoing Injury per round until treated if at least one **Effectful** die succeeds. 2. **Duelist’s Focus (Melee/Dodge)** – When facing a single opponent, mark one die as **Lucky** each round. 3. **Vicious Riposte (Melee/Dodge)** – If you succeed on a Parry, immediately counterattack with +1 die and mark one die as **Powerful**. --- ### **Tier 4 (Melee 4+)** 1. **Finishing Blow** – Exceed opponent’s defense by 3+ successes = immediately _Subdue_ (or kill if using a **Vicious** die). 2. **Unstoppable Onslaught (Melee/Brawl)** – Dropping an enemy lets you immediately attack another adjacent foe with the same pool. 3. **War Banner (Melee/Command)** – When you drop an enemy, allies within Presence meters may reroll 1 die on their next action.