Combat is a great way to spice up a story. However, because of the amount of time and effort involved, excessive combat scenes can bog down the story and bore everyone involved. Try to always keep a good balance between the drama of a life-and-death struggle, and the flow of a good story.
Typically speaking, you get one action per turn. While the Spell Celerity, Merit Berserker, and the Flaw Short Fuse do give you extra actions, there is another way. Your Dice Pool can be split. The standard method for splitting Dice Pools is to compare the Dice Pools of the two actions, then divide the smaller Dice Pool between the two actions. Optionally, if both actions use Dexterity, then you can split your Dexterity between the two actions, and still use the full Ability rating for each roll.
Three successes on a Dexterity + Fast-Draw (Difficulty varies) are needed for an archer to have another arrow or bolt ready in time to fire it that round. Common sense should be used when considering if a character is strong enough to Fast-Draw a Heavy Crossbow.
Fighting from horseback is not easy. Some weapons are simply unusable by mounted combatants. You should not go into battle swinging huge great swords or polearms from horseback. In any case, your combat Dice Pool may not exceed your Dexterity + Ride. However, there are some distinct advantages to combat on horseback. All opponents suffer a Penalty of two dice when trying to hit you (but not when trying to hit the horse), and the horse may use its Dice Pool to dodge for you. Additionally, when making a charge attack, the horse's Dexterity is added to your Strength for rolling damage.
Chosen are ultimately human, and so heal at a human rate. Recovering from Bruised takes one day. From Hurt takes three days. From Injured takes one week. From Wounded takes one month. From Mauled takes three months. From Crippled takes three months. From Incapacitated also takes months. To fully recover from a wound you must heal each level separately, thus taking three months to go from Mauled to Wounded.
Alternately, make a Stamina roll (Difficulty 6). Success indicates that you regain one level of health. Failure means that you do not. You may make that roll once a week for normal wounds, and once a month for aggravated wounds. A botch indicates that the wound worsens through infection, reopening, etc. (If the wound level was aggravated, you take an additional non-aggravated wound. If it was non-aggravated, it becomes aggravated.)
| Name | Roll | Difficulty | Damage | Actions |
| Bite (no fangs) | Dex + Brawl | 5 | Str 1 | 1 |
| Punch | Dex + Brawl | 6 | Str | 1 |
| Grapple | Dex + Brawl | 6 | Str | 1 |
| Kick | Dex + Brawl | 7 | Str + 1 | 1 |
| Body Slam | Dex + Brawl | 7 | special | 1 |
| Block | Dex + Brawl | 6 | none | 1 |
| Taunt | Man + Leadership | Opp Wits + 4 | none | 1 |
| Name | Roll | Difficulty | Damage | Actions |
| Hack/Slash/Jab | Dex + Melee | normal | normal | 1 |
| Parry | Dex + Melee | 6 | none | 1 |
| Steel Wall | Dex + Melee | 7 | special | 1 |
| Riposte* | Str + Melee | 8 | normal | 1 |
| Fient** | Man + Melee | 9 | normal | 1 |
| Targeted Blow | Per + Melee | Opp Dex + Dodge | +1 / suc | 2 |
| Great Blow** | Dex + Melee | normal + 2 | doubled | 3 |
| Caught Steel | Str + Melee | Opp Dex + Melee | special | 1 |
| Disarm | Dex + Melee | Res Dex + Dodge | special | 1 |
| Throw | Dex + Athletics | Opp Dex + Dodge | Str | 1 |
* This attack can only be performed after a parry.
** This attack cannot be parried.
| Name | Roll | Difficulty | Damage | Actions |
| Peck | Dex + Brawl | 5 | Str 1 | 1 |
| Bite | Dex + Brawl | 5 | Str + 1 | 1 |
| Claw Rake | Dex + Brawl | 6 | Str + 2 | 1 |
| Kick | Dex + Brawl | 7 | Str + 2 | 1 |
| Body Slam | Dex + Brawl | 7 | special | 1 |
| Jaw Lock | Dex + Brawl | 6 | special | 1 |
| Poison | Dex + Brawl | 5 | special | 1 |
| Squeeze | Dex + Brawl | 7 | Str + 2 per Round | special |
| Gore | Dex + Brawl | 8 | Str + 4 | 2 |