The first time you make a combat movement roll, make a Knack Skill roll instead. Spend successes on the following Stunts for the rest of the fight:
- Charge! (1s): You make the Rush action without needing to make an opposed roll. This is negation is limited by the rules for applying Knack abilities — i.e. you may not apply it to anyone two Tiers higher than you.
- Inescapable (1s): Opponents of a lower Tier than you who are engaged with you in combat may not make the Disengage action. You must spend a success on this Stunt each time a different opponent would try to escape you, but only need to apply it once per target.
- Sure-footed (1s): Apply this Stunt to a combat movement action; Difficult terrain does not apply to this movement.