Read the diagram as text
With Melee Skill Level 1, you may start at most two Melee actions during your turn. These are proactive uses. Only the four Ready dice you can spend are shown below.
- Begin with four Ready Action Dice and Melee Skill Level 1. The separate proactive Melee-use counter is two.
- Start a Melee attack with base cost one and Boost one. Spend two Action Dice and one Melee use. Two Ready dice and one Melee use remain.
- Start a second Melee attack with base cost one and no Boost. Spend one Action Die and the final Melee use. One Ready die and zero Melee uses remain.
- Do not start a third Melee Action this turn. The Ready die does not replace a proactive use.
- Other legal actions remain possible. A triggered, eligible and affordable Reaction or Exchange Response does not consume a proactive Skill use.
Result: The Ready-dice counter goes 4 → 2 → 1 while the Melee-use counter goes 2 → 1 → 0. Both limits matter.
- You can start an action using each Skill up to Skill Level + 1 times on your turn, with at least one use. Each action you start uses one of those uses, whether it succeeds or fails.
- Responses still need their normal Trigger, awareness, position and full payment. Their counters do not reset during a response.
- There is no fixed allotment of Major or Minor action slots. This example uses ordinary costs and excludes Slowed or other changes.