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fate:fighting [2013/02/18 02:43]
127.0.0.1 external edit
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-====== Fighting ====== 
  
-The Fighting skill covers all forms of close-quarters combat (in other words, 
-within the same zone), both unarmed and using weapons. For the ranged 
-weapons counterpart,​ see [[Shooting]]. 
- 
- 
-===== Actions ===== 
-//See also: [[Actions]]//​ 
- 
-==== Overcome ==== 
-Since you don’t really use Fighting outside of a conflict, it’s not often used to [[actions#​overcome]] obstacles. You might use it to display your fighting prowess in a demonstration,​ or to participate in some kind of regulated bout or sport fighting, which would allow you to use this skill in a contest. 
- 
-==== Create an Advantage ==== 
-You’ll probably use Fighting for most of the advantages you create in a physical conflict. Any number of special moves can be covered with advantages, whether it’s a targeted strike to stun, a “dirty move”, disarming, and so on; you could even use Fighting to assess another fighter’s style, spotting weaknesses in his or her form that you can exploit. See Challenges, Contests, and Conflicts for more examples of advantages in a conflict - most of the ones listed you can do with Fighting. 
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-==== Attack ==== 
-This is self-explanatory. You make physical [[actions#​attack|attacks]] with Fighting. Remember, this is for close-in work, so you have to be in the same zone as your opponent. ​ 
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-==== Defend ==== 
-You use Fighting to [[actions#​defend]] against any other attack or advantage attempt made with Fighting, as well as pretty much any action where violently interposing yourself could prevent it from happening. You can’t use this skill to defend against Shooting attacks, unless the setting is fantastical enough that you can catch missles or swat them from the air or use laser swords to deflect blasters. 
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- 
-===== Stunts ===== 
-//See also: [[Stunts (list)#​Fighting|Stunts (list)]], [[Fighting Arts]], [[Shooting#​Stunts| Shooting (stunts)]]//​ 
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-==== Heavy Hitter ==== 
-When you [[outcomes#​succeed with style]] on a Fighting attack, you gain a full scene aspect with a free invocation, instead of just a boost. 
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-==== Hurled Weapon ==== 
-You can use Fighting in order to throw melee weapons into adjacent zones. 
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-==== Killing Stroke ==== 
-Once per scene, when you force an opponent to take a consequence,​ you can spend a fate point to increase the severity of the consequence that he must take (so minor becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence,​ he must either take a severe consequence and a second consequence or be taken out. 
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-==== Brawler ==== 
-When you are outnumbered you get a +1 when using a Fighting Defend action. In addition you cause +1 additional stress when using the Fighting Attack Action. 
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-==== Dirty Fighter ==== 
-You gain an additional +1 bonus to Fighting when invoking an aspect on either the opponent or the scene. 
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-==== Fluid Defense ==== 
-[[Actions#​Full Defense]] grants an additional +1 (+3 instead of +2 normall). 
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-==== Deadly Blow ==== 
-Once per scene for the cost of a [[Fate Points|Fate Point]] you can do an additional +3 damage. 
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-==== Lethal Weapons ==== 
-Your fists act as Weapon:1. 
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-==== Step Into the Blow ==== 
-When you take a consequence from an attacker in your same zone you may immediately counter-attack,​ which does not cost your own action, with a +1 bonus to Fighting. This counter-attack can happen even if you already acted this turn. 
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-==== Military Training ==== 
-You have received some measure of basic knightly or training in a militia. You get a +1 damage with all weapons. 
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-==== Weapon Master ==== 
-//Requires Aspect// You have mastered a single type of weapon and get a +2 damage bonus when using the attack action with that weapon. Rename this stunt based upon the weapon you have mastered, examples include //​Swordmaster,​ Axemaster, Master of the Bow, and others.// 
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-==== Shoulder to Shoulder ==== 
-You get a +1 when using either the [[actions#​attack]] or [[actions#​defend]] action when you have at least one other ally in the same zone. 
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-==== Shield Training ==== 
-This stunt allows you to gain a +1 bonus when using the Defend action with a shield. In addition you can now defend with a shield against attacks from Range. 
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-==== Anything Goes ==== 
-You can turn anything that you can effectively swing into a one-time Weapon:1. The improvised weapon is destroyed when you score a [[actions:​success]] or higher. 
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-{{tag>​fate skill stunt}}