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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.

Overcome

Since you don’t really use Fighting outside of a conflict, it’s not often used to 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.

Attack

This is self-explanatory. You make physical attacks with Fighting. Remember, this is for close-in work, so you have to be in the same zone as your opponent.

Defend

You use Fighting to 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.

Heavy Hitter

When you succeed with style on a Fighting attack, you gain a full scene aspect with a free invocation, instead of just a boost.

Hurled Weapon

You can use Fighting in order to throw melee weapons into adjacent zones.

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.

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.

Dirty Fighter

You gain an additional +1 bonus to Fighting when invoking an aspect on either the opponent or the scene.

Fluid Defense

Full Defense grants an additional +1 (+3 instead of +2 normall).

Deadly Blow

Once per scene for the cost of a Fate Point you can do an additional +3 damage.

Lethal Weapons

Your fists act as Weapon:1.

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.

Military Training

You have received some measure of basic knightly or training in a militia. You get a +1 damage with all weapons.

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.

Shoulder to Shoulder

You get a +1 when using either the attack or defend action when you have at least one other ally in the same zone.

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.

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 success or higher.