Fight
The Fight skill covers all forms of close-quarters combat, both unarmed and using weapons. It represents your ability to attack, parry, and maneuver in melee engagements with precision and skill.
The Fight skill requires a specialization, meaning it must be chosen with a specific focus such as Fight (Brawler/Martial Artist), Fight (Slashing Weapons), Fight (Piercing Weapons), or Fight (Bludgeoning Weapons). This specialization reflects your character’s mastery in that particular combat style.
What the specialization does: it decides which Weapon Techniques you can learn. It does not limit the weapons you can fight with: you attack with any melee weapon, or unarmed, without a penalty. Some abilities give extra benefits with weapons you are specialized in.
Throwing Weapons: Throwing weapons are not tied to any specialization. Their ranges are listed under Ranged Weapons.
Specialization List:
-
Brawler/Martial Artist: unarmed strikes; opens the Unarmed Weapon Techniques.
-
Slashing Weapons: swords, axes, scythes, whips and other slashing weapons; opens the Slashing Weapon Techniques.
-
Piercing Weapons: daggers, rapiers, spears, javelins and other piercing weapons; opens the Piercing Weapon Techniques.
-
Bludgeoning Weapons: morningstars, hammers, mauls, staves, rods and other bludgeoning weapons; opens the Bludgeoning Weapon Techniques.
A weapon with more than one damage type, such as the Halberd (S/P/B), counts as each of its types.
Stunts
- Weapon Expert
- You gain +1 to the physical damage you deal when using a weapon you are specialized in.
- Dual Wielder
- You can add your Might skill bonus damage to your off-hand attack.
- Multi Attack
- Once per turn, when you make a melee Basic Attack (1 AP), you can make two attacks instead of one, each with a -1 penalty. They can target the same creature or different creatures within your reach. If you are wielding two weapons, your off-hand attack joins them, for three attacks in total, all at -1 (instead of the usual -2 for the off-hand). Extra AP spent to Empower the attack applies to only one of the attacks, and the off-hand attack still adds no Might unless you have Dual Wielder.
- Counterblow
- Once per turn, when you successfully defend against a melee attack with Fight, you may immediately make a melee attack against your attacker with -2 penalty.
- Disarm
- Once per scene, if you succeed on a melee attack with a margin of 3 or more, you may choose to disarm the opponent instead of dealing damage. The opponent must retrieve the weapon as an action.
- Focused Strike
- When attacking an opponent who is affected by a Condition (such as Prone, Grappled, or Blinded), you gain +1 to your Fight roll.
- Parry and Riposte
- Once per turn, when you succeed with +3 or more on your defend against a melee attack, you can immediately make an attack against your attacker.
- Power Attack
- When you make a Fight attack, you may reduce your Physical and Elemental defense by -1 until the start of your next turn to add a bonus +1 to the attack roll.