Fight
The Fight skill is the primary skill used for close-quarters melee combat.
In Fate Core, Fight is simply a skill used for attacks and thus has standard stunts like any other skill. In Second World RPG, Fight and Shoot stunts are used to represent weapon proficiency and specialization. The following stunts follow a progression that provides the character with more power as they become more invested in a particular class of weapons.
Fight Stunts
Parry (Light Blades)
Requires: None
Upon successfully defending against a melee attack, spend one fate point to Create An Advantage.
At Arm's Length (Light Blades)
Requires: Parry
Upon successfully attacking with a light blade, you may gain the aspect Distance and mark the opponent. You also gain one free invocation of Distance. If the marked opponent successfully attacks you with a melee weapon, you lose Distance and the mark. Only one opponent can be marked at a time.
Death by a Thousand Paper Cuts (Light Blades)
Requires: At Arm's Length
Upon successfully attacking an opponent with a light blade, you may gain one stack of Momentum and mark the opponent. When determining damage with a light blade against a marked opponent, add your Momentum to your Fight roll. All Momentum is lost if you take any damage or fail to damage the marked opponent in a turn. Only one opponent can be marked at a time (same mark as At Arms Length).
Coward's Goodbye (Light Blades)
Requires: Parry Anything, Death by a Thousand Paper Cuts
If a marked opponent attempts to leave the zone you are in, you may immediately make an attack against them with a plus 1 to Fight.
Parry Anything (Light Blades)
Requires: Parry
You may use fight to defend against any single attack that targets just you, including ranged attacks.
Heavy Impact (Heavy Blades)
Requires: None
When attacking with a heavy blade, you may choose to take a minus 1 to your Fight roll to gain a plus 2 when calculating damage.
Savage Strike (Heavy Blades)
Requires: Heavy Impact When attacking with a heavy blade, if your opponent takes a consequence, you may spend a fate point to increase the severity by one level.
Guard (Heavy Blades)
Requires: None
When wielding a heavy blade with two hands, gain a plus 1 to Fight when defending against melee attacks.
Full Guard (Heavy Blades)
Requires: Guard
When wielding a heavy blade with two hands, you may gain an additional plus 1 to Fight when defending against melee attacks, but you also gain a minus 1 to Fight when attacking.
Integrated Guard (Heavy Blades)
Requires: Guard
You are now still considered to be wielding a heavy blade with two hands even when wielding a buckler.