The Fighter is a skilled warrior armed with powerful weapons and wearing sturdy armor. Her skill in battle is unmatched by all but the mightiest foes. She is direct, often blunt, but she is not stupid. She knows that war is about more than the individual battle.
Play the Fighter if you want to face your problems head on with a blade and be the only one left standing at the end of the day. In the dungeon, you are the first into the room and the last thing the monster sees. In town, you are an imposing figure and possibly a hero to the common people.
High Concept: Choose one.
Veteran of the Recent Unpleasantness
Trouble: Choose one.
Out for Revenge
Other Aspects: Choose three. You may replace one with a racial aspect.
I Must Protect ____
Magic is For the Weak
Forceful: Good (+3)
Assign the following to the other five approaches: Fair (+2), Fair (+2), Average (+1), Average (+1), and Mediocre (+0).
Armor Mastery [ ][ ][ ][ ]: Unlike other adventurers, you know how to use your armor to its fullest. Mark off one use of Armor Mastery to ignore all stress from a single non-lethal physical attack or treat one lethal attack as if it weren’t lethal. Clear all marked boxes when you have time to repair your armor. If you mark the fourth box, your armor is completely destroyed after absorbing the attack.
Choose one. At each milestone, you can choose another as your minor milestone benefit. Once you have three stunts, each new stunt lowers your Refresh by 1.
Heavy Weapon Master: When I use a particularly heavy weapon in physical conflict, my weight counts as 2 when I attack Forcefully.
On Any Battlefield: I can mark off one use of Armor Mastery to ignore situation aspects related to weather or environmental effects for the rest of the scene.
Smarter Than I Look: I get +2 to Sneakily overcome obstacles stemming from an enemy’s “cunning” plans.
Tools of War: I get +2 to Cleverly create an advantage by depriving an opponent of their equipment.
Who Wants Some?: I get +2 to Flashily attack an enemy with an intimidating display of martial skill.
Lethal Attacks: While an average attack can usually be mitigated by checking a stress box, lethal attacks go straight to the defender’s consequences, bypassing their stress track entirely. This means that a successful lethal attack will always mean some sort of longer—lasting trauma for the defender—or, in the case of mere minions, who don’t have consequences to begin with, instant defeat. (Probably by death. We don’t call them “lethal attacks” for nothing.)
Weight in Combat: Things like a fighter’s facing and positioning within a zone don’t really come into play—these rules don’t care about that level of detail. Instead, it’s the relative weight of combatants within a zone.
Add up the weights of all fighters on each side of a combat in a zone. If one side’s total is greater than the other, that side outweighs the other side, or is “heavier.” Unless a character has a specific stunt that would affect their weight, the general size of the character determines weight. Humans and most player character types normally have an individual weight of 1. Other creatures (monsters) can have different weights.
If the heavier side outweighs their opponents in the zone by at least two to one, they can replace any one of the dice they rolled with a [+].
If the heavier side attacker outweighs their target by at least four to one, they can replace two of the Fate dice results with [+].
It’s a good idea to indicate weight advantage on the battle map using Fate dice, Campaign Coins’ Fate Tokens, or Deck of Fate cards so you’ll remember when it’s time to roll dice.