The Elder Scrolls: Fate of Tamriel
- Overcome: Since you don’t really use Fight 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 Fight 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 Fight to assess another fighter’s style, spotting weaknesses in his or her form that you can exploit.
- Attack: This is self-explanatory. You make physical attacks with Fight. Remember, this is for close-in work, so you have to be in the same zone as your opponent.
- Defend: You use Fight to defend against any other attack or advantage attempt made with Fight, 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 Shoot attacks, unless the setting is fantastical enough that you can catch missiles or swat them from the air or use laser swords to deflect blasters.
- Backup Weapon – Whenever someone’s about to hit you with a Disarmed situation aspect, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
- Heavy Hitter – When you succeed with style on a Fight attack, and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
- Hurled Weapon – You can use Fight in order to throw melee weapons into adjacent zones. Doing so puts a situation aspect called Disarmed on you, which you have to deal with, but no one gets to invoke that for free.
- 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.