The Fighter is one dangerous son of a bitch. He’s been hardened by dozens of battles and mastered the art of combat through hard trial. He lives in his armor and always has a variety of weapons ready for a fight. No one is harder or deadlier than the Fighter.

Class Moves:

Battle-hardened: when you act under fire, roll+hard instead of roll+cool.

Fuck this shit: name your escape route and roll+hard. On a 10+, sweet,
you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave
something behind, or take something with you, the MC will tell you what.
On a miss, you’re caught vulnerable, half in and half out.

Battlefield instincts: when you read a situation, roll+hard instead of roll+sharp, but only in battle.

Insanity: you get 1hard (hard3).

Prepared for the inevitable: you have a well-stocked and high-quality
first aid kit. It has an 8-stock capacity.

Merciless: whenever you inflict harm, inflict +1harm.

NOT TO BE FUCKED WITH: in battle, you count as a gang (3-harm gang
small), with armor according to the circumstances.

Disciplined Engagement
When you inflict harm, you can choose to inflict any amount of harm you like, less than or up to your harm as established, including reducing the harm to shock. Decide at the moment you inflict the harm; you need not tell anyone in advance how much harm you intend to inflict.

Martial Artist
When unarmed, you can choose to either inflict (2-shock intimate/hand inherent) or (1-harm ap intimate/hand inherent) with just your fists, feet, or forehead. You also inflict +1harm with melee weapons.

Packing All Kinds of Heat:
When you go into battle, choose one of the following:
• You’ve bargained with a wizard, and your sword is fucking on fire. Add the (burn) tag to your attacks.
• You know how to use the pointy end. Add the (ap) tag to your attacks.

During battle, you can change your choice on the fly, but you have to act under fire in order to do so.


Here, At the End of All Things Alcarda