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FIGHTER: The fighter is a genius of melee combat situations.
YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:
I Am The Warrior: Medium armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want.
I Protecc: When you use the Aid move, even if you roll a 1, you save the person you're aiding from at least some of the trouble they're in.
Who's Next? Once per fight (once combat actually starts), you can ask the GM who or what is the biggest threat. The GM will tell you, honestly, who or what seems, to you, like the most problematic threat-- and you'll always be right, even if things aren't what they seem. If there's some kind of tie, the GM will tell you which threat you, personally, would be the best at dealing with.
WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:
Brutal Courage: With this move, even when you attack and get a result of 6 or lower, you still do one stress to a target.
Scent of Blood: When you successfully hack and slash an enemy, your next successful attack against that same foe does 1 extra stress.
Superior Warrior: When you hack and slash, on a result of 12 or better, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.
Disarm: When you roll an 11 or better in melee, instead of dealing stress, you can choose to disarm your opponent. If you're using the right sort of weapon, this can sometimes mean natural weapons, too, like cutting off a giant scorpion's sting (not possible with a fencing foil, but if you have a big sword or axe...)
Advantage, Me: When you stress them, you take 1 forward against them until they stress you...
Trophy: When you face and triumph over a danger, you may keep a trophy to remind you of it. You may carry up to three trophies. When you choose, you may discard the trophy, to get a +2 bonus on your next roll...
Tactics: When you attempt to gain a tactical advantage over an opponent, through advanced planning and/or careful positioning, roll 2d6 and add your INT modifier.
●10+ means you choose 2 from the list below.
●7-9 means you choose 1 from the list below.
--Add +1 to damage given for the rest of this fight.
--Take -1 damage each time you take damage in this fight.
--Add +1 to hit someone else for the rest of this fight.
--Others get a -1 penalty toward hitting you for the rest of this fight.
●6 or below means you take -1 forward.
Now I'm Mad: Each time you take damage, take +1 forward. (But not +1
per hp lost! Just each time you take fresh damage, you take +1 on your next roll.)
Paladin: The paladin fights with their faith on their side.
YOU START WITH ALL THREE OF THESE THREE STARTING MOVES:
Why Are You So Armored: Heavy armor (or lower) is not Clumsy for you. You deal 2 stress on a successful hit in melee combat-- in ranged combat, you deal 1 stress, unless your roll result is 12 or higher (then it's two). Like all classes in the Fighter class, you can use two-handed weapons if you want.
Charge! When you lead the charge into combat, those you lead take +1 forward.
That's My Philosophy: Choose two of these things: Justice, Mercy, Courage, Honor. At the dawn of each game day, hold 3 Creed. When you act to uphold one or more of the ideals you have chosen, you may choose to spend 1 Creed to add +1 to your roll. If you take stress as a result of that roll or action, you may spend Creed, 1 for 1, to reduce the amount of stress you take. You lose any remaining Creed at the start of each game day, and get 3 new Creed. If you ever act in a way that does not uphold your creed, you lose all Creed points until the next dawn.
WHEN YOU REACH LEVEL 2, AND EACH TIME YOU LEVEL UP AFTER THAT, TOO, YOU CAN ALSO ADD THESE MOVES, ONE BY ONE:
Combat Horsemanship: When you are mounted and attack with a weapon, you do one extra stress on a non-failure attack. If you are using some sort of spear or lance, you deal double stress. When you Defy Danger while mounted, take +1.
I Say Thee Nay: When you endanger yourself to protect someone whom you think is weaker than you, take +1 forward.
--Voice of Fire: When you publicly try to impress a group of people, whether by words or deeds (or both), roll+CHA.
*On a 10+ the GM chooses two NPCs present that you have impressed and a reaction from the list below.
*On a 7-9, the GM chooses one NPC present that you have impressed and a reaction from the list below.
*On a 6-, you’ve attracted some unwanted attention.
Reactions:
The person or persons chosen back you up, stand by your side, or support your cause.
The person or persons chosen come to you with something they think you want, need or could use.
The person or persons chosen come to you with valuable information.
Aura of Retribution: When you take a moment and pray for divine protection, roll+CHA.
✴ On a 10+: When you or an ally you can see takes damage from an opponent, that opponent takes one stress.
✴ On a 7-9: As a 10+ but you take -1 ongoing while you maintain the aura.
The aura ends when you lose your focus on maintaining its effect.
These Things I Believe: If you choose this, then each dawn, you will hold 6 Creed instead of 3. You may also choose one more word to the two words you chose to make up your Creed, for a total of 3 words.
The Order: If you choose this, then your order (of knights, paladins, whatever) has noticed that you're getting kind of impressive. Whenever you meet another member of your order, you can ask them for a favor (there's at least one in every large city, and you might run into them practically anywhere else, too (that is, you might if you choose this move)). If what you ask isn't in the nature of "suicide mission" or "I need lots of money" or anything like that, they'll almost certainly try to help you out, although depending on how big a favor it is, you might have to accept some sort of compromise regarding what you want...
My Mighty Steed: Choosing this move means your deity sends you a mighty steed.
--ANTHAN, god of rebellion: You get a zebra. It not only kicks, it bites. Your zebra steed excels in combat situations, but will also stay quiet when stealth is needed.
--CELADEL, goddess of justice and protection: You get a Clydesdale, a huge tough horse.
--DAIGATH: deity of birth and death and boundaries: You get an ivory-colored horse. It will never react in fear-- not to predators, fire, snakes, thunder, nothing. This horse never makes noise at all-- although its hoofbeats echo weirdly.
--NORIC: deity of the night sky and jewels: Your horse will be jet black save for a star on its forehead. This horse is the best at stealth.
--RONSI: goddess of youth and games: You get a winged unicorn, though it can't fly for very long distances at all (about the length of a football field, and about two stories up, is as high as it can go per flight). It will stab enemies with its horn, but there's no hole nor blood. They take stress from it anyway, though-- especially if they're evil. This mighty steed comes in colors of sky blue, light green, light purple, or bright yellow. This unicorn's voice always sounds like laughter.
--TANDALA, goddess of healing... This mighty steed varies-- It's often a camel, buffalo, or moose (it seems to depend on the terrain where the steed is first granted: desert, plains, forest). There is a legend of one sea-going paladin of Tandala riding a small whale (sometimes it's a beluga, sometimes it's an orca, depending on the storyteller).
This message was last edited by the GM at 01:47, Thu 20 May 2021.