Barbarian | Bard | Cleric | Commoner | Druid | Fighter | Paladin | Ranger | Shaman | Thief | Witch | Wizard
"For all the places I have seen, and people I can never forget, I felt everything through the tip of my sword."
Warriors, Fighters, Mercenaries, Professional Killers, Career Soldiers
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An Avatar fitting your race.
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Read the lore for your character's race.
Grit is 10.
Your carry weight is equal to STRx2+Grit.
Your hitpoints are CONx2+Grit+10.
Your damage is 1dGrit.
Weapon Master
You're a veteran of a hundred scraps. You know your way around an armory. You know what works for you and what doesn't. You've come to specialize in a certain type of weapon. Whether it's a greatsword, a rapier, or a halberd, you can use the weapon with skill unmatched by most others. You can choose one type of weapon in which you specialize from the Weapon page (Basic Play Guides>Coins and Equipment>Weapons). If the weapon you chose isn't already 2 weight, make it 2 weight. When you use weapons of this type, you gain these benefits:
Choose two enhancements.
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Hooks and Spikes: Add Messy tag but +1 Weight
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Perfectly Weighted. Add precise tag.
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Huge: Add forceful tag but +1 weight.
Choose its appearance:
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Ancient and Worn, Blood-stained, Unblemished, Sinister, Ornate
(Note: Melee weapons only. No ranged weapons, no improvised weapons, no fists! Also, if you dual wield, the bonus of the weapon will only apply once.)
Armored
You ignore the Clumsy tag on any armor you wear.
Bend Bars, Lift Gates
Standard
When you are unbound and have a full range of motion for your limbs (e.g. you are not shackled, chained, or in a tight space), you can use pure strength to destroy an inanimate obstacle, roll+STR. You are unable to Bend Bars, Lift Gates when you have the 'weak' debility.
* On a 10+, choose 2.
* On a 7-9, choose 3.
* On a 6- gain the 'weak' debility.
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A lot of noise is made. SOMEONE heard that!
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Something of value is damaged, or you gain the Weak debility.
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It takes a very long time for you to work at it.
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You can fix the thing again without a lot of effort.
Second Wind
Free
Once during combat, you may draw on your experience as a veteran combatant to regain your will to fight. Roll 2d6+CON:
On a 10+ choose 2
On a 7-9 choose 1
On a miss, you have overextended yourself. Your will to fight is sapped. You tire and become Vulnerable.
Heal 1d6 damage on yourself (you cannot use moves that give additional healing with this)
Remove one debility or disease from yourself
Remove one curse
When you gain a level from 2–5, you may choose one of these moves:
Total Mastery
Requires: Weapon Master
You can take the third enhancement for your chosen weapon type under Weapon Master. In addition, your weapon will radiate a soft light when it is near a creature type of your choice (within 40 meters).
Improved Weapon
Requires: Weapon Master
When you have access to a forge or a whetstone, you can draw on your familiarity with it to increase its sharpness and penetrating power. Through this process, add +1 to your weapon's damage modifier. This stacks with Bastard/Biting tags. In addition, your weapon will radiate a soft light when it is near a creature type of your choice (within 40 meters).
Skilled
Pick a weapon. While you wield weapons of that type, they gain the precise tag allowing you to Hack & Slash using +DEX.
Iron Hide
You have +1 armor, whether you are armored or not.
Armor Mastery
Requires: Fighter
Free
When you make your armor take the brunt of damage dealt to you (physical damage), the damage is negated, but you must reduce the armor value of your armor or shield (your choice) by 1 until the end of the encounter. You can only use this once per encounter.
Taste Of Blood
Requires: Weapon Master
When you Hack & Slash you deal +1d4 damage.
Multiclass Dabbler
Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.
Honed Skill
Requires: Skilled
Pick another weapon. While you wield weapons of that type, they gain the precise tag allowing you to Hack & Slash using +DEX.
When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.
Eye for Weaponry
When you examine someone and their weaponry, the player or story-teller must tell you honestly (but privately) how much damage they can do and how (stats/moves/enhancements, etc).
Steel Hide
Requires and replaces: Iron Hide
You have +2 armor, whether you are armored or not.
Armored Perfection
Requires and replaces: Armor Mastery
Free Action
When you choose to let your armor take the brunt of damage dealt to you (physical damage), the damage is negated and you take +1 forward against the attacker, but you must reduce the armor value of your armor or shield (your choice) by 1 until the end of the encounter. You can only use this once per encounter.
Multiclass Initiate
Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.