Warrior Edit This Class

The Warrior is a fighter, either from birth, by choice, or through dangerous circumstances. They are at home on the battlefield.

Look

Choose one from each:

Blank eyes, fiery eyes, kind eyes

Military cut, messy hair, headband, helmet

Worn uniform, utilitarian clothes, rags

Lean body, hulking body, lithe body

Stats

Your maximum HP is 10+Constitution.
Your base damage is d10.

Starting Moves

Tactical Advantage Edit This Move

Each battle is different and requires a different approach. At the start of each battle, decide which tactic you are actively employing.

  • Defensive: As long as you don't attempt to gain ground, you gain +1 to all Defy Danger rolls
  • Reactive: Whenever you are attacked, you can immediately respond and take +1 forward
  • Reckless: You deal +1d4 damage and take +1d4 damage
  • Precise: While you remain focused on a single target, you gain +2 piercing against them

Lifting the Fog Edit This Move

The fog of war can mask any battle. As you witness it unfold, whenever you or someone you have a bond with takes damage gain 1 Insight (Max 2). During the battle you may spend Insight to:

  • Add +1 to any of your rolls (Max +2)
  • Reroll a damage roll (yours or an ally's)

At the end of the battle your Insight resets to 0.

Tome of War Edit This Move

You know war and fighting. Gain +1 on any Spout Lore rolls that deal with past battles, renowned heroes, weapons, or armor.

Armored Edit This Move

You ignore the clumsy tag on armor that you wear.

Drives

Destructive

Blow something up or dismember a foe.

Superior Position

Gain an advantage due to better choice of terrain or surroundings.

Weapon Master

Use a new weapon in combat or begin training with one.

Honor Killer

Challenge a foe to 1v1 combat and defeat them.

Bonds

__________ would make a good soldier. I should show them I respect them.

__________ has trouble keeping focused in tense situations. Perhaps I can help them with that.

__________ has saved me from myself in combat, I owe them.

Gear

Your load is 9+STR.

You start with Field Rations (1 weight) and Stub Revolver (1 weight, 2 uses, Long, Reach, Close). Choose your melee weapon:

Advanced Moves for Levels 2+

When you level up you may take a new advanced move either from your class or from the general list of advanced moves.

Baptised By Bullets Edit This Move

Whenever you run through enemy fire, take +1 to Defy Danger.

Battle Senses Edit This Move

When you get a 7+ with Discern Realities while in combat you also gain +1 Insight.

Charge Edit This Move

When you charge towards the enemy, you and those you lead take +1 forward.

Deadly Cover Edit This Move

When you get a 7+ with Suppressing Fire you gauge your enemy's reaction, gain +1 Insight.

Field Medic Edit This Move

When you tend to someone's wounds in combat you may spend 1 Insight to perform your treatment instantly.

Fighter's Sense Edit This Move

You always start combat with +1 Insight.

Shield of the Imperium Edit This Move

You always gain +1 hold when using Defend, even on a 6-.

Tactical Decision Edit This Move

You may spend 1 Insight to change your Tactical Advantage choice.

Advanced Moves for Levels 6+

When you level up you may take a new advanced move either from your class or from the general list of advanced moves.

Battle Medic Edit This Move

Requires: Field Medic

When you use Field Medic you also heal for +1d8 wounds.

Experienced Eye Edit This Move

Your max Insight is now 4.

Punish Weakness Edit This Move

When you get a 10+ with Hack and Slash or Fire for Effect you may spend 1 Insight to ignore armor and add +1 rending to your attack.

Saw It Comin' Edit This Move

When you take damage you may spend 1 Insight to negate it. Describe how you anticipated the attack and what you did to avoid it.

Veteran's Sense Edit This Move

Replaces: Fighter's Sense

You always start combat with +2 Insight.