Fighter

It's a thankless job—living day to day by your armor and the skill of your arm. To dive heedlessly into danger. They won't be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels to sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no.

Forget them.

You do this for the guts and the glory. The scream of battle and the hot hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, Fighter, you are steel. While your traveling companions might moan about their wounds over a campfire in the wilderness, you bear your scars with pride.

You are the wall—let every danger smash itself to nothing on you. In the end, you'll be the last one standing.

Names

Dwarf: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq

Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian

Halfling: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca

Human: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob

Look

Choose one for each:

Hard, Dead, or Eager Eyes

Wild, Shorn, or Battered Helm

Calloused, Tanned, or Scarred Skin

Built, Body, or Ravaged Body

Stats

Assign these scores to your stats:

17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

You start with 10+Constitution HP.

Your base damage is d10.

Starting Moves

Choose a racial move:

Dwarf

When you share a drink with someone, you may Parley with them with Con instead of Cha.

Elf

Choose one weapon—you can always treat weapons of that type as if they had the Precise tag.

Halfling

When you Defy Danger from someone larger than you, take +1.

Human

When using a Close range weapon you are also able to attack at Hand range.

You start with these moves:

Bend Bars, Lift Gates (Str)

When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+ choose 3. On a 7-9 choose 2.

Armored

You ignore the Clumsy tag on armor you wear.

Signature Weapon

This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.

Choose a base description, all are 2 weight:

Choose the range that best fits your weapon:

Choose two enhancements:

Choose a look:

Alignment

Choose an alignment:

Good

Defend those weaker than you

Neutral

Defeat a worthy opponent

Evil

Kill a defenseless or surrendered enemy

Gear

Your Load is 9+Str. You carry your signature weapon and dungeon rations (1 weight, 5 uses). Choose your defenses:

Choose two:

Bonds

Fill in the name of one of your companions in at least one:

_______________ owes me their life, whether they admit it or not.

I have sworn to protect _______________.

I worry about the ability of _______________ to survive in the dungeon.

_______________ is soft, but I will make them hard like me.

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Merciless

When you deal damage, deal +1d4 damage.

Heirloom

When you consult the spirits of that reside within your signature weapon, roll+Cha. The spirits will give you an insight relating to the current situation, and might ask you some questions in return. On a 10+, the GM will give you good detail. On a 7-9, the GM will give you an impression.

Armor Mastery

When you take damage you can choose to let your armor take the brunt of it. The damage is negated but your armor or shield (your choice) is -1 armor until you get it repaired at a smithy or workshop.

Improved Weapon

Choose one extra enhancement for your signature weapon.

Seeing Red

When you Discern Realities during combat, you take +1.

Interrogator

When you Parley using threats of impending violence as leverage you may use Str instead of Cha.

Scent of Blood

When you Hack and Slash an enemy, you take +1d4 damage forward against that enemy.

Multiclass Dabbler

Get one move from another class. For the purposes of Multiclass Dabbler the Wizard's Spellbook, Prepare Spells, and Cast A Spell moves count as one move. The Cleric's Commune and Cast a Spell moves also count as one move. If you gain the ability to cast spells you cast them as if you were one level lower.

Iron Hide

You gain +1 armor.

Blacksmith

When you have access to a forge you can graft the magical powers of a weapon onto your signature weapon. This process destroys the magical weapon. Your signature weapon gains the magical powers of the destroyed weapon.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Bloodthirsty

Replaces: Merciless

When you deal damage, deal +1d8 damage.

Armored Perfection

Replaces: Armor Mastery

When you take damage you can choose to let your armor take the brunt of it. The damage is negated and you take +1 forward against the attacker but your armor or shield (your choice) is -1 armor until you get it repaired at a smithy or workshop.

Evil Eye

Requires: Seeing Red

When you go into a dangerous situation, roll+Cha. On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to make eye contact with an NPC present, who freezes or flinches and can't act until you break it off. On a miss, your enemies immediately identify you as their biggest threat.

Taste of Blood

Replaces: Scent of Blood

When you Hack and Slash an enemy, you take +1d8 damage forward against that enemy.

Multiclass Initiate

Required: Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move.

Steel Hide

Replaces: Iron Hide

You gain +2 armor.

Through Death's Eyes

When you go into battle, roll+Wis. On a 10+, name someone who will live and someone who will die. On a 7-9, name someone who will live or someone who will die. Name NPCs, not player characters. The GM will make your vision come true, if it's even remotely possible. On a 6- you see your own death and consequently take a -1 throughout the battle.

Eye for Weaponry

When you look over an enemy's weaponry, ask the GM how much damage they do.

Superior Warrior

When you Hack and Slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.