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.
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.
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
Choose one for each:
Hard, Dead, or Eager Eyes
Wild, Shorn, or Battered Helm
Calloused, Tanned, or Scarred Skin
Built, Body, or Ravaged Body
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.
Choose a racial move:
When you share a drink with someone, you may Parley with them with Con instead of Cha.
Choose one weapon—you can always treat weapons of that type as if they had the Precise tag.
When you Defy Danger from someone larger than you, take +1.
When using a Close range weapon you are also able to attack at Hand range.
You start with these moves:
When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+ choose 3. On a 7-9 choose 2.
You ignore the Clumsy tag on armor you wear.
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:
Choose an alignment:
Defend those weaker than you
Defeat a worthy opponent
Kill a defenseless or surrendered enemy
Your Load is 9+Str. You carry your signature weapon and dungeon rations (1 weight, 5 uses). Choose your defenses:
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.
When you gain a level from 2-5, choose from these moves.
When you deal damage, deal +1d4 damage.
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.
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.
Choose one extra enhancement for your signature weapon.
When you Discern Realities during combat, you take +1.
When you Parley using threats of impending violence as leverage you may use Str instead of Cha.
When you Hack and Slash an enemy, you take +1d4 damage forward against that enemy.
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.
You gain +1 armor.
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.
When you deal damage, deal +1d8 damage.
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.
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.
Replaces: Scent of Blood
When you Hack and Slash an enemy, you take +1d8 damage forward against that enemy.
Required: Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.
Replaces: Iron Hide
You gain +2 armor.
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.
When you look over an enemy's weaponry, ask the GM how much damage they do.
When you Hack and Slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.