Warriors make history. They’re the ones who slay dragons, who dethrone kings, who stand tall among the brutal carnage of a blood-soaked battlefield and raise their swords in triumph. Some of these men-at-arms have humble origins, taking up weapons in defense of home and family. Others pursue bloodshed as if they are born for it, traveling the land to train under exotic blademasters and master tacticians. Regardless of their past, all warriors follow the one universal truth of combat: kill your opponent before he kills you. And they’re damned good at it. Every veteran warrior carries remnants of his past triumphs—each scar a reminder of a wound that could have been his last, each notch in his sword a lesson learned in the importance of precise swordplay. Even now, countless warriors are training for the day when they meet you in battle. Will you be strong enough to vanquish them? Take up arms, warrior, and prove to the world that today is not your day to die!
The captain of the town guard leads his troops in the defense of an isolated community.
A master swordsman travels the land in search of a worthy opponent.
Having won his freedom after countless battles in a gladiatorial slave arena, a fierce warrior begins his life as a mercenary.
A Hundred Scars, a Hundred Lessons
After each combat, write on your character sheet the description of a new scar and the lesson you learned from it (don’t forget to duck, fire hurts, kill the wizard first, etc). If one of your lessons ever applies to your situation, cross it off to greatly decrease or greatly increase a roll involving you.
Ignore the heavy armor penalty. If you are wearing heavy armor or wielding a shield, you have +5 block against ranged attacks, and you are immune to cones, blasts, and lines.
Describe a sweeping attack → Deal melee damage to as many adjacent characters as you like.
Crowd Control • Action
Describe how control the flow of combat → Deal melee damage and choose one:
Disarm: Disable the target. Resisting.
Lock Down: The target can’t move away from you for 1 turn.
Shove: If it is logical for you to do so, push the target up to your movement distance, moving into the spaces it vacates.
Do or Die • Action
Describe how you engage an enemy in single combat → Do one of the following based on your roll. Nobody can increase or decrease the roll.
Good or Very Good: Deal damage to the target with a +25 damage bonus.
Mixed: Describe how your showdown continues → Roll for Do or Die again.
Bad or Very Bad: The target deals damage to you with a +25 damage bonus.
You can intercept attacks to become the new target if you are in a position where you could logically do so. When you do this, the creature you protect bolsters.
Master of Arms
You are immune to disable.You have 2 additional weapon keywords (refer to the items section).
Once each combat, at any point, completely ignore all negative effects of an attack against you and bolster.
Increase all rolls you make to jump, climb, swim, and lift heavy objects.
Blood on the Wind • Action
Describe how you sense combat → The GM tells you the approximate location of all recent, current, or impending fights in the area, as well as a relevant fact about each battle.
Cold Read • Slow Action
Describe how you examine someone with a critical eye → The GM tells you how strong that creature is in relation to you, as well as a useful fact about its fighting capabilities.
Know Thy Foe
If you know extensive details about a specific creature, gain 3 advantage to use involving that creature.
You can ignore the need to sleep, eat, and rest for 1 week. Increase all rolls you make to endure long-lasting hardship (complete long marches, hold your breath, carry a wounded ally, etc).
Once each session, gain creative license to remember a strategically useful site (a hidden cave, an abandoned fortress, an old stockpile of weapons, etc) in the region.
Bound by Blood
After each fight or ordeal, describe how you bond with an ally who had your back → Both of you write on your character sheets that you are bound by blood. You can have up to 5 such bonds at a time. At any point, one of you can cross of your bond (expending both bonds) and choose one:
Bond of Friendship: The GM tells you the bonded person’s condition (alive, wounded, distressed, etc), and which way to go to reach them.
Bond of Power: Gain creative license to temporarily invoke the bonded person’s power (use one of their stats, remember a fact they would know, gain one of their traits as a temporary trait, etc).
It’s Quiet… Too Quiet
Whenever there’s a lull in the action, gain creative license to introduce an interesting complication with meaningful rewards (you hear someone scream for help, an important person arrives, your quest suddenly becomes more dangerous and more lucrative, etc).
Once each session, write one of the following on your and your allies’ character sheets: the muscle, the face, the fixer, the brain, the lookout, the inside agent, and the support. Anybody can cross off their descriptor to increase a roll that relates to it.
War Stories • Slow Action
Roleplay telling a war story from your past, or invoke your veteran status → Choose one:
Honor: Earn someone’s profound respect, even if it’s begrudging respect.
Remembrance: Someone shares a revealing war story of their own.
Strength: Someone backs down from you.
Warrior’s Honor • Slow Action
After combat, roleplay banter with one of your enemies → Their disposition towards you significantly improves.