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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8257652" data-attributes="member: 6696971"><p><strong><span style="font-size: 18px">THE FIGHTER</span></strong></p><p><strong></strong></p><p><strong>Starting Actions</strong>: Skirmish * 2, Command * 1</p><p></p><p></p><p><strong>Dangerous Friends/Allies</strong>:</p><p></p><p>Gen - Thrifty caravan master</p><p>Miah - War heroine turned union leader</p><p>Glakrolla - Hobgoblin queen and tip of the spear</p><p>Landry - Former partner</p><p>Fasgarron - Ascetic beyond the wall</p><p>Four-finger Jack - Physicker from the war</p><p></p><p></p><p><strong>Starting Abilities</strong>:</p><p></p><p><strong>Which Weapon is Yours? All of them...: </strong>All weapons are fine in your hands. You get 2 special armor for weapons. You may expend your special armor to perform an uncanny feat of accuracy, prowess, or speed with a weapon. Take +1 Effect on any attack or special maneuver (disarm, trick shot, debilitate, covering fire, terrify, slip and move).</p><p></p><p><strong>Battle Captain: </strong>Take +1d when you lead a group combat action. Also, you can suffer only 1 stress from any failed rolls.</p><p></p><p><strong>Hoplite: </strong>Armor and shields you're wearing count as 1 less weight and are considered fine.</p><p></p><p></p><p><strong>Advancement Abilities:</strong></p><p><strong></strong></p><p><strong>Made of Iron: </strong>You get 2 special armor to reduce any physical Harm or to push yourself on a physical action.</p><p></p><p><strong>I've Got Your Back</strong>: When you Protect a teammate, take +1d to your resistance roll. If an ally needs getting out of a spot (caught from a fall, pulled out of a whirlpool, parley gone bad), take 1 Stress and you're there. Then take +1d for an Action or a Setup action.</p><p></p><p><strong>Born of the Crucible:</strong> When you accept Harm rather than resisting it, clear 2 Stress. When you close to melee with an enemy who has harmed you, they falter, hesitate, or flinch.</p><p></p><p><strong>Thousand Yard Stare</strong>: Before weapons are drawn, you may lock eyes with someone, forcing them to hesitate. Both of you know that you can interrupt whatever they do next. Take Controlled position for your next action against them.</p><p></p><p><strong>Hordebreaker</strong>: In close combat, you are equal in Scale to a small gang.</p><p></p><p><strong>Weapon of a Hundred Kills</strong>: One of your weapons has ended dozens upon dozens of lives. Their souls left something behind on the blade/head/tip/haft/guard/pommel of your weapon. Name the weapon. When you Push to Discern or Illuminate while its in your hands, it only costs 1 Stress and your GM will always tell you something interesting about your present situation.</p><p></p><p><strong>Friends on the Watch</strong>: Take +1d when you Gather Information with members of any Town Watch. You and your allies gain Potency when acting on the answer.</p><p></p><p><strong>Get Back on the Horse</strong>: You recover from Harm faster. Permanently fill in one of your Healing Clock segments. Take +1d to healing treatment rolls.</p><p></p><p><strong>Muleblooded</strong>: Increase your Light Load to 5-6, your Normal Load to 7-8, and your Heavy Load to 9.</p><p></p><p><strong>Bend Bars, Lift Gates</strong>: Freakish athlete. Take +1 Effect when you perform a feat of strength or athletic prowess.</p><p></p><p></p><p><strong>Unique Equipment</strong>:</p><p></p><p>Fine Scale Armor - 2 Load</p><p>Fine Leather Armor - 0 Load</p><p>Fine Round Shield - 1 Load</p><p>Fine Halberd or Spear (Reach) - 2 Load</p><p>Fine Heavy Weapon (Close, Forceful) - 2 Load</p><p>Fine Hand Weapon (Close, Hand) - 1 Load</p><p>Fine Longbow (Far) and Ammo - 2 Load - * * (Ammo)</p><p>Fine Throwing Knives (Near) - 1 Load - * * * (Ammo)</p><p>Sigil of the Legion - 0 Load</p><p>Drinking Horn or Warning Horn - 0 Load</p><p>(1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * * (Uses)</p><p>(1 Coin) Healing Potion - 0 Load (Take 1 Stress for immediate Resistance Roll to Harm and +1d)</p><p>(1 Coin) Camp Supplies - 2 Load * * * (Uses)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8257652, member: 6696971"] [B][SIZE=5]THE FIGHTER[/SIZE] Starting Actions[/B]: Skirmish * 2, Command * 1 [B]Dangerous Friends/Allies[/B]: Gen - Thrifty caravan master Miah - War heroine turned union leader Glakrolla - Hobgoblin queen and tip of the spear Landry - Former partner Fasgarron - Ascetic beyond the wall Four-finger Jack - Physicker from the war [B]Starting Abilities[/B]: [B]Which Weapon is Yours? All of them...: [/B]All weapons are fine in your hands. You get 2 special armor for weapons. You may expend your special armor to perform an uncanny feat of accuracy, prowess, or speed with a weapon. Take +1 Effect on any attack or special maneuver (disarm, trick shot, debilitate, covering fire, terrify, slip and move). [B]Battle Captain: [/B]Take +1d when you lead a group combat action. Also, you can suffer only 1 stress from any failed rolls. [B]Hoplite: [/B]Armor and shields you're wearing count as 1 less weight and are considered fine. [B]Advancement Abilities: Made of Iron: [/B]You get 2 special armor to reduce any physical Harm or to push yourself on a physical action. [B]I've Got Your Back[/B]: When you Protect a teammate, take +1d to your resistance roll. If an ally needs getting out of a spot (caught from a fall, pulled out of a whirlpool, parley gone bad), take 1 Stress and you're there. Then take +1d for an Action or a Setup action. [B]Born of the Crucible:[/B] When you accept Harm rather than resisting it, clear 2 Stress. When you close to melee with an enemy who has harmed you, they falter, hesitate, or flinch. [B]Thousand Yard Stare[/B]: Before weapons are drawn, you may lock eyes with someone, forcing them to hesitate. Both of you know that you can interrupt whatever they do next. Take Controlled position for your next action against them. [B]Hordebreaker[/B]: In close combat, you are equal in Scale to a small gang. [B]Weapon of a Hundred Kills[/B]: One of your weapons has ended dozens upon dozens of lives. Their souls left something behind on the blade/head/tip/haft/guard/pommel of your weapon. Name the weapon. When you Push to Discern or Illuminate while its in your hands, it only costs 1 Stress and your GM will always tell you something interesting about your present situation. [B]Friends on the Watch[/B]: Take +1d when you Gather Information with members of any Town Watch. You and your allies gain Potency when acting on the answer. [B]Get Back on the Horse[/B]: You recover from Harm faster. Permanently fill in one of your Healing Clock segments. Take +1d to healing treatment rolls. [B]Muleblooded[/B]: Increase your Light Load to 5-6, your Normal Load to 7-8, and your Heavy Load to 9. [B]Bend Bars, Lift Gates[/B]: Freakish athlete. Take +1 Effect when you perform a feat of strength or athletic prowess. [B]Unique Equipment[/B]: Fine Scale Armor - 2 Load Fine Leather Armor - 0 Load Fine Round Shield - 1 Load Fine Halberd or Spear (Reach) - 2 Load Fine Heavy Weapon (Close, Forceful) - 2 Load Fine Hand Weapon (Close, Hand) - 1 Load Fine Longbow (Far) and Ammo - 2 Load - * * (Ammo) Fine Throwing Knives (Near) - 1 Load - * * * (Ammo) Sigil of the Legion - 0 Load Drinking Horn or Warning Horn - 0 Load (1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * * (Uses) (1 Coin) Healing Potion - 0 Load (Take 1 Stress for immediate Resistance Roll to Harm and +1d) (1 Coin) Camp Supplies - 2 Load * * * (Uses) [/QUOTE]
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