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08:39, 3rd May 2024 (GMT+0)

CLASS: FIGHTER.

Posted by The GMFor group 0
The GM
GM, 3 posts
Sat 12 Feb 2022
at 19:50
  • msg #1

CLASS: FIGHTER

(pick 2 moves or roll 1d12 twice):
1. Trained in armed and unarmed combat
2. Bend bars, lift gates, break stuff
3. extra good at damage-dealing
4. use armor to absorb full damage (at risk of breaking it)
5. third signature weapon enhancement (see below)
6. iron hide
7. plow through enemy defenses like a juggernaut
8. assess enemy’s armor/weaponry/stance/style (to get an advantage over them)
9. Re-roll one roll per battle
10. Extra intimidating
11. Two-handed-weapon training
12. Shield training
13. Cleave (swing a weapon and hit multiple enemies that are trying to attack you)
14-20 reroll

Now, follow these steps to determine your starting weapon:
--You start with your signature weapon
----Signature weapon: (pick one or roll 1d6 once): 1 sword; 2 axe; 3 hammer; 4 pike; 5 club; 6 reroll

Now pick two weapon enhancements or roll 1d8 twice:
1. Disarming. +1 to attempt to break enemy weapon, or disarm enemy (if their weapon is hand-held)
2. Spiky. +1 damage.
3. Really sharp. Ignores 1 point of armor.
4. Perfectly weighted. You can use Agile to attack.
5. Glows when a certain type of threat is nearby (evil? giant? reptilian? otherdimensional? undead? magical?)
6. Huge. +2 to knocking opponents your size or smaller down or backwards.
7. Well-crafted. +1 to hit.
8. Roll again


Choose the look of the weapon or roll 1d6 once: 1 ancient; 2 unblemished; 3 ornate; 4 blood-stained; 5 sinister; 6 reroll


AFTER SESSION ZERO, YOU WILL ALSO GET:
Choose armor (or flip a coin):
--You start with Chainmail and 3 coins,
OR
--You start with Scale armor

Choose or flip a coin:
--A Shield
OR
--1 Antitoxin, 1 bandages


In a melee, you inflict 2d3 hits. With ranged weapons, you inflict 1d3 hits.

If it involves you physically fighting or intimidating someone or something, add 1 extra point to your roll.
This message was last edited by the GM at 18:10, Wed 16 Feb 2022.
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