Classes
Mighty (Forceful)
Shifty (Sneaky/Agile)
Bloody-minded (Focused)
Eldritch (Magical/Smarts)
Sane (Willpower)
Charming (Charming)
+2, +1, +1, 0, 0, -1
Angsty Shadow Warrior
Stats:
Select one set, then increase one stat by 1.
Darkblade: Bloody-Minded –1, Charming –1, Eldritch +1, Mighty +1, Sane +0, Shifty +0
Shadow Assassin: Bloody-Minded +0, Charming –1, Eldritch +1, Mighty +0, Sane –1, Shifty +1
Umbral Warrior Mage: Bloody-Minded +0, Charming +0, Eldritch +1, Mighty –1, Sane +1, Shifty –1
Shadow Blade: You possess (or can conjure) a sword made of pure darkness wreathed in purple flames or some such. You can roll 2d6 + Eldritch to kick some ass.
Thin Shadow: Something about your personality is such that people tend to just forget about you. Whenever someone is supposed to be paying attention to you and there’s a distraction or other pressing matter, roll 2d6 + Eldritch.
--On a 7-9 your friends and normal people forget about you.
--On a 10+ even enemies actively searching will forget about you until you do something really overt and offensive.
Chosen Visitor
Stats:
Select one set, then increase one stat by 1.
Chosen Seer: Bloody-minded –1, Charming +1, Eldritch +1, Mighty –1, Sane +0, Shifty +0
Ordinary Kid: Bloody-minded –1, Charming +0, Eldritch +1, Mighty +0, Sane +1, Shifty –1
Plucky Hero: Bloody-minded +1, Charming +0, Eldritch +0, Mighty +1, Sane –1, Shifty –1
Mysterious Power: You manifested a strange power upon arriving in the fantasy world. Select one of the moves from other classes listed below.
--Almighty Power (Pure Sacrifice)
--Big Bang (Explosive Mage)
--Healing Prayer (Fanatical Cleric)
--Obnoxious Little Familiar (Explosive Mage)
--Ridiculously Strong (Half Dragon)
Sacred Machine: You have an ancient magical robot at your disposal. It will count as a MacGuffin for some major enemies, and you can roll 2d6 + Eldritch to kick some ass. However, you can only use it for one scene per (game) day (recharges at dawn).
Stats
Select one set, then increase one stat by 1.
Charming Knave: Bloody-minded +0, Charming +1, Eldritch –1, Mighty –1, Sane +0, Shifty +1
Clever Treasure Hunter: Bloody-minded –1, Charming +1, Eldritch +1, Mighty +0, Sane –1, Shifty +1
Unstable Cutpurse: Bloody-minded +1, Charming –1, Eldritch +0, Mighty +0, Sane –1, Shifty +1
Backstab: You can roll 2d6 + Shifty to kick some ass
I Know a Guy: You have a lot of connections in various towns and cities.
When you look for someone to do stuff for you or give you information, roll 2d6 +Charming. On a miss, you find someone who holds a grudge for something you did in the past. On a 7-9 the DM chooses 2, on a 10+ the DM chooses 1:
It’s going to cost you; use the buy stuff move.
They want you to do something risky for them in return.
They want you to do something humiliating for them in return.
Your transaction does not go unnoticed.
Dumb Fighter
Stats
Select one set, then increase one stat by 1.
Big Bruiser: Bloody-minded +1, Charming –1, Eldritch –1, Mighty +1, Sane +0, Shifty +0
Legendary Hero: Bloody-minded +1, Charming +0, Eldritch –1, Mighty +1, Sane –1, Shifty +0
Unexpectedly Clever Swordsman: Bloody-minded –1, Charming +0, Eldritch –1, Mighty +1, Sane +0, Shifty +1
Choose two:
Legendary Sword: Your sword is actually a special sword of legend. It always counts as being one clue closer to a MacGuffin.
Meat Shield: If you put yourself in harm’s way to protect someone else, roll 2d6
+ Bloody-minded. On a 10+ you take the brunt of what they were going to take. On a 7-9, you fall down and the threat has only been temporarily held back.
Warrior’s Charisma: You can roll 2d6 + Mighty to trick an NPC.
Warrior’s Insight: If you fight someone in melee combat, roll 2d6 + Shifty. On a hit you take +1 forward for fighting them, and on a 10+ you also get a clue about them.