The Warrior
Through grueling training and countless battles, my skills have been honed to a deadly edge. I charge fearlessly into battle, wielding an arsenal of weapons to protect my allies and dominate my foes. I am a Warrior.
Sharpened by near-constant struggle, you are a weapon against the forces of darkness. You are at your best standing at the frontlines of battle, controlling the flow of combat as you cut down your foes with powerful attacks and lock stronger opponents into a battle they cannot hope to win.
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Martial Supremacy |
Passive
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The Warrior starts the game with this ability at Notch 1.
Any time you make a weapon attack, you can perform one Stunt you know as part of the attack. You can perform each Stunt you know once per Scene.
Pick three Stunts you know. Learn a new Stunt every time you gain a new Notch in Martial Supremacy.
STUNTS
Courageous Strike
This attack deals an additional 1d6 Physical damage for every enemy within (Notch) meters of your position.
Cunning Footwork
Move up to (Notch x 2) meters before or after you make this attack.
Defensive Pivot
After making this attack, gain a +(Notch) bonus to Defense until the start of your next turn.
Disarming Strike
If you hit with this attack, pick something the target is holding; the object flies out of their hands as you strike, falling into a space of your choosing within (Notch x 2) meters of them (a Half Action may be used to pick this item up).
Dual Strike
After resolving this attack, make a follow-up attack with the weapon in your off-hand. This off-hand attack has a +(Notch) bonus to hit.
Hamstring
If you hit with this attack, the target is Immobilized (Save ends). If you miss with this attack, the target is Slowed (Save ends). In either case, the Save to end this effect has a +(Notch) Difficulty.
Inciting Blow
Hit or miss, the target of this attack becomes Fixated on you (Save ends). The Difficulty to Save against this effect increases by (Notch).
Invigorate
After resolving this attack, roll (Notch)d6. For each one that Bumps, remove a point of Strain from yourself.
Piercing Strike
Pick a type of damage. This attack ignores up to (Notch) points of this type of damage Resistance.
Pommel Smash
If you hit with this attack, the target is Stunned (Save ends). If you miss with this attack, the target is Staggered (Save ends). In either case, the Save to end this effect has a +(Notch) Difficulty.
Precision Strike
You have Advantage and a +(Notch) bonus to hit with this attack.
Rend
If you hit with this attack, the target takes ongoing (Notch)d6 Physical damage (Save ends).
Second Wind
After resolving this attack, gain (Notch)d6 Endurance.
Shatterstrike
If you hit with this attack, reduce the target's Defense by (Notch) (Save ends).
Tactical Strike
After resolving this attack, an ally within 10 meters may either move up to (Notch x 2) meters or make a weapon attack with a +(Notch) bonus to hit.
Battle Stance |
Half Action - Concentration
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Assume a Stance you know, gaining all of its benefits for as long as you hold Concentration.
Learn one Stance for every Notch you have in Battle Stance.
Stances
Ancient Mountain Stance
Your Defense increases by (Notch) while you are in this Stance.
Bending Willow Stance
While in this Stance, reduce the first instance of damage you receive each round by (Notch)d6.
Clouds Over Water Stance
Your Attack increases by (Notch) while you are in this Stance.
Dipping Crane Stance
When you hit with a weapon attack while in this Stance, deal an extra (Notch) damage for each meter you've moved since the start of your turn and now.
Dueling Wind Stance
When you hit with a weapon attack while in this Stance, you can make an attack with your off-hand weapon. This can occur (Notch) times per round.
Hidden Viper Stance
(Notch) times per round while holding this Stance, you can attack a creature after they have finished resolving an attack against you.
Mist Hides the Hills
(Notch) times per round while holding this Stance, you can create an instance of Advantage when you make an Attack or Defense roll.
Shifting Shadow Stance
When you are in this Stance and start your turn adjacent to at least one enemy, you gain (Notch x 0.5) Actions.
Wave Over Canyons Stance
Whenever you hit with an attack while in this Stance, a different enemy adjacent to either you or the target also takes (Notch) Physical damage.
Charge |
Action
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Move up to (Notch) + (Brawn) meters and make a weapon attack against one creature you end this move adjacent to.
This attack deals an additional 2 Physical damage for every meter you moved as a part of the Charge Action.
Combat Opportunist |
Interrupt
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Trigger: An adjacent enemy voluntarily moves further away from you or makes an attack that doesn't include you as a target.
Make a weapon attack against the triggering enemy. This attack has a +(Notch) bonus to both the attack roll and the damage roll.
If you hit, the triggering Action automatically stops and fails.
BattlemindAs a Free Action, you may expend an available Stunt to negate an instance of Advantage you'd grant an enemy and prevent yourself from granting Advantage to any enemies until the end of your next turn. |
Daring DeedWhenever you perform a Stunt, gain 1d6 + (Brawn) Endurance. |
Favored WeaponPick a weapon type (Axes, Blades, Blunt, or Polearms). When wielding a weapon of this type, increase the size of its damage dice by one degree. |
First BloodYou have a +3 bonus to Initiative rolls. After rolling Initiative, you gain Advantage on attacks against enemies who have not yet acted during this combat. |
PhalanxRegardless of their actual position, your allies can consider themselves to be Flanking any enemy you are adjacent to. |
Superior StuntsYou may use each Stunt you know twice per Scene instead of just once. |
Rituals
Bend Bars, Break DoorsOver the course of this Ritual, you use your brute strength to destroy a non-magical obstacle or object you can touch. Pick one of the following:
The object is broken quickly (in 5 minutes or less) The object is broken without making much noise The object is broken but can be easily repaired The object is broken beyond all repair |
Daily DisciplinePractice your daily training regimen. A few fitness and muscle exercises, some footwork and practice with the blade finds you ready for action. If you performed this Ritual today, you can pick one of your Keys which you otherwise would answer "No" to upon taking a Full Rest and say "Yes" to this Key instead. |
Field RepairsPerform basic maintenance on your weapons and armor to improve their efficacy in the field. Pick one of the following:
Give a weapon of your choosing +1 Attack until the end of your next Full Rest. Give a shield or armor of your choosing +1 Defense until the end of your next Full Rest. |
Hearty AppetiteYou eat a full meal, gorging yourself on the best food and drink available. Depending on the quality and variety of the food and drink you consume, the GM will rate your meal from one to five stars. For each star rating your meal receives, roll your Resolve once and recover Hit Points equal to the total rolled. |
Rub Some Dirt On ItThrough sheer grit and determination, you shrug off a serious injury. Talk a walk, drink some ale, dress your wounds, and curse a little. Then remove a single Trauma you are suffering from. |
War StoriesTell a story of your adventures to the group. At the conclusion of the story, the GM will award you and all who heard it one of the following based on the subject, content, and themes of the story you just told.
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