A Fighter playbook for the shining city-states.Written
against Wizards & Lizards v0.10 (BETA, not yet playtested).
No goddess marked you. No fire was lent to you. You are good at the
oldest and simplest thing there is, fighting with a weapon in your hand,
and you do it reliably, blow after blow, fight after fight,
without a shrine to kneel at or a spell that might fizzle. The barbarian
hits harder in her fury and the knife in the dark hits deadlier on its
one chance, but neither does it every round the way you do. Steel does
not run out, and steel does not miss the way magic misses.
1.1 You Turn the Odds
Your gift is mastery, of your weapon, of the moment, of the shape of
a fight. You put out steady, dependable damage that the party can count
on. And when the enemy has the advantage, more bodies than you, or one
foe far stronger than any of you, you are the one who changes the
math: the trip that drops the ogre, the disarm that defangs the
champion, the shove that breaks the encirclement. You make a losing
fight winnable. You have no prayers and no spells.
1.2 Make Your Fighter
Your Might begins at +2. Agility,
Wits, and Presence begin at +0; the tables below will raise them.
You begin with:
Hit Points 16 (you are built to be hit and keep
coming).
Speed 2.
Stress 4 + your Presence (your spent breath and
grit, see below).
Defense = Agility + shield + cover. You wear
any armor, to full plate, and bear any
weapon.
Weapon Mastery (below), your years of drill made
flesh.
Martial Cunning (a Fighter’s edge, always on): when
you use the Maneuver action, a hit inflicts its
condition and deals your weapon damage, where another must
choose one or the other. You alone wound and disable in the same blow,
this is how you turn a stronger foe’s advantage against it.
Tactics, a veteran’s read of a fight: where the
line will break, and how to already be standing there.
Now walk the tables. Roll or choose; take what each one grants.
1.2.1 Where did you learn the trade
of arms? (1d6)
In the city levies, shoulder to shoulder behind a wall of spears.
(+1 Might · Soldiery)
In a fencing-master’s hall, until you were better than the master.
(+1 Agility · Dueling)
In the fighting pits, where the only lesson is survive. (+1
Might · Brawling)
On the free-company road, sword for hire from city to city.
(+1 Wits · Mercenary Lore)
As a guard-captain, drilling others and learning twice over.
(+1 Presence · Command)
Alone, in a hard year, against people who meant it. (+1
Wits · Watchfulness)
1.2.2 What is your weapon?
(1d6)
Your favored weapon is the one Weapon Mastery
answers to.
Spear and shield, the wall that holds. (skill:
Drill)
The duelist’s blade, quick and certain. (skill:
Footwork)
A great two-handed weapon, all weight and ruin.
(skill: Intimidation)
Bow or handgonne, the kill before the closing.
(skill: Marksmanship)
Paired blades, sword and dirk, a storm of edges.
(skill: Acrobatics)
A plain soldier’s sword, and nothing it cannot do.
(skill: Soldiery)
1.2.3 Who fights at your
shoulder?
Choose another player’s character, the one you have fought beside
long enough to read without a word. While you are within reach of each
other, both of you have +1 Defense, you cover each
other’s blind side as a matter of habit.
1.2.4 Your weapon (1d6)
A blade your master left you when they fell. Once
per day, reroll a missed Strike with it.
A war-axe notched once for every hard fight. Foes
who count the notches may have to Endure fear.
A spear of true city-steel. Its reach lets you
Strike a foe one step beyond arm’s length.
A handgonne, slow to load, but sure. Once per
fight, a hit with it is a critical.
A pair of fighting knives, worn smooth. Once per
fight you may Flurry for no stress.
A plain sword that has simply never failed you. +1
to Strike rolls with it.
1.3 Advanced Actions
You have Weapon Mastery already. Choose
one more now; you will gain others as you rise.
Weapon Mastery(granted). With your
favored weapon you deal +1 damage, and once per
activation you may reroll a missed Strike with it.
Flurry. Mark 1 stress for one
extra Strike this activation, and it ignores the Multiple Attack
Penalty. Steady pressure, or a way to thin a crowd.
Press the Opening. Against a foe that is Prone,
Staggered, Disarmed, or otherwise off-balance, your Strikes deal
+2 damage. You punish the very advantage your maneuvers
create.
Whirlwind. A Maneuver that strikes
every enemy within reach at once: each is shoved back a
step and the weakest is knocked Prone. Against superior numbers, you
break the press.
Warding Stance. You threaten the ground around you
as a matter of training, no Defend needed: the first foe each round to
break from your reach draws a free Strike.
Turn the Blade. A reaction: when a melee blow would
land on you, mark 1 stress to catch it
on your guard: a hit (13+) becomes a partial (reduced damage, no
condition); a partial (9–12) becomes a miss. It protects you, not your
allies.
Second Wind. Spend an action and mark 2
stress to find your feet: recover 6 Hit Points
of breath, grit, and refusal.
1.4 Your Actions
Like every adventurer you have the shared actions, roll 3d6, add the
attribute, read the ladder (8− miss, 9–12 partial, 13–17 success, 18+
critical):
Strike (Might) · Shoot (Agility) ·
Defend (Agility) · Maneuver
(Might/Agility, and for you it wounds as well) · Endure
(the fitting attribute) · Skill (use one of your
skills). And you may always mark stress to push a roll,
resist a blow, or fuel an Advanced Action.
1.5 As You Rise
You grow over five levels. At 2nd and 4th level you
gain a new skill and a new Advanced Action, a new mastery, a deadlier
stance, a harder body to break. At 3rd and 5th level
you raise an attribute (to a cap of +3) and your blows hit harder still.
Where the others reach for the divine and the arcane, you reach for the
next opening.