[Types]
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete
Science fiction: security officer, warrior, trooper, soldier, merc
Superhero/Post-Apocalyptic: hero, brick, bruiser
You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
Individual Role: Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.
Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.
Societal Role: Warriors aren't always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.
Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.
| Stat | Pool Starting Value |
|---|---|
| Might | 10 |
| Speed | 10 |
| Intellect | 8 |
You get 6 additional points to divide among your stat Pools however you wish.
First-tier warriors have the following abilities:
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon.
Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in its own listing.
This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time all tasks it performs are hindered.
You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks.
This melee attack inflicts 1 less point of damage than normal, and regardless of whether you hit the target, you maneuver it into a position you desire within immediate range.
Choose one of your Edge stats that is 0. It increases to 1.
When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon.
You use a ranged weapon to target a limited area (such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason.
You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills.
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice.
After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one.
This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered.
You are trained in Speed defense tasks when not wearing armor.
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
When you use a bashing or bladed weapon in both hands and apply Effort on the attack, you get a free level of Effort on the damage. (If fighting unarmed, this attack is made with both fists or both feet together.)
You make a powerful and precise strike that inflicts additional damage later. On your next turn, the target of this attack takes an additional 3 points of damage (ignores Armor). The target can prevent this additional damage by making a recovery roll, using any ability that heals it, or using its action to attend to the injury. In addition to the normal options for using Effort, you can choose to use Effort to increase this duration by one round.
When using a weapon that normally requires an action to reload, such as a heavy crossbow, you can reload and fire (or fire and reload) in the sameAction.
Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack.
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type.
If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the sameAction. You can use this ability with melee attacks and ranged attacks.
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
For the next minute, all ranged attacks you make inflict 2 additional points of damage
Action to initiate.
Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can select this ability more than once. Each time you select it, you must choose a different kind of energy.
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2.
You can bear three cyphers at a time.
For the next minute, all melee attacks you make inflict 2 additional points of damage
Action to initiate.
This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage.
If a creature you attacked on your last turn with a melee attack uses its action to move out of immediate range, you gain an action to attack the creature as a parting blow, even if you have already taken a turn in the round.
If you succeed on a Speed defense roll to resist an attack, you gain anAction. You can use the action immediately even if you have already taken a turn in the round. You don't take an action during the next round, unless you apply a level of Effort when you use Seize the Moment.
This is a quick attack with a bladed or pointed weapon that is hard to defend against. You are trained in this task. If the attack is successful, it deals 1 less point of damage than normal.
If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow or submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6+1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you‘re carrying them on your person or they are all within reach. An insubstantial creature can't affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.
As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The attack rolls are hindered.
You take a cautious approach to combat, focusing more on protecting yourself than on hurting your opponents. While this ability is active, you gain an asset on Speed defense rolls against melee and ranged attacks, and your melee and ranged attacks are hindered. This effect lasts for as long as you wish, but it ends if no combat is taking place within range of your senses
Action to initiate.
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
When you apply at least one level of Effort to a noncombat task, you get a free level of Effort on that task. When you choose this ability, decide if it applies to Might Effort or Speed Effort.
Your attacks deal 1 additional point of damage.
When wearing armor, you gain +1 to Armor.
If you use one action creating a misdirection or diversion, in the next round you can take advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage.
You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20.
If you use an action to move, your next attack made using a melee weapon before the end of the next round inflicts 2 additional points of damage.
You tear apart the defenses of a creature within long range. Any energy-based defenses it has (such as a force field or a Ward ability) are negated for 1d6+1 rounds. If the creature has no energy defenses, its Armor is reduced by 2 for one minute. If it has no energy-based defenses or Armor, attacks against it are eased for one minute.
If you spend one action aiming, in the next round you can make a precise ranged attack. You have an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage.
When you are impaired or debilitated on the damage track, Might-based tasks and defense rolls you attempt are eased. If you also have Ignore the Pain, make a difficulty 1 Might defense roll when you reach 0 points in all three of your Pools to immediately regain 1 Might point and avoid dying. Each time you attempt to save yourself with this ability before your next ten-hour recovery roll, the task is hindered. Enabler.
A character can't apply Effort or other abilities to any task accomplished using Tough As Nails.
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
You can bear four cyphers at a time.
If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another) at once. Make a separate attack roll against each target. Each attack is hindered.
When you roll a 17 or higher on an attack roll that deals damage, you deal 1 additional point of damage. For instance, if you roll a natural 18, which normally deals 2 extra points of damage, you instead deal 3 extra points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra points of damage.
You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attackAction. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack.
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed Effort cost for wearing armor to 0.
Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon.(If you aren't trained in an attack, select Skill With Attacks to become trained in that attack.)
Choose one type of defense task in which you are trained:Might, Speed, or Intellect. You are specialized in defense tasks of that type. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task.
You can deflect incoming attacks quickly. When you activate this ability, for the next ten rounds you ease all Speed defense rolls.
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
You can take an additional action in a round in which you have already acted.
If your foe is prone, stunned, or somehow helpless or incapacitated when you strike, you inflict 7 additional points of damage on a successful hit.
If you make an attack or attempt a task with the immediate action you gain by using Seize the Moment, the attack or task is eased.
With a swift and sudden attack, you strike a foe in a vital spot. If the target is level 4 or lower, it is killed outright. For each additional level of Effort you apply, you can increase the level of the target by 1.
You stand still and make attacks against up to five foes, all as part of the same action in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on oneAction. Anything that modifies your attack or damage applies to all of these attacks. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of foes you can attack with this ability (one additional foe per level of Effort used in this way).
After making a melee weapon or ranged weapon attack, you follow up with a punch or kick as an additional attack, all as part of the same action in one round. The two attacks can be directed at different foes. Make a separate attack roll for each attack. You remain limited by the amount of Effort you can apply on oneAction. Anything that modifies your attack or damage applies to both attacks, unless it is tied specifically to your weapon.
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
1 You were in the military and have friends who still serve. Your former commander remembers you well.
2 You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace.
3 You were the bouncer in a local bar for a while, and the patrons there remember you.
4 You trained with a highly respected mentor. They regard you well, but they have many enemies.
5 You trained in an isolated monastery. The monks think of you as a brother, but you’re a stranger to all others.
6 You have no formal training. Your abilities come to you naturally (or unnaturally).
7 You spent time on the streets and were in prison for a while. 8 You were conscripted into military service, but you deserted before long.
9 You served as a bodyguard to a powerful criminal who now owes you their life.
10 You worked as a police officer or constable of some kind. Everyone knows you, but their opinions of you vary.
11 Your older sibling is an infamous character who has been disgraced.
12 You served as a guard for someone who traveled extensively. You know a smattering of people in many locations.
13 Your best friend is a teacher or scholar. They are a great source of knowledge.
14 You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to chat and smoke.
15 Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
16 Your craftsman friend sometimes calls on you for help. However, they pay you well.
17 Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages.
18 Someone you fought alongside in the military is now the mayor of a nearby town.
19 You saved the lives of a family when their house burned down. They’re indebted to you, and their neighbors regard you as a hero.
20 Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors.
You can spend 1 XP to use one of the following player intrusion, provided the situation is appropriate and the GM agrees.
Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single Action Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action
Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.
Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.
Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.
He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it's not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.
Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.
The Warrior can bear two cyphers. The GM decides that Ray's first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.
Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he'll use in a pinch. He keeps it in the trunk of his car.
For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game, Ray's Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.
Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray's character is a deadly combatant, likely starting the game with a reputation as a knife fighter.
For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.