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Chasing Adventure 1.6 - Fighter - Character Sheet

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0% found this document useful (0 votes)
14 views

Chasing Adventure 1.6 - Fighter - Character Sheet

Uploaded by

toastorwaffles92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fighter Choose your Background, then in write the rest as +1, 0, -1 in any order

It’s a thankless job—living day to day by the strength of your arm and skin STR DEX INT
of your teeth. You bear your scars with pride, sharpen your sword with
precision, and don your armor with practiced ease. Let every danger test
itself against you. In the end, you’ll be the last one standing.

Name Weakened, Nauseous Dizzy, Shaky, Stunned Dazed, Forgetful

Examples: Hawk, Finnegan, Cadeus, Lenna, Brianne, Tas,


a humble name, an ancient name, a royal name.
WIS CHA Level
Starts at 1

Look XP
Noticeable visual traits or descriptors such as species, features, or clothing. Starts at 0
What are the first things someone might notice about them?
Confused, Exhausted Scarred, Grumpy
Armor /
Drive Based on Equipment & Abilities

Starts based on your Background. Limited Level Up Choices:


Can be changed with the Epiphany Peripheral Move.
• Increase a stat of your choice from +1 to +2.
• Increase a stat of your choice from +1 to +2.
• Take a Starting or Advanced Move from another playbook.
Starting Moves You have all of these. • Take a Starting or Advanced Move from another playbook.
See the full Level Up Move for more choices.
Armed and Ready
Ignore the Clumsy tag on armor you wear.

Battle Momentum Backgrounds Choose One:

You perfectly understand the back and forth rhythm of a fight. When Champion
you suffer or inflict harm as part of a fight (even if it’s absorbed with
Gladiator, hero, warlord, butcher - you’ve been at least one of these things,
Armor), gain 1 Momentum. Anytime during a fight, you may spend the
if not more, and it’s taught you where the battle truly lies; in the hearts
amount of Momentum in brackets for the following:
and eyes of the crowd.
• (3) Restore 1 of your Armor
When you enter a fight or deliver a killing blow, you become the
• (3) Inflict an extra condition on an attack center of attention. When you Defy to gain or keep attention on
yourself, roll with Advantage.
• (2) Gain Advantage Forward to Engage or Let Fly
Starting Stats: +2 STR, +1 CHA
You can have a maximum of 5 Momentum. When you Settle In, reset Equipment: 2 Wealth
Momentum to 0. Drive: Turn a situation into a spectacle.

Particular Set of Skills Knight


When you Compel with threats of violence, roll with Advantage. Be it for a monarch, a cause, or a principle, you fought to uphold and
protect others.
Demolitionist
When you want to destroy an object, be it a building, magical artifact, When you taunt or aggravate someone in a fight, spend 1 Momentum
or obstacle, tell the GM what it is. It is always possible, but the GM to redirect harm from an ally to yourself.
will give you 1 to 4 of the following requirements (separated by Starting Stats: +2 STR, +1 DEX
“ANDs” and “ORs”); Equipment: Adventuring Gear (5 Uses)
• It’s going to take hours/days/weeks. Drive: Refuse assistance, an advantage, or a boon because of honor.

• First you must . Veteran


• You’ll need help from . Whether on the front lines of a battle or the back roads of a quiet village,
you’ve learned to always trust your gut.
• You’ll need to use .
When you get a bad feeling about an upcoming situation (your call),
• It will be easy/difficult to repair. ask the GM how to avoid or prepare for it and they will give you one
piece of advice. If you follow it, gain +1 Momentum.
• You and your allies will risk .
Starting Stats: +2 STR, +1 WIS
• You’ll have to use up/wear out .
Equipment: Supplies (3 Uses)
You can use this to do things like start a cave-in, break down a wall, blow Drive: Teach someone a lesson.
up a building, shatter an unbreakable sword, or drop a magical ring into
a volcano.

Signature Weapon
You don’t wield an ordinary weapon, but instead have an especially
powerful or unusual one. See Page 29 for details on creating your
Signature Weapon.

References & Printouts - Fighter 191


Equipment Grudge Match
You start with: When you attack someone in public, until someone in incapacitated,
• Well-Used Heavy Armor • The Equipment from your no one will directly intervene as long as it’s just you two fighting.
(2 Armor, Clumsy) Background
I Aim to Misbehave
• Your Signature Weapon When you use Demolitionist, after the GM gives you the
Choose three: requirements you may then ignore or veto one of them.
• Jagged Spear (Close, Near) • Flask of Whiskey (2 Uses)
Master Stroke
• Sturdy Shield (+1 Armor) • Hidden Knives (Intimate, When you Engage, on a 12+ you can make an additional choice.
Near, Infinite)
• Healing Potion
• Heavy Crossbow (Near,
Narsil
• Medicine (2 Uses) Your signature weapon gains 2 additional enhancements, 4 in total.
Distinctive, Reload)

Percussive Counterspell
Ask When you interrupt a spell or magical effect using force, roll+STR.
Who here thinks I’m too violent or dangerous?
On a 10+ you successfully interrupt it.
Who here have I saved from certain doom?
On a 7-9 the magic is reduced or redirected in some way, the GM will
Who here am I suspicious of? say how.

Answer When you’re up close and personal with a spellcaster, you may
automatically inflict a condition on them whenever they use magic
Who are the most feared warriors in the land? against you.
What comrade, mentor, or rival frequently tests your skill in battle?
Quarterback
For what purpose or goal do you still fight? While you forcefully hold a creature, it is helpless unless it’s
particularly large or strong, and even then it is hampered and/or
Favor distracted by you.
Initially, you Favor the PC you’ve fought back-to-back with. When you forcefully grab or tackle a foe, roll+STR.
Who did you fight? Why? How did the battle turn out?
On a 10+ you have a good hold of them.

On a 7-9 they struggle for a bit at first, inflicting a condition before


Advanced Moves You may choose one when you Level Up. you get a good hold.

Basic Training Riddle of Steel


You’ve gotten used to the tireless marches, late nights, early mornings Fighting someone counts as intimate and prying conversation for the
and backbreaking labor. You are unaffected by all but the most purposes of Scrutinizing them. When you Scrutinize someone you’re
extreme forms of exhaustion. Gain +1 Armor against fatigue or fighting, roll with Advantage.
exhaustion. When you Settle In, you can stay up all night on watch
without feeling tired. Smith
When you Settle In, you can repair one destroyed item or damaged
Battleborn
piece of equipment. You can also remove all enhancements from your
When you Defy in battle, you may spend 1 Momentum to roll with Signature Weapon and add them to another weapon, which becomes
Advantage. your new Signature Weapon.

Charge Steel Gaze


Your maximum Momentum is now 7. When you enter a fight, gain 1 When you enter combat, roll+CHA. On a 10+ gain 2 Steel. On a 7-9
Momentum. gain 1 Steel. On a 6- your enemies immediately identify you as their
biggest threat.
Disabler
When you harm someone, you may spend 2 Momentum to destroy a During the fight you can spend 1 Steel to make eye contact with an
weapon or disable a form of attack. NPC present, who freezes or flinches and can’t act until you break it
off or they are wounded. When the fight ends lose all Steel.
Eye for Danger
When you Scrutinize a dangerous NPC, the GM will also reveal to you
Tough as Nails
an ability or tactic they can use. You have +1 Armor against physical harm.

Field Repair Yoink


When you heal someone with Supplies or Medicine, you or your When you avoid a blow from a close-up weapon, you may spend 2
patient (your choice) also refresh 1 spent Armor. Momentum to take that weapon for yourself.

Firm Grip Andúril (Requires Level 10+ and Narsil)


When you stop someone from leaving your reach, roll with Your Signature Weapon gains 2 additional enhancements, 6 in total.
Advantage.
Second in Command (Requires Level 10+)
When you enter a fight, choose one ally. Whenever they suffer or
inflict harm in this fight, gain 1 Momentum

192 References & Printouts - Fighter

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