The following are the starting moves for a new class, the Veteran, intended as one of two Fighter-replacements in my somewhat-less-violent Dungeon World hack, Adventure World. The Veteran is the world-weary warrior that has seen everything, and is willing to fight and die for what she believes in, even if that means going where no-one else is willing. Feedback and critique encouraged.
~~The Veteran~~
Scars
You have a deep Scar, both a burden you cannot share and a reminder of what you fight for. Choose a location for the Scar:
-Leg
-Arm
-Eye
-Heart
-Soul
-Emotions
And choose a Cause worth fighting for:
-Home
-Love
-Peace
-Money
-Victory
-Power
You take -1 ongoing to any action using the scarred location unless that action is dedicated to your Cause.
Familiar Faces
When you stand in opposition to a familiar foe, whether an individual or broader group, recount a previous encounter with them and roll+Wis. *On a 10+, hold 3. *On a 7-9, hold 1. Spend hold 1 for 1 at any time to do one of the following:
-Recall a previously unknown weakness or strength of the foe.
-Repell, resist, or endure a action that foe makes against you.
-Give you or an ally +1 foward to a roll made against that foe.
-Put the foe right where you want it.
Seen it All
When you end up in a dangerous situation that reminds you of a past adventure, recount how and roll+Wis. *On a 10+, choose 2. *On a 7-9, choose 1. On a miss, something is different enough this time to make your experience unhelpful or even dangerous.
-You’ve prepared for this day. Explain how.
-A mistake has been made. Explain what it is and why this makes the situation less dangerous.
-There are several things in the immediate environment that you could use to your advantage. Describe them.
Never Stop
When you fail to Withstand a Blow or would otherwise be rendered helpless while fighting for your Cause, you may grit your teeth and ignore the negative effects. If you do, take -1 ongoing until you see to the original impairment.
Also, any suggestions for advanced moves are more than welcome.
Why would anyone take Scars?
You are forced to start with one, and I’m considering making the price for Never Stop be taking an additional scar instead of a temporary -1 ongoing. Other than that, you don’t want them. Can you think of a cool way to encourage being Scarred without going overboard?
Make another cool move depend on it. Or instead of -1 “when you skip golden opportunity yourself or give GM one because of your scar, mark 1 XP”.
I like Scars very much, and the general idea of a marked, seasoned warrior. It reminds me of Flesh & Blood main character, a cunny mercenary.
http://en.wikipedia.org/wiki/Flesh_and_Blood_%281985_film%29
(not a 7th art monument I confess, but with good reconstitution of early XVIth century warfare).
A veteran warrior will need Old Age and Treachery to trump youth and skill.
And he definitely needs a move called School of Hard Knocks.