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.
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:
And choose a Cause worth fighting for:
You take -1 ongoing to any action using the scarred location unless that action is dedicated to your Cause.
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.
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.