Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour?

Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour?

Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour? I’d like to add a few moves which give the fighter some options outside of combat. I saw something called War Stories which I thought was pretty cool but I can’t find it now. Your man sits down, points to his battle scars and tells a tale of adventure.

10 thoughts on “Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour?”

  1. Legacy – your fighter comes from a long line of dedicated fighters. Whenever you enter a new town, you may seek out another member and ask for a favor. In return, you may be asked to fulfill a quest or objective.

  2. Thanks, everyone. Very useful indeed. I like adding moves to provide more character variety. What do you think of this;

    I Don’t Play Chess with Death

    When you are reduced to 0 or fewer hit points during combat, make one last hack & slash. If you kill the enemy who harmed you, Death will take their soul instead of yours. Wake up later, dazed with 1hp.

    It’s not non-combat releated hence  my intial request.

  3. Master of Blade – You’ve earned the right to mark your sword with a symbol announcing to the world that you are a paragon of swordplay. Tell the GM what the mark looks like and how you earned it. When you flash the symbol  roll+chr

    10+ The person seeing the blade is impressed, intimidated, or wary, take +1 forward 

    7-9 You still take +1 forward but you draw unwanted attention. 

  4. That’s it, thanks. I see it’s been refined. I’ve found the original move. I prefer this, as it’s not tied to the Warlord abilities, just think it’s a bit too punitive.

    Warstories

    When you share the horrors and glories of war with a willing audience roll +CHA.

    On a 10+ It was just as you said it was. Civilian listening to your tale will stand rapt with interest and soldiers and the like will give you the respect you deserve. You gain +1 forward to act on the lessons you learned from that harrowing experience.

    On a 7-9 It’s not quite as you said it was. Choose one of the following:

    – Your farfetched tale wins you respect, but your rosy nostalgia leaves you unprepared. The GM holds 1 that they can spend to make one 10+ roll you make into a 7-9 during any conflict.

    – You learned some lessons from the harrowing encounter and gain +1 forward but the folk listening to your tale react with scorn, anger, or fear.

    On a 6- You’re full of shit, and something will be coming by to remind you of it shortly.

  5. Hard to Kill: you roll +CON instead of +nothing when you take your Last Breath.

    Frosty: When you Defy Danger because of fear, pain, or confusion, treat a miss as a 7-9.

    Icewater (6+, replaces Frosty): you never need to Defy Danger because of fear, pain, or confusion.

    Oh No You Don’t: Once you’ve engaged a foe in melee, if the attempt to break away or attack some else, you can deal your damage to them. They are aware of this and act accordingly.

    Situational Awareness: add the following questions to Discern Realities.

    – What is my enemy’s true position?

    – Who or what here is the greatest threat?

    Killer Instinct: when a fight starts, ask the GM a question you could ask from Discern Realities. Take +1 forward to act on the answer.

    (These are mostly from The Heavy #Stonetop playbook.)

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