Battlemaster Class Guide & Tactics
Battlemaster Class Guide & Tactics
Sincerely,
Damage d8
Armor HP Your Max HP is
10+Constitution
Choose a Default Tactic. By nature you always have this Tactic Cautious
active until you Change Tactics. Gain +1 when you Defy Danger.
When you or someone you have a bond with takes damage from
Change Tactics
When you draw on your knowledge and training to assess a combat situation, roll +INT. ✴On
an outside source, it was part of your plan the whole time, gain
a 10+, you formulate a plan and select a new Tactic. ✴On a 7-9, also choose one:
+1 Gambit. What some might see as an unwanted setback, you
• The new Tactic isn’t effective at first, take -1 Forward
know it's merely a stratagem to gain a later advantage.
• An early plan lead up to this, spend 1 Gambit
• The Tactic requires that you draw attention or put yourself in a spot. The GM will tell you how.
At any time, reveal your ploy and use Gambits to:
• Give you or an ally +1 Forward (Cost: 1) War Knowledge
• Deal your damage to an enemy (Cost: 2) When you Spout Lore about combat topics such as historical battles, military figures, martial
• Add +1d8 Damage to any attack (Cost: 3) weapons or armor, take +1.
• The GM will help you reveal a trap, ambush, or plan that gives Battle of Wits
you and your allies a surprising advantage (Cost: 4) You always know in which goblet resides the poison. When an enemy is watching you and
there's a difficult choice to make, you may ask the GM: What does my enemy expect me to do?
Multiple Gambits can be used and the effects stack. After the end
of a battle or when it makes sense, your Gambit count resets to 0.
The Battlemaster
Level
XP
Gear Death Move
Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight), a spyglass (1 weight), When you die (if you fail or forgo Last Breath), you
and a dagger (hand, 1 weight). can use this move:
Choose your defenses: Death: Grand Plan
⃞⃞ Scale armor (2 armor, 3 weight) It's time. All of your preparation for this moment must
⃞⃞ Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight) finally come to fruition. Your grand plan is revealed and
Choose your armament: your death proves to be the final gambit. Your allies may
⃞⃞ Warhammer (close, 1 weight) and shield (+1 armor, 2 weight) have known all along or maybe you kept them in the dark,
⃞⃞ Halberd (reach, +1 damage, two-handed, 2 weight) knowing they wouldn’t understand. Work with the GM
Choose one: to reveal this master plot. The plan should give your allies
⃞⃞ Bag of books (5 uses, 2 weight) a major boon or advantage, or set up your enemies for
⃞⃞ Bandages (3 uses, slow, 0 weight) destruction, or set major world events in motion. Rest
in peace, Battlemaster, knowing even now in death, the
goals you had in life will soon be achieved.
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Block and Strike ⃞⃞ Lethal Gambit
Add your shield’s armor to your damage. Additionally, when you wield a shield Using Gambits to add +1d8 Damage to any attack now only costs 2.
in Reactive Stance, you can roll +STR for Counterattacks instead.
⃞⃞ Desperate Maneuver
⃞⃞ Battle Leader Requires: Battlefield Motivation
Take +1 when you Order Hirelings. Often, Hirelings will accept your training When you use Battlefield Motivation, anyone who fights in the name of what
as payment for their services. you shouted and is also injured gets a +2 forward instead.
⃞⃞ Unyielding Aggression ⃞⃞ Advanced Ambush
When you’re using Aggressive Tactics and roll damage, roll twice and take the Replaces: Ambush
better result. When you and your allies set up an surprise attack or trap, you and anyone you
have a bond with gets a +1 Forward and they add your +INT modifier to the
⃞⃞ Expect the Attack
damage of their first attack.
When you’re using Cautious Tactics and you successfully (10+) Defy Danger,
gain +1 Gambit. ⃞⃞ All Part of the Plan
Spend 2 Gambit to negate the damage from an attack.
⃞⃞ Combat Sight
When you're using Reactive Tactics and you successfully (10+) Counterattack, ⃞⃞ Intelligent Defense
you can ask the GM one question from the Discern Realities list. When you use your knowledge and training to decide the best defense, you can
use the Defend move with INT instead of CON.
⃞⃞ Guardian
When you’re using Defensive Tactics and you successfully (10+) Defend, you and ⃞⃞ Phase 2
what you're defending gain +1 Armor until you no longer stand in defense of it. When you kill an enemy, you may immediately Change Tactics for free.
⃞⃞ Go For the Sweet Spot ⃞⃞ Playing the Long Game
Your melee attacks gain +2 Piercing when you are using Reckless Tactics. At the end of a battle (or when it makes sense) and your Gambit count would
reset to 0, you can keep 1 Gambit instead.
⃞⃞ Battlefield Motivation
Once per battle, shout the name of a person, place, or thing. Anyone within ⃞⃞ Self Defense Training
hearing who fights in the name of what you shouted gets a +1 forward. When you know the enemy you’re about to fight, you can spend an hour or two
training your allies on how best to Defy Danger. The GM will tell you which stat
⃞⃞ Ambush
modifier to use, it’s up to you to explain why it's effective. When you or an ally
When you and your allies set up an surprise attack or trap, you and anyone you
uses Defy Danger with that method against the enemy, they get an additional +1
have a bond with gets a +1 Forward.
to the roll. Such training needs to be practiced daily to be effective.
⃞⃞ Risky Gambit
When you tell an ally to do something obviously dangerous and they are put in
⃞⃞ Surprise Attack
Choose either Called Shot (Ranger) or Backstab (Thief). You gain this move. If
a spot, gain +1 Gambit.
there is already a Ranger or Thief, when you spend a few moments coordinating
an ambush together, they can add your +INT modifier to the damage of their
first attack (in addition to any other bonuses).
Name Species Look
Let the mages wield their spellbooks and grand wisdom. None of them have what throbs inside of Glowing Eyes, White Eyes, Intense Eyes
you: a conduit to pure magic. Your body is the gateway, like a dam holding back an ocean of power. Bald Head, Wild Hair, Tattooed Scalp
“Does it hurt?” They always ask. As if the scars you bear are not answer enough. You think you know Tattered Clothing, Flowing Robes, Finery
the cost, but truly, how much can flesh weather? You expect you’ll find out, one way or another. Scarred Body, Hairless Body, Muscular Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Bonds Name
Current Techniques
Tags
I will make _________ respect the power I wield. __________________ _______________________
I see the raw potential in __________.
__________ is wary of my power, for good reason. __________________ _______________________
I've lost track of how many times ________has helped me and I him. __________________ _______________________
Summon Elemental __________________ _______________________
When you beckon to what lies beyond your Conduit, you feel an
Examples: Wind Push (Blast, Forceful), Earth Wall (Barrier, Hazard),
Elemental being (of your Primary Element) flow out of you. A
Frozen Ground (Hazard, Forceful), Lightning Bolt (Projectile, 2 Piercing)
stream of magic connects the Elemental to your Emanation Point
and acts as a leash of control. Because you must concentrate on
maintaining the leash, your actions and mobility are very limited. Unleashed Elemental
You have 1d4 Control. Damage: 1d8 HP: Your level x2
If you or the Elemental takes damage, the damage is nullified, but A free Elemental has a mind of its own (GM control). It could be hostile, friendly, or just bored.
you lose 1 Control. You can also spend a Control to make the Reabsorb Elemental
Elemental perform a new Technique with 3 tags. When the Elemental is free, you can reabsorb it, roll +CON. ✴On a 10+, the Elemental is
sucked back through your Conduit. ✴On a 7-9, you absorb it, but your body suffers, take
When you run out of Control, the Elemental is unleashed and 1d4 Damage (ignores armor). ✴On a 6-, the Elemental is still free and probably not happy...
decides its own actions!
The Channeler
Level
XP
Gear Death Move
Your Load is 9+STR. You carry dungeon rations (5 uses, 1 weight) and a soothing balm When you die (if you fail or forgo Last Breath), you
(0 weight) that feels nice on your emanation point. can use this move:
Choose one: Death: Rupture
⃞⃞ Leather armor (1 armor, 1 weight) You always wondered what would happen to your conduit
⃞⃞ 3 healing potions and adventuring gear (5 uses, 1 weight) if your body wasn’t here to impede it. Well, now the world
Choose your backup weapon: gets to find out. The dam has broken. What’s left of your
⃞⃞ Knife (hand, 1 weight) body explodes as raw magic pours through. Everyone
⃞⃞ Bō staff (close, two-handed, 1 weight) nearby is engulfed or thrown backwards. Your conduit
Choose one: now hangs in the air, forever a gateway to the elemental
⃞⃞ Smelling salts (0 weight) and 1 antitoxin (0 weight) planes. The area around this location will be permanently
⃞⃞ Pouch with 1d10 coins irradiated with your magic and quickly show signs of
your primary element. Truly, Channeler, you have left
your mark on the world.
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Thread the Needle ⃞⃞ Fissure
You have learned to increase the flow of magic even further at the expense of Requires: Thread the Needle
your body. When you deal damage with a Technique, you can choose to roll an When you use Thread the Needle, you can choose to roll up to three bonus
additional 1d4 bonus damage. If you roll a 1 or 2, you are also hurt by the bonus damage dice (1d4, 2d4, or 3d4). For each roll that is a 1 or 2, you are also hurt
damage (ignores armor). by the bonus damage from that roll.
⃞⃞ Elemental Callus ⃞⃞ Area Burst
Your body has become almost entirely immune to your primary element. You gain access to the "Burst" Technique tag. When a Technique has this tag, it
You naturally have 5 Armor against outside attacks that use your primary element. affects up to 3 targets nearby each other. If it deals damage, roll once and apply to
each target. Examples: Fiery Explosion (Blast, Burst), Shield Allies (Barrier, Burst)
⃞⃞ Bender of the Elements
Your control over your primary element extends beyond your body. You can ⃞⃞ Armor of the Elements
manipulate anything in the nearby environment made of your primary element. Your Barrier tag now adds +2 Armor until your next Channel.
⃞⃞ Just a Squirt ⃞⃞ Devastation Wave
You have learned to open your conduit just enough to let a tiny amount of magic Requires: Signature Technique
through. You can emit your Primary Element for mundane tasks or to impress Your Signature Technique can have 4 tags, but take +1d4 damage (ignores armor)
someone without having to Channel. when it’s channeled.
⃞⃞ Signature Technique ⃞⃞ Osmosis
You gain an additional Technique slot. This Technique can have 3 tags. Examples: When you Reabsorb an Elemental and roll a 10+, your body heals 1d6 Damage.
Thunderclap (Blast, 2 Piercing, Forceful), Shadow Orb (Projectile, Burst, Hazard)
⃞⃞ Fallout
⃞⃞ Dual Conduits When you kill an enemy by Channeling, the body becomes a Hazard.
Choose another element. With a grunt or a snap of the fingers, you can toggle
⃞⃞ Don't Blink
your Primary Element to this second element, or vice versa. Only one of the two
Requires: Teleport
elements can be considered your Primary Element at a time. Your Techniques
Techniques with the "Teleport" tag can now be used on other targets.
are the same and use the same tags, but the element changes.
⃞⃞ Elemental Champion
⃞⃞ My Body is Ready Replaces: Elemental Warrior
When you have a few minutes to concentrate without interruption, you can end
Your Primary Element engulfs your body and the weapons you wield. When
your concentration by unleashing a Channel that is an automatic success.
you Hack and Slash and roll a 10+, you can add 1 Technique tag and the Barrier
⃞⃞ Teleport tag to the attack. The Barrier lasts until your next Channel or Hack and Slash.
You gain access to the "Teleport" Technique tag. When a Technique has this tag,
⃞⃞ Corporeal Trauma
you instantly move somewhere Near. Describe what it looks like. Examples:
When you deal damage, you can choose to suffer a debility of your choice to
Shadow Defense (Barrier, Teleport), Frost Bang (Teleport, Forceful).
reroll any or all of your damage dice. If you already have all six debilities, this
⃞⃞ Elemental Warrior move cannot be used.
Your Primary Element engulfs the weapons you wield. When you Hack and
⃞⃞ Affliction
Slash and roll a 10+, you can add 1 Technique tag to the attack.
When you Channel and roll 12+, choose something on your target (an item, a
limb, a weapon). It melts, freezes, it's corrupted or encased, or whatever makes
sense for your primary element.
Name Species Look
Well, here you are. Run out of another town. “Grave robber!” They wailed. “Mainiac! Death caller!” Death... Crazy Eye, Squinting Eyes, Black Eyes
caller? Pah! Do they not see? You are the life bringer! That which was dead now RISES! The sages say death Hooded, Long White Hair, Deathmask
conquers all. Then who are you, if you have bested death? You will show them; and then what will they shout? Black Robes, Death Tattoos, Boneshirt
Nothing. For the dead do not speak. Filthy Body, Stitch Lines, Lithe Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
The Necromancer
Level
XP
Gear Death Move
Your Load is 7+STR. You carry dungeon rations (5 uses, 1 weight), a shovel (1 weight), When you die (if you fail or forgo Last Breath), you
and a needle and thread (0 weight). can use this move:
Choose one: Death: Undead Army
⃞⃞ Leather armor (1 armor, 1 weight) Vengeance. Vengeance and hate. That’s all that’s left when
⃞⃞ 3 healing potions and adventuring gear (5 uses, 1 weight) your vision fades to black. And then the earth begins to
Choose your armament: tremble. Hands of bone and decaying flesh burst forth.
⃞⃞ Bone dagger (hand, 1 weight) Hundreds of bodies dig their way out. Your canopic jars
⃞⃞ Skull staff (close, two-handed, 1 weight) break open and your corpse collection rises leading the
You start with 3 Hexed Canopic Jars (0 weight), one jar already has a corpse in it: horde of undead. They seek only one thing: revenge.
⃞⃞ A one-armed dwarf The ones who caused your death will be torn apart. Your
⃞⃞ Someone you used to know (such as an ex-lover or family member) army will exist until your vengeance is achieved or every
⃞⃞ A skinless hound last one of them is destroyed. Let them know true peril,
Necromancer, show them once and for all.
Hexed Canopic Jars
____________________ ____________________ ____________________
____________________ ____________________ ____________________
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Unliving Large ⃞⃞ Colossus
When you Raise the Dead, you can use the corpse of a Large creature. Requires: Unliving Large
When you Raise the Dead, you can use the corpse of a Huge creature.
⃞⃞ Disposable
When you Raise the Dead and get a 10+, you can choose to treat the corpse ⃞⃞ Corpse Explosion
as disposable flesh. Gain 1d4 extra Power, but the corpse always disintegrates Requires: Disposable
afterwards. Corpses you deem Disposable explode instead of disintegrating, dealing their
damage to anyone within Reach.
⃞⃞ Life Sap
Deal 1d6 Damage (ignores armor) to yourself or a willing ally. Roll 1d6 again ⃞⃞ Mortiferous
and heal yourself or an ally for as much. Replaces: Monstrous
When you Raise the Dead, increase the Animated Corpse's damage to 1d10.
⃞⃞ Monstrous
When you Raise the Dead, increase the Animated Corpse's damage to 1d8. ⃞⃞ Undead Pack Rat
Replaces: True Collector
⃞⃞ True Collector
You have a special 6th Hexed Canopic Jar that can store a corpse normally, or it
You have 5 Hexed Canopic Jars.
can store a preassembled Amalgamation or Abomination.
⃞⃞ Amalgamation
When you Raise the Dead, you can choose two corpses (nearby or from your
⃞⃞ Abomination
Requires: Amalgamation
collection) to combine. Describe how you choose to meld them. The Animated
Choose up to three corpses to amalgamate.
Corpse gains all the benefits and special moves of both. If the corpses survive,
they can be split and stored again. ⃞⃞ Hopeless Necromantic
When you attempt to deceive someone into thinking your Animated Corpse is
⃞⃞ Dead Meat Shield
still alive, roll +INT. ✴On a 10+, choose two. ✴On a 7-9, choose one.
When you take damage and your Animated Corpse is nearby, you can make the
• The corpse can move convincingly as it did in life
corpse take the hit instead, but you immediately lose all Power.
• You can make the corpse say anything you wish
⃞⃞ Hexbody • The corpse doesn't have a potent stench
Pick 2 more Hexed Body Parts. In addition, your teeth are hexed. When you
detach a tooth, to others it looks exactly like a coin of the local currency. You
⃞⃞ Gravedigger
When you scour a graveyard for new material, you may always ask the GM:
can turn the hex on and off at will. Just keep in mind teeth don't grow back...
What dead thing here...
⃞⃞ Assistant • ...was most powerful in life?
You craft a special assistant out of the skin and bones of a corpse. It has 5 load and • ...had the richest burial?
1 HP. When you give it an order more complicated than "follow me", roll+nothing • ...lived the most noteworthy life?
(good help is hard to find). ✴On a 10+, choose one. ✴On a 7-9, choose 2.
• It takes awhile to explain and get it to comprehend your orders.
⃞⃞ Cranium Accessories
Instead of just stitching Replacement Parts, you can add entirely new body parts
• It causes problems or draws unwanted attention (the GM will tell you how).
to yourself or others. New fingers, eyes, or even whole limbs. But beware, go too
• It takes a lot of time and drooling to fulfil your orders.
far and the GM may tell you about a side effect or complication...
⃞⃞ Swarm
You can Raise the Dead with the corpses of Tiny/Small creatures, creating a swarm
that acts together. Your jars can hold a group of corpses that make up a swarm.
Name Species Look
The carving knife scrapes against bone, the tibia of a satyr not long dead. Your finger spreads the black-green Distant Eyes, Intense Eyes, Wise Eyes
paste, mashed root beetles, painting long whirling lines. You hold the finished totem up to the light, pride Headdress, Mask, Wild Hair
unhidden. Your companions watch through squinted eyes as you begin to whisper. The fire dims blue, and Boneshirt, Animal Skins, Ceremonial Garb
then comes the murmur. The spirits are alive this night. And you call each by name. Lithe Body, Tattooed Body, Thick Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
d6
Damage Armor HP Your Max HP is
6+Constitution
The Shaman
Level
XP
Gear Death Move
Your Load is 8+STR. You carry dungeon rations (5 uses, 1 weight), a Spirit Catcher Totem When you die (if you fail or forgo Last Breath), you can
(1 weight), and a carving knife (hand, 1 weight). use this move:
Choose your weapon: Death: The Last Totem
⃞⃞ Ceremonial Dagger (hand, 1 weight) You knew this time would come, that your body could not
⃞⃞ Spear (reach, thrown, near, 1 weight) last forever. As for your spirit, it has only one more task.
⃞⃞ Staff (close, two-handed, 1 weight) As all of your existing totems shatter and release the spirits
Choose your defenses: held within, a chrysalis of spiritual energy begins forming
⃞⃞ Painted wooden shield (+1 armor, 1 weight) near your body. Random objects from the environment
⃞⃞ Light armor made of something like hide or bone (1 armor, 1 weight) and pieces of broken totem fly into the cocoon. Finally,
Choose one: the spiritual maelstrom dissipates. There on the ground
⃞⃞ Dreamcap mushrooms (hallucinogenic, 0 weight) is your totemic legacy: an artifact of great power. Work
⃞⃞ Poultices and herbs (2 uses, 1 weight) with the GM to create a powerful magic item. It could
⃞⃞ Antitoxin (0 weight) be an amulet, or spear, or any type of object. Its magical
effects should be related to what you desired or stood for
in life. Let this be your heirloom, Shaman, your spirit’s
endowment to future generations.
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Chain Lightning ⃞⃞ Totem of the First Spirits
When you unleash a Lightning Spirit and roll a 6 (max) on your damage, roll 1d6 When you spend about a day crafting a grand totem worthy enough for the most
Damage against another nearby enemy as well. This can happen multiple times. ancient of spirits, choose a First Spirit to summon and bind. This totem always
has 1 Charge and it always shatters when you call the spirit's name (Spirit Talk
⃞⃞ Wise Counsel
does not work). Your Spirit Pact allows you to create and bind only 1 Totem of
When you show someone the wiser path, you can Parley with WIS instead of CHA.
the First Spirits at a time. Be wary, calling on the First Spirits too often and the
⃞⃞ Web of Whispers spirit realm might begin making demands of you.
Whisper Wind spirits no longer count towards your totem limit. Anyone that
whispers into a Whisper Wind totem can be heard from all other Whisper Wind
⃞⃞ Spirit Clout
Once per day when you Spirit Talk, you can reroll a failure.
totems you’ve made.
⃞⃞ Ancestral Healing ⃞⃞ Extended Pact
Your Spirit Pact now allows for 1 additional Worldly Spirit Totems.
You call upon your ancestors to act as Spirits of Mending. When the Spirit of
Mending heals an ally, add your level to the amount healed. ⃞⃞ Medium
When you Discern Realities and roll 6-, you can still listen to the Murmur and
⃞⃞ Spirit Mediation
ask: "What do the spirits whisper here?"
You can now Spirit Talk with Captured Spirits to convince them to return to
your Spirit Catcher totem. ⃞⃞ Spiritual Renown
Replaces: Spiritual Favor
⃞⃞ Inciter
All of your Worldly Spirit Totems start with 2 Charges.
When you Spirit Talk, on a 10+ you can still choose from the 7-9 list. If you do,
the spirit's effects double in power. ⃞⃞ Maker of Talismans
It takes a valuable or rare item (such as a gem or the bone of a powerful beast),
⃞⃞ Totemic Defense
but you can convert a totem into a talisman. When a Worldly Spirit talisman
When you take damage, say the name of one of the spirits you have bound. The
runs out of Charges, instead of shattering, the spirit just needs rest instead. At
spirit blocks the damage, but its totem is destroyed.
the dawn of a new day, the totem's Charges will reset to its maximum. In every
⃞⃞ Spiritual Favor other way, the talisman acts as a totem would.
Choose 1 Worldly Spirit. Totems made with this spirit start with 2 Charges.
⃞⃞ Spirit Walkers
⃞⃞ Spirit Guide When you and anyone with you sit in a circle around a fire, you may leave your
Your Spirit Pact allows for 1 additional Worldly Spirit Totem, but it must be given bodies behind and enter the spirit realm. For as long as the fire burns, you may
to and used by someone else. Attempting to use it yourself is in violation of your wander the world and see as a spirit sees.
pact and the spirit realm will seek retribution.
⃞⃞ Soulgaze
⃞⃞ Vision Quest When you look deeply into someone's eyes and they gaze back, you catch glimpses
When you spend the night alone in nature and consume a vision enhancing of each other's soul. Reveal something to them, such as a dark secret, desire, or
substance (such as ghostroot or dreamcap), the spirits will offer you guidance. intention. Something equally meaningful about them is revealed (the GM will
Tell them something that troubles you. They will do their best to bestow wisdom. tell you what).
Take +1 Forward when acting on the problem.
⃞⃞ Flame Spirit
When you inhale the spirit of a flame from a campfire or torch, the fire is
extinguished and you carry the spirit under your tongue. At any time, you can
spit out the flame spirit, dealing your damage and lighting your target on fire.
Worldly Spirits
⃞⃞ Spirit of Mending "naandawi" ⃞⃞ Spirit of the Owl "suu'ak"
Releasing this spirit heals you or a nearby ally for 1d8 damage. When released, this owl spirit will perch nearby, waiting to bestow its wisdom.
Take +1 when Discerning Realities. If you get a 6-, the owl spirit will disappear,
⃞⃞ Lightning Spirit "yuka-oom"
but not before giving you one last piece of wisdom (reroll the failure).
When released, lightning streams to a nearby target, dealing 1d6 Damage. This
damage ignores armor, unless the target is made of something resistant like ⃞⃞ Playful Tiger Spirit "amotekun"
stone or wood. Once released, point to the target you wish the spirit tiger to begin stalking.
Anytime the target attempts a ranged attack, the tiger will leap out and stop
⃞⃞ Spirit of the Python "chu'a"
them, preventing the attack. The spirit will then jump away and begin stalking
Releasing this spirit summons a large snake that quickly wraps itself around
the target again. This lasts until the target dies or you call the tiger away.
your target. The victim cannot move anything but its mouth and the effect lasts
until they take damage or you call off the snake spirit. Powerful creatures may ⃞⃞ Ornery Donkey Spirit "balubera"
be able to break out of the constriction, but if they do so, they take 1d6 Damage. When released, this particularly stubborn donkey spirit will carry 10 load. Once
a day, you must feed it berries or some other delectable food. It lasts until you
⃞⃞ Stubborn Turtle Spirit "mishi-mishi"
dismiss it or it was not fed the previous day.
This turtle spirit increases the speaker's Armor by your (the Shaman's) WIS
modifier, but only for attacks against the back. Once released, the spirit lasts ⃞⃞ Whisper Wind Spirit "madweyaashi"
until the end of battle. Whenever you whisper, your voice emits from this totem, no matter how far away
it is. Once a week, release the spirit and rebind it, or it will begin to grow restless.
⃞⃞ Prickly Porcupine Spirit "paheen"
Once released, the porcupine spirit lasts until the end of battle. When the speaker ⃞⃞ Spirit of Desire "telakapa"
is struck by a melee attack, the attacker takes damage equal to your (the Shaman's) Point this spirit's totem towards someone when you speak its name. The target
WIS modifier and the damage ignores armor. will be filled with an immense desire to touch the totem. They will stop at nothing
and do everything in their power to hold the totem. Once the totem touches
their skin, the spirit releases and the desire disappears.
Damage d8
Armor HP Your Max HP is
8+Constitution
Your bloodthirst often manifests itself in unexpected and sometimes Cathartic Kill
even helpful ways. Choose one: When you Hack and Slash, you may roll+THIRST instead of STR/DEX. If the damage dealt
⃞⃞ Deadly Throw from this attack kills your target, your Thirst is quenched and resets to 0. Debilities caused
You can use Cathartic Kill when you Volley with a Thrown weapon. by Withdrawal quickly begin to fade.
The Slayer
Level
XP
Gear Death Move
When you die (if you fail or forgo Last Breath), you can
Your Load is 11+STR. You carry dungeon rations (5 uses, 1 weight), leather armor use this move:
(1 armor, 1 weight), and your Slayer's Arsenal (4 weight).
Choose your weapon: Death: Soulbound Slayer
There was a name on your lips when you felt your heart
⃞⃞ Dual battle axes (close +1 damage, 2 weight)
stop. Was it a beast? Was it a person? Say the name aloud.
⃞⃞ Spear (close, thrown, near, 1 weight) Your soul is now bound to hunt and slay the creature you
⃞⃞ Claymore (close, +1 damage, two-handed, 2 weight) have named. Your heart might not be beating, you might
Choose one: not even have a heart anymore. Your body might be in
⃞⃞ 3 Javelins (thrown, near, 1 weight) shambles. It doesn’t matter. The bloodthirst consumes
⃞⃞ Crossbow (near, +1 damage, reload, 3 weight) you. For as long as your quarry lives, you have control
⃞⃞ A trophy from a recent kill worth 1d20 coins over your body. You may act as if you still live, but you
permanently have 6 Thirst. Every action you take must be
in pursuit of your target or you will quickly lose control.
You do not need to eat or sleep. If your body is destroyed
in the pursuit, then your soul will be a phantom, haunting
your quarry until its death. Find them, Slayer, kill them,
and only then may you rest.
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Parched ⃞⃞ Unquenchable
When you have 4 or more Thirst, add +1d4 Damage when you deal damage. Replaces: Parched
When you have 4 or more thirst, add +1d8 Damage when you deal damage.
⃞⃞ Useful Symptoms
Choose an additional Manifestation. ⃞⃞ Slayer of Giants
When you Defy Danger against a Large or Huge enemy, take +1.
⃞⃞ Marksman
You can use Cathartic Kill when you Volley with bows or crossbows. ⃞⃞ Armored Slayer
You ignore the clumsy tag on armor.
⃞⃞ Welcome Thirst
When you awake in the morning, you can choose to add 1d4 Thirst (and any ⃞⃞ Taste for the Hunt
associated Withdrawal symptoms). When you taste something a creature has left behind, such as its blood, hair, or
excrement, the GM will tell you the species of the creature. Take +1 Forward
⃞⃞ Wildling
against it.
Take a move from the Ranger class list. If there is already a Ranger, they'll need
to help you tame the beast or learn the move. ⃞⃞ I'll Sleep When You're Dead
Increase your damage to d10.
⃞⃞ Insomnia
When you Take Watch, you can roll+THIRST instead. On a 10+, you also take ⃞⃞ Slaying Gang
+1d4 Damage forward against the approaching enemy. Add an additional Old Friend or give your existing ally an additional speciality.
⃞⃞ Piercing Throw ⃞⃞ Constriction
Throwing weapons always have +2 piercing when you throw them. Requires: Ensnare
When you throw your bolas and get a 10+, deal your damage.
⃞⃞ Euphoric Sleep
When you Make Camp and sleep with 0 Thirst, you gain all your HP back ⃞⃞ Signature Killer
(instead of just half). You gain the Signature Weapon from the Fighter playbook. If there is already a
Fighter, they must forge your weapon or greatly aid in its procurement.
⃞⃞ Ensnare
You are a bolas expert. When you throw your bolas to ensnare an enemy, roll ⃞⃞ Corrupted
+DEX. ✴On a 7+, the enemy is ensnared. ✴On a 10+, the bolas cannot be easily Sometime recently or in your past, you had a close call with a virulent monster.
untangled. You managed to prevent it from fully infecting you, but you remain partially
tainted. You gain a benefit (such as unnatural regeneration, speed, or reflexes), but
⃞⃞ With Friends Like These
also a detrimental side effect or weakness (such as daylight, silver, or holy relics).
You've made unlikely allies with monsters or other nasties in the past. Maybe they
saved your life or gave you vital information, whatever happened, it was enough ⃞⃞ Aegis Ink
to spare them. Because of this, you can occasionally call upon Hirelings that You have a tattoo that offers immunity to a specific magical effect or ability (such
are monsters or corrupted humanoids. Perhaps they're not as bad as everyone as possession, hypnosis, or mind control). Describe what the tattoo looks like.
thinks? Sometimes, they'll have a Cost associated with their monstrous nature, The symbol will protect you as long as it remains intact.
like needing to feed on human flesh. If it doesn't work out, you can always just
slay them, right?
Name Species Look
You must seek out the seeds of heresy and evil; you must show this vile world it can be made clean once more. Foul Doubting Eyes, Vengeful Eyes, Sad Eyes
beasts and blasphemers shall be the kindling to your righteous fires. And if the cleansing flame grows so hot that Bald Head, Helmet, Mitre
you too must be consumed, then you will burn in contentment, knowing you leave the world closer to absolution. Red Robes, Shining Armor, Simple Garb
Scarred Body, Thin Body, Strong Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Damage d8
Armor HP Your Max HP is
8+Constitution
The Templar
Level
XP
Gear Death Move
Your Load is 10+STR. You carry dungeon rations (5 uses, 1 weight), interrogation tools When you die (if you fail or forgo Last Breath), you
and a penance device, such as a cilice, whip, or knout (1 weight). can use this move:
Choose your weapon: Death: Angel of Wrath
⃞⃞ Short sword (close, 1 weight) and shield (+1 armor, 2 weight) Let the cleansing fires consume the vile and unworthy. Let
⃞⃞ Flail (close, +1 damage, 2 weight) them know my wrath. Your eyes boil and burn away as
Choose your defenses: a holy light pours out of you. Every inch of you radiates
⃞⃞ Scale armor (2 armor, clumsy, 3 weight) hallowed flame. You wield the sword of vengeance,
⃞⃞ Chainmail (1 armor, 1 weight) and a Healing potion (0 weight) the shield of righteousness, and your gaze pierces the
Choose one: souls of all you look upon. The ground you touch is
⃞⃞ Bag of books (5 uses, 2 weight) forever consecrated. Until your wrath is delivered to
⃞⃞ A recent offering of 1d20 coins those deserving nearby, you succeed at every roll and
deal max damage. The GM will soon tell you your work
here is done. Embrace serenity, Templar, you have left
this putrid world one step closer to absolution.
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these or the level 2-5 moves.
⃞⃞ Red Hot Wrath (Must be Pure) ⃞⃞ Soul Fire (Must be Pure)
When your soul is Pure, your weapon glows hot with holy power. You deal Replaces: Red Hot Wrath
+1d4 damage. When Pure, your weapon is engulfed in holy fire. You deal +1d8 damage.
⃞⃞ Nobody Expects ⃞⃞ Holy Crusade
Choose an additional Inquisitional Weaponry. Requires: White Knight
Choose an additional move from the Paladin class list. If there is already a Paladin,
⃞⃞ Blessing of Blessings
they can choose to take one of your moves when they gain a level.
You can bestow 1 additional blessing.
⃞⃞ Clean Conscience ⃞⃞ True Wrath
The effects of your Divine Wrath blessing are doubled.
When you hear someone's Confession, they take +1d4 Damage Forward.
⃞⃞ Prophetic Dream ⃞⃞ True Purpose
The effects of your Divine Purpose blessing are doubled.
When you sleep for at least a few hours, you have a vague dream warning you
of a danger that will be faced in the next day or so. You awaken with 1 Hold. ⃞⃞ Vivid Prophecy
Spend a Hold to take +1 when you Defy Danger. Requires: Prophetic Dream
When you have a Prophetic Dream, you awaken with 2 Hold instead. You can
⃞⃞ Punishment Enough
also spend 2 Hold to make a Defy Danger an automatic success.
When you take damage from an outside source, you are absolved of a Penance
you owe. ⃞⃞ We Have Ways
Replaces: Keen to Inquire
⃞⃞ Lust for Blood
When you act as Inquisitor, you can treat 6- as a 7-9, but the captive dies at the
Reroll a damage die. You owe 1 Penance.
end of your brutal interrogation.
⃞⃞ Keen to Inquire
When you act as Inquisitor, you can take +1 on the roll, but the captive dies at
⃞⃞ Miracle of Healing
When you Make Camp and spend time holding vigil, you can choose to heal to
the end of your brutal interrogation.
full HP or remove 1 Debility.
⃞⃞ Stench of Guilt
You can sense the guilt that weighs on someone as if it were an odor. Most people
⃞⃞ Friend of Sinners
When you hear a Confession, heal 2d8 damage instead. On a 7-9, you owe 2
have at least a minor stink, but some reek of guilt. Beware of those who have no
Penance.
stench; you know how rare the truly pious are. It's much more likely you have
found genuine evil that feels no guilt at all. ⃞⃞ Zealotry (Must be Pure)
When you use your holy authority to convince a believer to do something clearly
⃞⃞ White Knight
dangerous, roll+CHA. ✴On a 7+, they do it, but you owe 1 Penance for each
Choose one move from the Paladin class list. If there is already a Paladin, you
option you select. ✴On a 10+, you can choose one option for free.
must have similar beliefs or goals, or at least a mutual respect.
• They'll try as hard as they possibly can without hesitation
• They won't give up when faced with certain death
• They'll spread the word and try to get other believers to help
⃞⃞ Treasures Above
You are considered Pure even when you owe 1 Penance.