The Warrior



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A warrior is often many other things as well: a poet, a chef, a parent, or a teacher to name just a few. While always a last resort, in your heart of hearts you know that sometimes violence is the best solution, and you're the one prepared to carry it out. Your response will be tactical, thoughtful, and crushingly victorious.

Playbook Moves
The Warrior receives 3 Playbook Moves.

Intimidation
When you wield fear to your advantage, roll with Prowess instead of Awe to SWAY SOMEONE, but don't expect to be best buddies after that.


 * GIFTED: If you have the Sigil of Command gift, take an additional +1 to SWAY SOMEONE.

Iron Heart
You have 2 additional Harm boxes at the front of your Harm track. Always mark these boxes first. You can take 5 Harm before taking -1 to all rolls. If you get to 9 Harm you die as usual.


 * GIFTED: If you have an Epic Shield gift, you can choose to lose the shield for the rest of this fight (you'll find it later) to ignore all of the Harm from one attack.

Polyarmory
Nearly anything is a deadly weapon in your hands. An oar, a playing card, a sturdy towel- you name it and it's dangerous. The object you pick up won't last long for how you're using it but it'll go out in a blaze of glory and you can grab something new. Deal 3 Harm with almost any physical object.


 * GIFTED: If you have an Epic Weapon (Melee for up close or Ranged for thrown objects) gift, anything you pick up will deal 4 Harm.

Practical Tactical Brilliance
If there's an art to war then the battlefield is your canvas. Let your masterpiece unfold. Roll 2d6 + Prowess to gain Holds. Spend Holds on the effects below.


 * On a 10+ Hold 3.
 * On a 7-9 Hold 2.
 * On a 6- choose: Hold 1 and take 1 Harm ignoring armor, OR Hold none.
 * Spend 1 Hold to:
 * Take Harm in place of a nearby Weave member
 * Add +2 to a Weave member's SMITE YOUR ENEMIES roll
 * You or a Weave member picks an additional option from a SMITE YOUR ENEMIES roll, even on a 6-

Reinforcements
Roll 2d6 + Awe to contact your pantheon and request support. It might be a unique item they have, or a small group of fighters appropriate to your mythology.


 * On a 10+ they send what you asked for, only expecting glorious victory.
 * On a 7-9 they send what you asked for, but they will expect you to do something for them later.
 * On a 6- they're not mad that you asked, they're just disappointed.
 * GIFTED: If you have the Pantheon Royalty gift, make this roll with Fate's Favor.

To the Death
Challenge someone to a duel. If they accept, you are mystically bound to fight one-on-one until one of you surrenders, dies, or someone interferes with the fight.

Unstoppable
Once you start moving, few mortal barriers will stop your momentum. Usually you won't need to roll for this, unless the Herald deems the barrier exceptionally reinforced. In that case, roll 2d6 + Prowess.


 * On a 10+ break on through to the other side.
 * On a 7-9 you break down the barrier but take 2 Harm, ignoring armor.
 * On a 6- choose: Take 2 Harm, physically and to your pride, as you bounce off OR take 4 Harm and blast through. In either case the Harm ignores your armor.
 * GIFTED: If you have the Divine Might gift, you can charge through most supernatural barriers too.

War Never Changes
You may roll with Prowess instead of Judgement when you PIERCE THE VEIL anywhere a fight took place, with a person who just fought or is about to, or an artifact used in combat.

Wreck Room
You have a safe house, training space, armory, or something similar. Note what it is, and go there when you need to plan, ley low, or get something.


 * SPINDLE: If this is in The Spindle, the room is intelligent and can help you train, anticipate your needs, and even give advice.