Adapted from Princesses & Pioneers’ Version and Vayra’s Version. Image by Eric Lofgren.
Starting Equipment
Choose three times: a Weapon of your choice, 12 pieces of Ammunition, a Piece of Armor of your choice.
Starting Skills
Your choice of Imperial Infantry, Imperial Navy, Dashing Noble, or Caravan Life.
For every Fighter template you have, you gain 1 Grit.
A: Weapon Training, Parry
B: Battle-Hardened Aura, Platoon
C: Battle Tricks
D: Weapon Mastery
Weapon Training
You can use either your Strength or your Dexterity for your melee attack rolls. When you miss a melee attack, your target still takes as much damage as your Grit.
Parry
Once per battle, you can destroy a weapon or a shied you are holding to protect yourself or an adjacent ally from an attack’s damage.
Battle-Hardened Aura
You project an intimidating aura that lets people know you are a skilled warrior. At any moment, you can decide how weak creatures react to you: they either avoid fighting you unless you attack them, or gang up on you while ignoring your teammates. Weak creatures are any monster less HP than 4 times your Grit.
Platoon
Your leadership is legendary. Your followers have a bonus HP equal to your Grit and they share your starting skill (infantry, navy, nobility, or caravan).
Battle Tricks
Your melee weapons have different effects on a hit depending on the type of damage you inflict with them:
- Bludgeoning: Weak creatures are knocked prone.
- Piercing: Weak prone or surprised unnamed creatures are killed.
- Slashing: You can inflict as much damage as your Grit to another adjacent target.
Weapon Mastery
You make two attacks per turn.