Starting Moves

You have all of these.

Armed and Ready

Ignore the Clumsy tag on armor you wear.

Battle Momentum

You perfectly understand the back and forth rhythm of a fight. When you suffer or inflict harm as part of a fight (even if it’s absorbed with Armor), gain 1 Momentum. Anytime during a fight, you may spend the amount of Momentum in brackets for the following:

  • (3) Restore 1 of your Armor
  • (3) Inflict an extra condition on an attack
  • (2) Gain Advantage Forward to Engage or Let Fly You can have a maximum of 5 Momentum. When you Settle In, reset Momentum to 0.

Particular Set of Skills

When you Compel with threats of violence, roll with Advantage.

Demolitionist

When you want to destroy an object, be it a building, magical artifact, or obstacle, tell the GM what it is. It is always possible, but the GM will give you 1 to 4 of the following requirements (separated by “ANDs” and “ORs”);

  • It’s going to take hours/days/weeks.
  • First you must .
  • You’ll need help from .
  • You’ll need to use .
  • It will be easy/difficult to repair
  • You and your allies will risk .
  • You’ll have to use up/wear out . You can use this to do things like start a cave-in, break down a wall, blow up a building, shatter a magical sword, or drop a magical ring into a volcano.

Signature Weapon

You don’t wield an ordinary weapon, but instead have an especially powerful or unusual one. See Assets on Page 29 for details on creating your Signature Weapon.

Advanced Moves

You may choose one when you Level Up.

Basic Training

You’ve gotten used to the tireless marches, late nights, early mornings and backbreaking labor. You are unaffected by all but the most extreme forms of exhaustion. Gain +1 Armor against fatigue or exhaustion. When you Settle In, you can stay up all night on watch without feeling tired.

Battleborn

When you Defy in battle, you may spend 1 Momentum to roll with Advantage.

Charge

Your maximum Momentum is now 7. When you enter a fight, gain 1 Momentum.

Disabler

When you harm someone, you may spend 2 Momentum to destroy a weapon or disable a form of attack.

Eye for Danger

When you Scrutinize a dangerous NPC, the GM will also reveal to you an ability or tactic they can use.

Field Repair

When you heal someone with Supplies or Medicine, you or your patient (your choice) also refreshes 1 spent Armor.

Grudge Match

When you attack someone in public, no one will directly intervene as long as it’s just you two fighting, unless someone is incapacitated or killed.

I Aim to Misbehave

When you use Demolitionist, after the GM gives you the requirements you may then ignore or veto one of them.

Master Stroke

When you roll a 12+ on Engage, you can choose two instead of one.

Narsil

Your signature weapon gains 2 additional enhancements, 4 in total.

Firm Grip

When you stop someone from leaving your reach, roll with Advantage.

Percussive Counterspell

When you interrupt a spell or magical effect using force, roll +STR. On a 10+ you successfully interrupt it. On a 7-9 the magic is reduced or redirected in some way, the GM will say how. When you’re up close and personal with a spellcaster, you automatically inflict a condition on them whenever they use magic against you.

Quarterback

While you forcefully hold a creature, it is helpless unless it’s particularly large or strong, and even then it is hampered and/or distracted by you. When you forcefully grab or tackle a foe, roll +STR. On a 10+ you have a good hold of them. On a 7-9 they struggle for a bit at first, inflicting a condition before you get a good hold.

Riddle of Steel

Fighting someone counts as intimate and prying conversation for the purposes of Scrutinizing them. When you Scrutinize someone you’re fighting, roll with Advantage.

Smith

When you Settle In, you can repair one destroyed item or damaged piece of equipment. You can also remove all enhancements from your Signature Weapon and add them to another weapon, which becomes your new Signature Weapon.

Steel Gaze

When you enter combat, roll +CHA. On a 10+ gain 2 Steel. On a 7-9 gain 1 Steel. On a 6- your enemies immediately identify you as their biggest threat. During the fight you can spend 1 Steel to make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off or they are wounded. When the fight ends lose all Steel.

Tough as Nails

You have +1 Armor against physical harm.

Yoink

When you avoid a blow from a close-up weapon, you may spend 2 Momentum to take that weapon for yourself.

Second in Command

(Requires Level 10+) When you enter a fight, choose one ally. In addition to yourself, you also gain Momentum when they suffer or inflict conditions.

Andúril

(Requires Level 10+ and Narsil) Your Signature Weapon gains 2 additional enhancements, 6 in total.