FotF2e Playbook - Fighter (6-1-2022)
FotF2e Playbook - Fighter (6-1-2022)
Ability scores
gear silver IN HAND
name strength
( )
lllll STR
( )
(1 circle = 100sp = 1XP) lllll con
l l l l l l l l l l
l l l l l l l l l l
l l l l l l l l l l
max current modifier
l l l l l l l l l l
l l l l l l l l l l dexterity
( )
l l l l l l l l l l
l l l l l l l l l l
lllll dex
l l l l l l l l l l
l l l l l l l l l l
l l l l l l l l l l
( )
When you carry more weight than your Capacity but lllll int
no more than twice your Capacity, you suffer -1 ongoing
until you lighten your load. You cannot carry more
str +10 weight carried weight than twice your Capacity. max current modifier
aPPEARANCE wisdom
( )
personal xp goals party xp goals lllll wis
^ Solve a problem with physical prowess ^ Overcome a difficult obstacle
heritage
^ Achieve your alignment goal ^ Make an exciting discovery
^ Act on your traits ^ Acquire some memorable booty max current modifier
experience points alignment charisma
( )
lllll lllllY Level 2 Good . Help someone in need at your own expense lllll cha
lllll lllll lllllY Level 3 Lawful . Impose or maintain order in the face of chaos
lllll lllll lllll lllllY Level 4 Neutral . Satisfy a personal desire or right an imbalance
lllll lllll lllll lllll lllllY Level 5 Chaotic . Cause trouble or disrupt a prevailing order
lllll lllll lllll lllll lllll lllllY Level 6 Evil . Inflict harm on another for personal gain max current modifier
lllll lllll lllll lllll lllll lllll lllllY Level 7
traits luck
( )
lllll lllll lllll lllll lllll lllll lllll lllllY Level 8
lllll lllll lllll lllll lllll lllll lllll lllll lllllY Level 9
luc
lllll lllll lllll lllll lllll lllll lllll lllll lllll lllllY Level 10 bonds
notes max current modifier
ability modifiers
ARMOR hit DIE HIT POINTS recovery score mod score mod
3 -3 13-15 +1
4-5 -2 16-17 +2
d10 6-8 -1 18 +3
9-12 0
max current con+level (min.1)
Fighter Moves You start with all of these. Advanced Moves
max current
Ç Favored weapon avenger
You’ve spent years training with a particular instrument of Mettle When you or an ally suffers harm, you may burn 1 Wisdom to take +1 ongoing against
the warrior’s art, until it has become an extension of your being. This is your favored the source of that harm until it is destroyed.
weapon. Decide what it is (sword, spear, great axe, throwing knife, longbow, unarmed
combat, etc.), and write it in the first blank below. deflect blows
When you wield a melee weapon and roll a 7-9 to Fight, roll your damage and your foe’s
^ ^ ^ damage as usual; then, you may use any portion of your damage roll as armor against
Mettle represents the focus and discipline required to face foes in mortal combat. Your incoming damage, and apply the remainder as damage to your foe.
maximum mettle is equal to your current level +1. Each time you take this move after the Leader
first time, add another favored weapon and increase your maximum mettle by 1. When you bark commands in the heat of battle, roll +CHA: on a 10+, all allies take +1
When you make any move with a favored weapon, you may spend mettle before you roll to ongoing to act on those orders until the battle is over or you give new orders, whichever
increase the result by 1 for each point of mettle you choose to spend. comes first; on a 7-9, all allies who obey take +1 forward; on a 6-, mark Charisma and the
Judge makes a move.
Once per session, when you take a few moments to gather your energy, regain 1d10+CON
mettle (minimum 1). master weapon
When you take this move, choose one of your favored weapons to master and circle it.
Revel in Battle When you make any move with your mastered weapon, you may spend mettle before you
When you roll a 10+ to Fight or Shoot or Throw, you may spend mettle to add 1 or more of roll to increase the result by 2 (instead of 1) for each point of mettle you choose to spend.
the following effects to the result in this instance, at a cost of 1 mettle per effect.
^ Strike hard: increase melee damage dealt by STR×2 (minimum 1). myrmidon
^ Strike true: ignore amount of target’s armor equal to DEX or WIS (minimum 1). When you follow someone else’s orders to commit violence, you may burn 1 Wisdom to take
^ Handicap: inflict a condition—stunned, hindered, etc.—of your choice on your foe +1 ongoing while acting on those orders.
(subject to Judge approval), with a duration equal to INT (minimum 1). second skin
When you roll a 12+ to Fight or Shoot or Throw, you also regain 1 mettle. When you wear armor, that armor has -1 weight and you ignore its awkward tag (if any).