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FotF2e Playbook - Fighter (6-1-2022)

The document outlines a character sheet for a Fighter in a role-playing game, detailing ability scores, gear, experience points, and various moves available to the character. It includes sections for personal and party experience goals, traits, alignment, and advanced moves. Additionally, it provides mechanics for combat, carrying capacity, and character development through leveling up and multiclassing.

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0% found this document useful (0 votes)
14 views2 pages

FotF2e Playbook - Fighter (6-1-2022)

The document outlines a character sheet for a Fighter in a role-playing game, detailing ability scores, gear, experience points, and various moves available to the character. It includes sections for personal and party experience goals, traits, alignment, and advanced moves. Additionally, it provides mechanics for combat, carrying capacity, and character development through leveling up and multiclassing.

Uploaded by

Rijenkii
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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level Fighter

Ability scores
gear silver IN HAND
name strength

( )
lllll STR

max current modifier

SILVER in stash constitution

( )
(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

max current modifier


CAPACITY shoulder burden intelligence

( )
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).

bend bars, lift gates shieldbearer


When you use your physical prowess to remove or destroy an inanimate obstacle, burn 1 When you use a shield to block damage, you may spend 1 mettle to make your shield worth
Strength and roll +STR: on a 10+, choose 3 from the list below; on a 7-9, choose 2; on a 1d6+1 armor in this instance. If the damage exceeds your total armor, you do not suffer
6-, mark Strength and choose 1. the excess damage but your shield is destroyed.
^ It doesn’t take a long time smash
^ Nothing of value is damaged in the process When you Revel in Battle and strike hard, you may burn 1 Strength to make your attack force-
^ You don’t attract unwanted attention ful and spend mettle, 1-for-1, to permanently reduce your target’s armor value.
^ You can fix the thing again without much effort
tireless
no guts, no glory When you Recover, your recovery is doubled, and you regain 1d10 mettle.
When you charge into battle with little thought for your personal safety, burn 1 Wisdom
and roll +WIS: on a 10+, choose 3 from the list below; on a 7-9, choose 2; on a 6-, mark VETERAN
Wisdom and choose 1. Increase your maximim mettle by +CON, +INT, or +WIS, whichever is highest.

^ You have +1 armor until you’re incapacitated multiclass


^ The opposition is interested only in you until you’re incapacitated, or until a greater If you are at least level 4 and the Judge agrees that you’ve met the requirements to master the
threat presents itself (whichever comes first) basics of a different, specific class, you may begin multiclassing. Your new class starts at level
^ You take +1 ongoing until you suffer damage 1; indicate this by adding your new class level alongside your existing class level, after a slash
^ All allies witness to your courage or foolhardiness take +1 forward (e.g., “4/1”). Your new hit die is one step closer to that of your new class (d10>d8>d6>d4),
^ Regain 1d10+CON mettle (minimum 1) and your Capacity stays the same. Add the playbook moves for your new class to this play-
book. When you Level Up, raise both class levels. When using level to calculate any class
resource (mettle, cunning, favor, power, etc.), use the level for the relevant class.

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