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Bastian Dargan
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==Starting Moves== '''Tactics''' Your knowledge and training allows you to assess a battle and know the correct tactical approach. Only one Tactic can be active at a time. ''Aggressive'' When you Hack and Slash, deal your damage even on a 6-. ''Cautious [Default]'' Gain +1 when you Defy Danger. ''Reactive'' You cannot Hack and Slash, but you can Counterattack: When you are attacked in melee and attempt to counter, roll +DEX. *On a 10+, you riposte and deal your damage. *On a 7+, you expertly parry the attack. ''Defensive'' When you use the Defend move, treat a 6- as a 7-9. ''Reckless'' When you deal damage, deal +1d4 damage. When you take damage, take +1d4 damage. ''Change Tactics'' When you draw on your knowledge and training to assess a combat situation, roll +INT. On a 10+, you formulate a plan and select a new Tactic. On a 7-9, also choose one: *The new Tactic isn’t effective at first, take -1 Forward *An early plan lead up to this, spend 1 Gambit *The Tactic requires that you draw attention or put yourself in a spot. The GM will tell you how. '''Heavy Armor Training''' You ignore the clumsy tag on armor you wear. '''Gambit''' When you or someone you have a bond with takes damage from an outside source, it was part of your plan the whole time, gain +1 Gambit. What some might see as an unwanted setback, you know it’s merely a stratagem to gain a later advantage. At any time, reveal your ploy and use Gambits to: *Add +1 to anyone’s roll (Cost: 1) *Deal your damage to an enemy (Cost: 2) *Create an obstacle or distraction that a single enemy has to deal with before they can do anything else (Cost: 3) *The GM will help you reveal a trap, ambush, or plan that gives you and your allies a surprising advantage (Cost: 4) Multiple Gambits can be used and the effects stack. After the end of a battle or when it makes sense, your Gambit count resets to 0. '''War Knowledge''' When you ''Spout Lore'' about combat topics such as historical battles, military figures, martial weapons or armor, take +1. '''Battle of Wits''' You always know in which goblet resides the poison. When an enemy is watching you and there’s a difficult choice to make, the GM will tell you what the enemy expects you to do.
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