Prizefighter
About this class
TIP: You should always have at least one Hype Die active during a session. When you use your For The Crowd Hope feature, you gain a temporary additional one, which lasts until the end of the session or until it’s number is rolled. You cannot choose the same value for each subsequent Hype Die that you gain. You can have a maximum amount of 3 Hype Die at one time.
Included subclasses
Domains
Bone
Starting stats
Hope feature
Class features
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Hype
You start each session with a Hype Die which is a d12, choose a number on the die and place that number face up. Whenever you make an attack roll, check your Hype Die and if any of your Duality Dice match that number, you can clear a Stress or gain advantage on your next action roll. If both Duality Dice match your Hype Die, you gain both benefits and also clear a Hit Point. If a temporary Hype Die's number is rolled, you gain the normal benefits, that Hype Die is then expended.
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Clinch and Throw
When you deal damage to an adversary that is roughly your size or smaller, you can spend a Hope to temporarily Grapple them. When a grappled adversary is next spotlighted, make a Strength roll, on a success, you deal d12 physical damage to them using your Proficiency and move them back to Close range.
Class items
- A piece of armour that belonged to a rival or a trophy from a physical competition
Character questions
Background prompts
- How did you lose your first professional bout?
- Why is your equipment emotionally significant?
- Who is your rival and how did you first meet?
Connection prompts
- Why did I once throw a fight for you?
- I once asked you to fight with me in a match. What happened, and how did it affect our bond?
- Why do you doubt my skills as a martial combatant?
Subclass cards
Printable via header menu
Gladiator
Foundation
Pollice Verso: When you cause a non-minion adversary to mark their last Hit Point, you can look to the proverbial audience for them to decide whether they live or die by them choosing from between the two options below:
Thumbs Up: The adversary could potentially return later, but owing you a favour.
Thumbs Down: You gain a Hype Die and clear a Stress as they meet their end.
Gladiator
Specialization
Para Bellum: You gain the Probatio Armorum downtime move. When you take this downtime move, you can add a bonus to your weapons damage rolls equal to twice your Tier until your next rest.
Gladiator
Mastery
Liberatio: While you have 2 Hype Die, you can mark a Stress to gain the uncanny ability to detect lies and the nature of sinister intentions in others that are within Close range until the end of a scene.
Wrestler
Foundation
From Parts Unknown: Stories are told far and wide of your exploits; some true, some untrue. When you arrive at a prominent settlement or environment, you can adopt a persona, this may involve donning a different outfit or disguise. While donning your wrestling persona, you have the following benefits:
Your true identity is unknown unless you reveal it or someone saw you don the persona.
You gain the Carouse downtime move. When you Carouse within a settlement during a long rest, you know all its public locations and you cannot be lost by non-magical means while within the settlement.
Wrestler
Specialization
Kayfabe: When you make a Presence roll to intimidate or charm, you can gain one of these benefits depending on whether the roll succeeded or failed.
Success: You gain a Hype Die.
Fail: You can mark a Stress to gain 2 Hope, if you do, the GM gains 2 Fear.
Wrestler
Mastery
No-Sell: When you would take Major or Severe damage, you can expend one of your additional Hype Die and take no damage instead.
Prizefighter
TIP: You should always have at least one Hype Die active during a session. When you use your For The Crowd Hope feature, you gain a temporary additional one, which lasts until the end of the session or until it’s number is rolled. You cannot choose the same value for each subsequent Hype Die that you gain. You can have a maximum amount of 3 Hype Die at one time.
Domains
Bone + Flair
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A piece of armour that belonged to a rival or a trophy from a physical competition
Prizefighter’s Hope Feature
For the Crowd : Spend 3 Hope to gain an additional Hype Die that is expended after it's number is rolled.
Class Features
Hype
You start each session with a Hype Die which is a d12, choose a number on the die and place that number face up. Whenever you make an attack roll, check your Hype Die and if any of your Duality Dice match that number, you can clear a Stress or gain advantage on your next action roll. If both Duality Dice match your Hype Die, you gain both benefits and also clear a Hit Point. If a temporary Hype Die's number is rolled, you gain the normal benefits, that Hype Die is then expended.
Clinch and Throw
When you deal damage to an adversary that is roughly your size or smaller, you can spend a Hope to temporarily Grapple them. When a grappled adversary is next spotlighted, make a Strength roll, on a success, you deal d12 physical damage to them using your Proficiency and move them back to Close range.
Prizefighter Subclasses
Choose either the Gladiator or Wrestler subclass.
Gladiator
Play a gladiator if a crowd should empower your abilities
Foundation Features
Pollice Verso: When you cause a non-minion adversary to mark their last Hit Point, you can look to the proverbial audience for them to decide whether they live or die by them choosing from between the two options below:
Thumbs Up: The adversary could potentially return later, but owing you a favour.
Thumbs Down: You gain a Hype Die and clear a Stress as they meet their end.
Specialization Feature
Para Bellum: You gain the Probatio Armorum downtime move. When you take this downtime move, you can add a bonus to your weapons damage rolls equal to twice your Tier until your next rest.
Mastery Feature
Liberatio: While you have 2 Hype Die, you can mark a Stress to gain the uncanny ability to detect lies and the nature of sinister intentions in others that are within Close range until the end of a scene.
Wrestler
Play a wrestler if you want to adopt a mysterious persona.
Foundation Features
From Parts Unknown: Stories are told far and wide of your exploits; some true, some untrue. When you arrive at a prominent settlement or environment, you can adopt a persona, this may involve donning a different outfit or disguise. While donning your wrestling persona, you have the following benefits:
Your true identity is unknown unless you reveal it or someone saw you don the persona.
You gain the Carouse downtime move. When you Carouse within a settlement during a long rest, you know all its public locations and you cannot be lost by non-magical means while within the settlement.
Specialization Feature
Kayfabe: When you make a Presence roll to intimidate or charm, you can gain one of these benefits depending on whether the roll succeeded or failed.
Success: You gain a Hype Die.
Fail: You can mark a Stress to gain 2 Hope, if you do, the GM gains 2 Fear.
Mastery Feature
No-Sell: When you would take Major or Severe damage, you can expend one of your additional Hype Die and take no damage instead.
Background Questions
Answer any of the following, or create your own.
- • How did you lose your first professional bout?
- • Why is your equipment emotionally significant?
- • Who is your rival and how did you first meet?
Connections
Ask one of the following, or improvise.
- • Why did I once throw a fight for you?
- • I once asked you to fight with me in a match. What happened, and how did it affect our bond?
- • Why do you doubt my skills as a martial combatant?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.