TEXT: The Fighter
  You start with these moves:
  Armor Mastery
  You ignore the clumsy tag on armor you wear. When you make your armor take the brunt 
  of damage dealt to you, the damage is negated, but the armor value of your armor or shield 
  (your choice) is reduced by 1 until you spend an hour or so mending it. If this reduction leaves 
  the item with 0 armor, it is irreparably destroyed. 
  Wall of Steel
  When an enemy you are engaged in melee with makes a move against anyone other than you, 
  you may attempt to stop them. If you do so, roll+Str. On a 10+, the move is cancelled—their 
  attack is blocked, their escape route cut off, their spell interrupted, etc. On a 7-9, you intercept 
  their move—rather than who they were originally aiming for, they hit you.
  Signature Weapon
  This is your weapon. There are many like it, but this one is yours. Your weapon is your best 
  friend. It is your life. You must master it as you master your life. Your weapon, without you, 
  is useless. You must wield your weapon true. 
  Your weapon is 2 weight. Choose one or two from each list to describe your weapon:
  • Ancient, Bloodstained, Crude, Engraved, Ornate, Sinister, Unblemished
  • Axe, Club, Flail, Hammer, Knife, Mace, Spear, Sword, Pick
  Choose the range that best fits your weapon: hand, close or reach.
  Choose two enhancements for your weapon:
  • Sharp: +2 piercing
  • Perfectly-weighted: +precise
  • Serrated edges: +1 damage
  • Hooks and spikes: +1 damage, but +1 weight
  • Glows in the presence of one type of creature (your choice)
  • Huge: +messy and +forceful
  • Versatile: choose an additional range
  • Well-crafted: -1 weight
  ⃞Gain Power Over Others
  Kill a defenseless or surrendered enemy.
  ⃞Master Yourself
  Defeat a worthy opponent.
  ⃞Protect the Weak
  Defend those weaker than you.
  ⃞Bravo
  When you are attacked by an enemy, you deal +1 damage forward 
  against them.
  ⃞Duellist
  Choose one weapon—while you wield it or any like it, you may 
  use Wall of Steel with +Dex instead of +Str.
  ⃞Soldier
  When you share a drink with someone, you may Parley with them 
  using +Con instead of +Cha.
  Fill in the name of one of your companions in at least one:
  _______________ owes me their life, whether they admit it or not.
  I have sworn to protect _______________.
  I worry about _______________'s ability to survive in battle.
  _______________ is soft, but I will make them hard like me.
  Drive
  Damage
  Armor
  HP
  Current
  MAX
  Your Max HP is 
  10+Constitution
  Strength
  STR
  -1
  WEAK
  Dexterity
  DEX
  -1
  SHAKY
  Constitution
  CON
  -1
  SICK
  Intelligence
  INT
  -1
  STUNNED
  Wisdom
  WIS
  -1
  CONFUSED
  Charisma
  CHA
  -1
  SCARRED
  Hard Eyes, Dead Eyes, or Eager Eyes
  Wild Hair, Shorn Hair, or Battered Helm
  Calloused Skin, Tanned Skin, or Scarred Skin
  Built Body, Lithe Body, or Ravaged Body
  Dwarf: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq
  Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian
  Halfling: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca
  Human: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob
  Starting Moves
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Background
  Bonds
  d10
  Choose a race, then choose what you used to do:
  What drives you to adventure? Choose one:
  
  Your Load is 12+Str. You carry your signature weapon, scale armor (2 armor, 
  worn, clumsy, 3 weight), a shield (+1 armor, 2 weight) and dungeon rations 
  (5 uses, 1 weight). Choose one:
   
  ⃞ 2 healing potions (0 weight)
   
  ⃞ Adventuring gear (5 uses, 1 weight) and 22 coin
   
  ⃞ Poultices and herbs (2 uses, slow, 1 weight), 1 antitoxin (0 weight), 
  dwarven hardtack (7 uses, 1 weight) and halfling pipeleaf (6 uses, 0 weight)
  Advanced Moves
  Gear
  When you gain a level from 2-5, choose from these moves:
  ⃞Bend Bars, Lift Gates
  When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 
  10+, choose 3. On a 7-9, choose 2:
  • It doesn’t take a very long time
  • Nothing of value is damaged
  • It doesn’t make an inordinate amount of noise
  • You can fix the thing again without a lot of effort
  ⃞Blacksmith
  When you have access to a forge, you can graft the powers of a magical weapon 
  onto your signature weapon. This process destroys the magical weapon, and your 
  signature weapon gains its powers instead.
  ⃞Improved Weapon
  Choose one extra enhancement for your signature weapon.
  ⃞Interrogator
  When you Parley using the threat of impending violence as Leverage, you may 
  roll+Str instead of +Cha.
  ⃞Iron Hide
  Any armor you wear gives +1 armor and weighs nothing.
  ⃞Merciless
  When you fight to kill, without holding anything back, deal +1d4 damage.
  ⃞Multiclass Dabbler
  Choose one move from another class. Treat your level as one lower for the purpose 
  of choosing that move.
  ⃞Predator Instincts
  When you roll a 12+ on Wall of Steel, they are more than just thwarted by 
  you—they give you an opening. Disarm them, cripple them or deal your damage 
  to them, your choice.
  ⃞Seeing Red
  When you Discern Realities during combat, take +1.
  ⃞Strength of Ten
  Every attack you make has the forceful tag, and every mêlée weapon you wield 
  has the thrown and near tags.
  When you gain a level from 6-10, choose from these moves or from the level 
  2-5 moves:
  ⃞Armored Perfection
  When you make your armor take the brunt of damage dealt to you by an 
  enemy, you can deal damage to your attacker equal to your level.
  ⃞Bloodthirsty
  Replaces: Merciless
  When you fight to kill, without holding anything back, deal +1d8 damage.
  ⃞Deft Footwork
  When you are in or closing in to mêlée combat, take +1 to Defy Danger.
  ⃞Diamond Hide
  Replaces: Iron Hide
  Any armor you wear gives +2 armor and weighs nothing. Additionally, you ignore 
  the piercing tag on attacks made against you.
  ⃞Evil Eye
  Requires: Seeing Red
  When you enter combat, roll +Cha. On a 10+, hold 3. On a 7-9, hold 1. Spend 
  your hold one-for-one to make eye contact with an NPC, who freezes or flinches 
  and can't act until you break it off. On a miss, your enemies immediately identify 
  you as their biggest threat.
  ⃞Multiclass Initiate
  Requires: Multiclass Dabbler
  Choose one move from another class. Treat your level as one lower for the purpose 
  of choosing that move.
  ⃞Sharp Eyes
  When you look over an enemy's weaponry, ask the GM how much damage 
  they do.
  ⃞Strength of a Hundred
  Requires: Strength of Ten
  Anyone you carry counts as 1 weight no matter how much they weigh or carry 
  themselves, and anyone you pick up has the thrown and near tags. Additionally, 
  you will always win one-on-one contests of strength.
  ⃞Superior Warrior
  When you Hack and Slash, on a 12+, you deal your damage, avoid their attack, 
  and impress, dismay, or frighten your enemies.
  ⃞Through Death's Eyes
  When you go into battle, roll+Wis. On a 10+, name an NPC who will live and 
  one who will die. On a 7-9, name one or the other. The GM will make your vision 
  come true, if it’s even remotely possible. On a miss, you see your own death: your 
  enemies deal +1 damage ongoing against you throughout the battle.
  Record your signature weapon here:
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Fighter, Peerless.pdf