Days of Gold Class Reference

The Warrior

Worthy victories, martial momentum, paid violence, and surviving the impossible.

Class Signature

Renown

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Might
Connections
1
Class Signature
Renown
Starting Gear

Choose a greatsword, greataxe, maul, or polearm (4 Harm); or a longsword or battleaxe (3 Harm) and shield. You also begin with a common outfit of sturdy traveling clothes.

Fortune

When you slay a meaningful foe, the GM gains 1 Fortune to later turn the world in the characters' favor.

Regional Knowledge

Roads and Battlegrounds. You know how to move through and read highways, old roads, mountain passes, bridges, border trails, military camps, battlefields, siege lines, ruined forts, and mercenary camps.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

Renown

Renown is martial momentum: confidence, scars, victories, challenges answered, and the growing certainty that the next dangerous fight can be won. It ranges from 0 to 5, begins at 0, never decays, and decreases only when you spend it.

Gain Renown

Gain 1 Renown after a Worthy Victory. Gain 2 instead after a Legendary Victory. A victory is Worthy when the fiction clearly includes at least one of the following:

  • A named or clearly dangerous foe could have seriously harmed or killed you.
  • You were meaningfully outnumbered, outmatched, or fighting under a major disadvantage.
  • The fight carried real stakes beyond beating helpless opposition.
  • You deliberately pursued a dangerous opponent instead of merely finishing something already defeated.

A Legendary Victory is something people would plausibly tell stories about: killing a regional terror, defeating a champion far above common soldiers, turning a battle that should have been lost, or surviving similarly exceptional violence.

Your Pursuits

Choose 2 Pursuits. Each can grant 1 Renown once per session when its condition is met. This is in addition to Renown gained from a Worthy or Legendary Victory.

  • Monster Slayer

    Defeat a supernatural beast, giant creature, or monster with 5 or more Wounds.

  • Duelist

    Defeat a named dangerous foe in single combat without another ally attacking them.

  • Underdog

    Win while seriously outnumbered, badly wounded, or fighting under a major disadvantage.

  • Bounty Hunter

    Kill or capture a dangerous target carrying a bounty of at least 200 gp.

  • War Leader

    Personally lead a battalion of followers to victory in a dangerous clash.

  • Relentless Hunter

    Pursue a dangerous foe across meaningful travel or hardship and finally bring them down.

  • Unrelenting

    Recover from Broken or Dying through healing.

Spend Renown

During a conflict, spend 1 Renown to activate one of the Renown Benefits below. It remains active until the immediate conflict ends: one side is defeated, escapes, surrenders, or everyone has enough time to disengage and regroup. You may activate multiple different benefits, but the same benefit cannot stack with itself.

  • Whenever the GM would gain Dread, they instead gain Fortune.
  • On a 7+ Fight roll, deal +1 Harm.
  • Reduce every instance of physical Harm you take by 1 after Armor.
  • Ignore your Wound penalties.

Free Perk

Begins in play

Battle-Hardened

You always count as Armor 2 against physical Harm, even when you are not wearing armor. If worn armor provides more, use the higher value. Shields and special armor effects still work normally. When you take Harm after Armor reduction while not wearing armor, gain 1 Renown.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Brutal

    When you roll a 10+ on Fight, deal +1 Harm.

  2. Weapon Master

    You seem to always be prepared for a fight. No matter the circumstance, you can take any nearby object and turn it into a 3 Harm weapon.

  3. Hard to Kill

    Your Wounded penalty begins at 4 Wounds instead of 3.

  4. Unyielding

    Once per session, when physical Harm would take you to 6 or more Wounds, stop at 5 Wounds instead.

  5. Cleave

    When you deal Harm to one foe, you can deal the same Harm to a foe adjacent to it.

  6. Relentless

    The first time each session you spend Renown, roll +Might. On a 10+, keep the point. On a 7-9, you can keep it if you take 1 Harm. On a 6-, you lose it.

  7. Battle Sense

    When you Read the Moment in combat, ask 1 additional question, regardless of the result of the roll. You may ask one of these instead of a normal question: Who is the weakest foe? What are my chances in this fight? How can I gain the upper hand?

  8. Legend Killer

    When you first hear the name of a foe, you may name them your Adversary. Take +1 to rolls made in search of your Adversary. You can have only 1 Adversary at a time; naming another ends the previous Adversary.

  9. Mean Bastard

    When credible personal violence is your leverage in Sway Someone, roll +Might instead of +Presence.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who has fought beside you and lived to tell the story?
  2. Who has seen you defeat someone you had no business beating?
  3. Who is utterly terrified of your strength?