====== Barbarian ====== ===== Name ===== Human: Ragnar, Taibustu, Valoria, Vergetrix, Budaca, Umbata, Ornac, Grak, Alvanca Wood Elf: Fendril, Volax, Sheara, Slanerias, Cilteeran, Boldomia, Domalari, Maeliskis ===== Look ===== Choose one for each: Distant Eyes, Bloodshot Eyes, Dark Eyes\\ Wild Hair, Shaved Hair, Helmet\\ Smelly Furs, Loincloth, Tattered Cape\\ Massive Frame, Wiry Build, Mass of Scars\\ ===== Damage ===== d10 ===== Alignments ===== Chaotic - destroy something civilized or magical. Neutral - gain something for your tribe. ===== Race ===== Human - when you Defy Danger using Constitution, take +1 Wood Elf - when you Discern Realities about a woodland place, you can ask one more question than usual, even getting one if you miss. ===== Bonds ===== _____ has given me good counsel, so I owe them a debt. _____ is too civilized. I will show them a better way. _____ uses strange magic, and therefore I fear them. I trust _____ because they have kept an oath they made before me. ===== Moves ===== ==== Berzerker ==== Take a moment and go into a wild, indomitable rage. While this rage lasts, when you Hack and Slash you take a +1 for purposes of determining partial hits only (you still need a 10+ for a full hit), and you deal +1d4 damage. However on a 7-9 one of your nearby friends (you choose) has to defy danger or you deal base damage to them as well. Also you have a -1 Ongoing to Defy Danger until you come out of the rage. ==== Tough Battler ==== Take +1 Armor, even if you're wearing no armor. Your fighting style requires you to be unencumbered… if your armor has the Clumsy tag, you take an additional -1 Ongoing to Hack and Slash, and lose the +1 Armor bonus. ==== Ancient Foe ==== Choose an ancient foe of your tribe, such as orcs or another tribe. Take a +1 on any roll dealing with this sort of foe. ==== Battle Cry ==== Release your tribal cry on your foes before a battle, and they take a -1 Damage Forward due to their fear, unless they are mindless beings. ==== Taking an Oath ==== When you swear an oath to accomplish something, select something important to upon which to swear: * Object - If this oath is broken, you break the object sworn upon to retain your honor. * Being (ancestor, spirit, god) - If this oath is broken, you are cursed with -1 Ongoing to all rolls until you restore honor to they upon whom you swore the oath. Then note if the oath is to yourself or another: * Another - you may use this oath as leverage for your next Parley, and take +1 Forward to this Parley. * Self - take +1 Ongoing to all tasks pertaining to accomplishing the goal in question. ==== HP ==== 12 + Con ==== Gear ==== You Load is 7+STR. You start with one from each list: * Long sword (Close, 1 weight) or rider's bow (Near, Far, 1 weight) and spear (Reach, 1 weight) * Leather armor (1 armor, 1 weight) * Adventuring gear (1 weight) and dungeon rations (1 weight) or adventuring gear (1 weight) and bundle of arrows (3 ammo, 2 weight) * Dungeon rations (1 weight) ===== Advancement ===== ==== When you gain a level from 2-, chose from these moves. ==== === Savage Charge === When you have room to charge an opponent and then deal damage, deal +1d6 damage. === Cunning Dodge === Gain +1 to Defy Danger when using DEX. === Hawkeye === Take a +1 to all Take Watch moves. === Flesh Wound === Gain +1 HP back at the end of each fight and after a Make Camp move (in addition to the normal HP healed). === Primitive Instinct === When you Discern Realities to see through somebody who may be attempting to dissemble, take +1. === Scary === When you Parley using threats of wild violence as leverage, you may use your CON instead of CHA. === Sneak Assault === When you stalk your way into a battle with opponents who are unaware, and your first Hack and Slash move slays the opponent it targets, take +1 Ongoing in the fight until the opposition takes a moment to rally and figure out what's going on. === Wanderer === When Spouting Lore about far-away places, take +1. === Vengeance === When a foe deals damage to you, take +1d8 damage forward against that foe. These do not stack. === Furious Attacks === When you Hack and Slash, and you deal damage, deal your base damage to another enemy attacking you. === Alert === When you describe watching for the approach of enemies or other physical dangers, you Discern Realities using Dex instead of Wis. ==== When you gain a level from 6-10, choose from these moves or the level 2-5 moves. ==== === Tremendous Charge === //Replaces: Savage Charge//\\ When you have room to charge an opponent and then deal damage, deal +1d8 damage, and the opponent is knocked down. === Awesome Wrath === //Replaces: Vengeance//\\ When a foe deals damage to you, take +1d8 damage forward against that foe. These do not stack. If and when you deal this damage and the GM chooses one of the following: * The foe surrenders * The foe is stunned by your ferocity and takes a step back from you === Hardened Battler === //Replaces: Tough Battler//\\ Take +2 Armor. Your fighting style requires you to be unencumbered… if your armor has the Clumsy tag, you lose the +2 Armor bonus. === Slayer === When you Hack and Slash, on a 12+ you do your damage, and if this leaves the target with 10 or fewer HP, it is slain. === Uncanny Dodge === //Replaces: Cunning Dodge//\\ When you Defy Danger with Dex, take +1, and if you hit, take +1 forward on your next physical action. === Battle Planning === Get a sense of an area before a battle, and what your plan of action will be, and gain a +1 Ongoing for that battle. === Sweeping Blow === //Replaces: Furious Attacks//\\ When using Hack and Slash, and you deal damage, deal your base damage to all enemies attacking you. === Hard to Kill === When you reach zero HP, after lying there a moment, take a debility and gain half your HP (do this all instead of your Last Breath move). This can be done once per fight, and only if you have a debility unchecked. The second time you go down you must take your Last Breath. === Ever Alert === //Replaces: Alert//\\ When the GM announces a surprise move by enemies, you describe how your character was watching for just such a thing to happen, and you get to make a retro-active Discern Realities roll to discover details about it using DEX instead of WIS. === Ultimate Oath === When you take an oath, in addition to the normal effects, any rolls of 12+ give you +1 Forward.