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Narbo[edit]

Warrior (Ranger, Strongarm, Destroyer) Level 1 XP 7
Scores and Bonuses
Strength 16 Dexterity 12 Constitution 15 Intelligence 9 Wisdom 13 Charisma 8
Weak? Shaky? Sick? Stunned? Confused? Scarred?
STR +2 DEX +0 CON +1 INT +0 WIS +1 CHA -1
Damage d10 Armor 2 Max HP 25 Current HP 25
Alignment

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Chaotic: Free someone from literal or figurative bonds.
Chaotic: Destroy a symbol or a structure of civilization.
Chaotic: Eschew a convention of the civilized world.

Moves

Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+STR. On a 10+, choose three. On a 7-9, choose two:

  • It doesn’t make an inordinate amount of noise.
  • It doesn’t take a very long time.
  • Nothing you value is damaged.
  • You can fix the thing again without a lot of effort.

Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a hit, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+, you also choose one:

  • Determine what caused the trail to end.
  • Gain a useful bit of information about your quarry, the GM will tell you what.

Musclebound
While you wield a weapon, it gains the forceful and messy tags.

DELETE ONE OF THE NEXT TWO, THEN DELETE THIS INSTRUCTION
Unencumbered, Unharmed
So long as you are below your Load and neither wear armour nor carry a shield, take +1 armour. Show off those muscles.

The Upper Hand
You are so strong you take +1 ongoing to last breath rolls. When you take your last breath, on a 7-9, you make an offer to Death in return for your life. If Death accepts, she will return you to life. If not, you die. (Note: normally on a 7-9, Death makes an offer to you.)

Note: Max HP = 10+Constitution; Max Load = 13+STR

Race

DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION
Human: Once per battle you may reroll a single damage roll (yours or someone else’s).
Human: When you attack a foe, you may roll a d6 for your damage die instead of a d10, and permanently lower your enemy’s armour by 1.
Human: When you make camp in a dungeon or city, you don’t need to consume a ration.
Human: When you attack with a thrown weapon, deal +1d4 damage.

Bonds (Max 4)

FILL IN FOUR OF THESE WITH ANOTHER PC NAME, THEN DELETE THE REST AND THESE INSTRUCTIONS
__________ gave me food and shelter when I had nothing.
__________ is a brave soul, I have much to learn from them.
__________ is always getting into trouble—I must protect them from themselves.
__________ owes me their life, whether they admit it or not.
I have sworn to protect __________.
I worry about the ability of __________ to survive in the dungeon.
__________ has stood by me in battle and can be trusted completely.
__________ shares my hunger for glory; the earth will tremble at our passing!
__________ stood up to me and got away with it. That’s how it is, I guess.
__________ does not understand life in the wild, so I will teach them.
__________ has no respect for nature, so I have no respect for them.
__________ is puny and foolish, but amusing to me.
__________ is soft, but I will make them hard like me.

Gear (Max Load 15)

Ancient but Serviceable Sword (close, +1 damage, 50 coins, 2 weight)
Mace (close, 1 weight)
Koschei Leather Armor (1 armor, outlandish, 1 weight)
Shield (+1 armor, 1 weight)
Lantern (uses oil, Light 3, 1 weight)
Satchel
Dungeon Rations (2 uses, 1 weight)
Ragged Bow (near, 2 weight)
Bundle of Arrows (3 ammo, 1 weight)
TOTAL WEIGHT: 10

Advanced Moves[edit]

WHEN YOU GAIN A LEVEL FROM 2-5, PICK ONE OF THESE MOVES AND CUT AND PASTE IT TO THE MOVE LIST ABOVE

Berserker
When you are afflicted by fear, mind control, or enchanting magic, you may ignore the effect as long as you attack the closest enemy in sight. If you have no enemies in sight, the GM chooses who you attack.

Blood Ill-Tempered
When a foe deals damage to you, your next attack against them deals +1d4 damage.

Crushing Blow
When you deal damage to a foe, you can break their weapon, if they have one, or if they have armour, reduce their armour by 1.

Interrogator
When you parley using threats of impending violence as leverage, you may use STR instead of CHA.

Samson
You may take a debility to immediately break free of any physical or mental restraint.

Camouflage
When you keep still in natural surroundings, enemies never spot you until you make a movement.

Communion of Whispers
When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+WIS. You will be granted a vision of significance to you, your allies, and the spirits around you. On a 10+, the vision will be clear and helpful to you. On a 7-9, the vision is unclear, its meaning murky. On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.

Familiar Prey
When you spout lore about a monster, you can roll with WIS instead of INT.

Follow Me
When you undertake a perilous journey, you can take two roles. You make a separate roll for each.

A Safe Place
When you set the watch for the night, everyone takes +1 to take watch.

Wild Empathy
You can speak with and understand animals. This means you can closely study and parley with them as if they were people.

My Love for You is Like a Truck
When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.

Smash!
When you hack and slash, on a 12+, deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it.

Submission Hold
When you get your hands on someone, your next attack against them deals +1d4 damage.

WHEN YOU GAIN A LEVEL FROM 6-10, YOU MAY CHOOSE FROM THIS LIST AS WELL AS THE 2-5 LIST

Fire in the Blood
Replaces: Blood Ill-Tempered. When a foe deals damage to you, your next attack against them deals +1d8 damage.

Superior Warrior
When you hack and slash, on a 12+, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

Vandal
When you discern realities, on a hit, you may also ask this question in addition to your other questions: Who or what here is most vulnerable to me?

Hunter’s Prey
Replaces: Familiar Prey. When you spout lore about a monster, you can roll with WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.

Observant
When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free.

A Safer Place
Replaces: A Safe Place. When you set the watch for the night, everyone takes +1 to take watch. After a night in camp when you set the watch, everyone takes +1 forward.

Strider
Replaces: Follow Me. When you undertake a perilous journey, you can take two roles. Roll twice and use the better result for both roles.

Weather Sense
When you are under open skies when the sun rises, the GM will ask you what the weather will be that day. tell them whatever you like, it comes to pass.

Wild Speech
Replaces: Wild Empathy. You can speak with and understand any non-magical, non-planar creature. This means you can closely study them and parley with them as if they were people.

A Good Day to Die
As long as you have less than your CON in current HP (or 1, whichever is higher), take +1 ongoing.

Hands Like a Vise
Replaces: Submission Hold. When you get your hands on someone, your next attack against them deals +1d8 damage.

Mark of Might
When you take this move and spend some uninterrupted time reflecting on your past glories, you may mark yourself with a symbol of your power (a long braid tied with bells, ritual scars or tattoos, etc). Any intelligent mortal creature who sees this symbol knows instinctively that you are a force to be reckoned with and treats you appropriately.

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