Narbo[edit]
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Alignment
DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION |
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:
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:
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.) |
Race
DELETE ALL BUT ONE OF THESE, THEN DELETE THIS INSTRUCTION | |
Bonds (Max 4)
FILL IN FOUR OF THESE WITH ANOTHER PC NAME, THEN DELETE THE REST AND THESE INSTRUCTIONS | |
Gear
Ancient but Serviceable Sword (close, +1 damage, 50 coins, 2 weight) |
Advanced Moves 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.