| Strength +3 |
|---|
STR 18 |
| Weak -1 |
| Dexterity +0 |
|---|
DEX 9 |
| Shaky -1 |
| Constitution +2 |
|---|
CON 16 |
| Sick -1 |
| Intelligence +0 |
|---|
INT 12 |
| Stunned -1 |
| Wisdom -1 |
|---|
WIS 8 |
| Confused -1 |
| Charisma +1 |
|---|
CHA 14 |
| Scarred -1 |
| Armor |
|---|
+1 |
| Hitpoints |
|---|
24 |
| Maximum: 24 |
| Damage |
|---|
1d8 |
| Herculean Appetites |
| Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits. • Mortal pleasures • Fame and glory |
| The Upper Hand |
| 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 he will return you to life. If not, you die. |
| Musclebound |
| While you wield a weapon it gains the forceful and messy tags. |
| What Are You Waiting For? |
| When you cry out a challenge to your enemies, roll+Con. • On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. • On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting. |
| Unencumbered, Unharmed |
| So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor. |
| Appetite for Destruction: Bend Bars, Lift Gates |
| Take a move from the fighter, bard or thief class list. You may not take multiclass moves from those classes. 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 |
| 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. |
| Eye for Weakness |
| When you discern realities add “What here is weak or vulnerable?” to the list of questions you can ask. |
| On the Move |
| When you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard) take +1. |
| # | Item | Weight |
| 2 | Rations | 1 |
| Dagger (hand) | 1 | |
| Token | ||
| Two handed sword (close, +1 damage) | 2 | |
| Swatter (hits many tiny creatures at once) | ||
| 2 | Long sword (close, +1 damage) | 2 |
| 5 | Adventuring gear | 1 |
| 3 | Shirts of varying niceness | |
| 2 | Crossbows, ammo (near, +1 damage, reload) | 6 |
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