Barbarian
Character
- Body
- mighty thews
- Eyes
- Wild blue
- Decoration
- none
- Clothes
- loin cloth and battle harness
- Other
- Hp 24 armor 1, 2 with shield
- Outsider
- You may be elf, dwarf, halfling, or human, but you and your people are not from around here. At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer them, mark XP.
- Chaotic
- Eschew a convention of the civilized world.
Bonds
Gobgit is puny and foolish, but amusing to me. Sorceress’s ways are strange and confusing. Yahla is always getting into trouble—I must protect them from themselves. Yourgiz shares my hunger for glory; the earth will tremble at our passing!
Additional Info
has been smitten by Yalah and thinks he is in love
Info
d10
1d10Attributes
Gear
Dungeon Rations (5 uses, 1 weight), Dagger (hand, 1 weight), Some Token of where you’ve travelled or where you’re from _____. Choose your weapon: Axe (close, 1 weight), Two-handed Sword (close, +1 damage, 2 weight). Choose one: Adventuring Gear (5 uses, 1 weight) and Dungeon Rations (5 uses, ration, 1 weight), Chainmail (1 armor, worn, 1 weight)
Moves
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
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.
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.
While you wield a weapon it gains the forceful and messy tags.
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.
At the end of a session, if during this session you have crushed your enemies, seen them driven before you, or have heard the lamentations of their kinfolk mark XP.