- 1 Names
- 2 Look
- 3 Stats
- 4 Starting Moves
- 5 Advanced Moves
- 5.1 Still Hungry
- 5.2 Appetite for Destruction
- 5.3 My Love For You Is Like a Truck
- 5.4 What Is Best In Life
- 5.5 Wide Wanderer
- 5.6 Usurper
- 5.7 Khan of Khans
- 5.8 Samson
- 5.9 Smash!
- 5.10 Indestructible Hunger
- 5.11 Eye for Weakness
- 5.12 On the Move
- 5.13 A Good Day to Die
- 5.14 Kill ‘em All
- 5.15 War Cry
- 5.16 Mark of Might
- 5.17 More! Always More!
- 5.18 The One Who Knocks
- 5.19 Healthy Distrust
- 5.20 For the Blood God
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra raxes, Sillius, Sha Sheena, Khamisi
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All Mighty, the Giant, the Triumphant
Choose one for each:
- Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
- Mighty thews, Long shanks, Scrawny body, or Supple body
- Strange tattoos, Unusual jewelry, or Unmarred by decoration
- Scraps, Silks, Scavenger’s outfit, or Weather inappropriate clothes
Your maximum HP is 8+Constitution.
Your base damage is d10.
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 ( 1)
Choose chaotic or neutral:
You eschew a convention of the civilized world.
Teach someone the ways of your people.
Choose a race:
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.
Fill in the name of one of your companions in at least one:
is puny and foolish, but amusing to me.
’s ways are strange and confusing.
is always getting into trouble—I must protect them from themselves.
shares my hunger for glory; the earth will tremble at our passing!
Your Load is 8+Str. You carry dungeon rations (5 uses, 1 weight), a dagger (hand, 1 weight) some token of where you’ve traveled or where you’re from, and your choice of weapon:
- Axe (close, 1 weight)
- Two handed sword (close, +1 damage, 2 weight)
- Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
- Chainmail (1 armor, 1 weight)
You start with all of these moves:
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.
- Pure destruction
- Power over others
- Mortal pleasures
- Riches and property
- Fame and glory
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.
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.
In addition, choose one of these to start with:
You ignore the clumsy tag on armor you wear.
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
When you gain a level from 2–5, choose from these moves.
Choose an additional appetite.
Take a move from the fighter, bard or thief class list. You may not take multiclass moves from those classes.
When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.
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.
You’ve traveled the wide world over. When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.
When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.
Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.
You may take a debility to immediately break free of any physical or mental restraint.
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.
When you take damage you can choose to take 1 ongoing until you sate one of your appetites instead of taking the damage. If you already have this penalty you cannot choose this option.
When you discern realities add “What here is weak or vulnerable?” to the list of questions you can ask.
When you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard) take +1.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
As long as you have less than your Con in current HP (or 1, whichever is higher) take +1 ongoing.
Requires: Appetite for Destruction
Take another move from the fighter, bard or thief class list. You may not take multiclass moves from those classes.
When you enter battle with a show of force (a shout, a rallying cry, a battle dance) roll+Cha.
- On a 10+ both,
- On a 7–9 one or the other.
- Your allies are rallied and take +1 forward
- Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear driven abandon)
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.
When you satisfy an appetite to the extreme (destroying something unique and significant, gaining enormous fame, riches, power, etc.) you may choose to resolve it. Cross it off the list and mark XP. While you may pursue that appetite again, you no longer feel the burning desire you once did. In its place, choose a new appetite from the list or write your own.
When you defy danger, on a 12+ you turn the danger back on itself, the GM will describe how.
Whenever the unclean magic wielded by mortal men causes you to defy danger, treat any result of 6 as a 7–9.
You are initiated in the old ways, the ways of sacrifice. Choose something your gods (or the ancestor spirits, or your totem, etc) value—gold, blood, bones or the like. When you sacrifice those things as per your rites and rituals, roll+Wis.
- On a 10+ the GM will grant you insight into your current trouble or a boon to help you.
- On a 7–9 the sacrifice is not enough and your gods take of your flesh as well, but still grant you some insight or boon.
- On a miss, you earn the ire of the fickle spirits.