Also Check out my post about new character sheet features (HERE). I updated my character sheet for Mance. Let me know if you'd like to update your character sheet and I can help make a template for your class.
I've been watching that conversation with great interest. Definitely want to make an updated sheet for Bonepipe!
I’m sorry for my absence, I was in the hospital for a sudden emergency and didn’t really have internet/time.
The last few weeks have really been one thing after another, so I’m afraid I need to call a temporary hiatus while I recover. I’m not sure how long, but I will try to get back to the games I’m running as soon as possible.
Thank you everyone who sent me a message while I was gone - I appreciate the well wishes and miss you all!
Could those of you in my games post this notice in the game forums too? I’m home now, but in bed on my phone, and it’s tougher to copy paste.
- Data, from the Absences thread.
Hope you feel better soon, I know you’ve been going through it lately!!
Yikes! Hope you feel better soon @Data. Thanks for letting us know. We're thinking of you and looking forward to your recovery and return, but take all the time that you need!
I’m sorry for my absence, I was in the hospital for a sudden emergency and didn’t really have internet/time.
The last few weeks have really been one thing after another, so I’m afraid I need to call a temporary hiatus while I recover. I’m not sure how long, but I will try to get back to the games I’m running as soon as possible.
Thank you everyone who sent me a message while I was gone - I appreciate the well wishes and miss you all!
Could those of you in my games post this notice in the game forums too? I’m home now, but in bed on my phone, and it’s tougher to copy paste.
Happy GP Anniversary @Jabes.plays.RPG ! I've heard of your famous Beholder cake before, but I haven't seen it until now. That's so cool!
Here's my gift to you:
[ +- ] New Bonepipe Character Sheet!
Create character
{"logo":"https://img.nickpic.host/q6wPTM.png"}
[ +- ] IMPORTANT NOTE
The layout of the sheet was optimized for 2 column viewing. On mobile, it is viewed as 1 column. It still works, but the organization of sections might be less convenient.
This custom character sheet uses special BBCode features to make it:
FORUM-INTEGRATED
• The sheet can be viewed in the game forum while you write a post.
• Ability text in spoiler tags can be added to posts by using the drop-down menus.
• Rolls can be automatically added to the post by selecting them on the sheet.
AUTO-CALCULATED
• Rolls are automatically calculated from the stats and choices that are filled out.
EDIT-IN-PLACE
• For the most part you should be able to edit the necessary parts without having to enter the editor, including from the forum.
• The one exception is the Character Name. Add the name by clicking on the pencil-shaped button at the top right corner of the page to go to the character sheet editor. Edit the "Character Name" field, and click Save at the bottom of the page. Do not adjust the "Character Sheet" field unless you understand the underlying BBCode.
[i]Enter your current load (total weight of all gear)[/i]
[b]LOAD: [_load=5] / [_capacity$=8+str] (Max)[/b]
[color=";display:block;margin-left:1em;margin-right:1em;"][i](Note: Max capacity without penalties is 8+STR, see "Encumbrance" in SPECIAL MOVES for details)[/i][/color]
BONDS
Fill out your fellow PC's names in fields labeled (PC1-4).
Mark Bonds that apply to each fellow PC
Choices will help automatically calculate "Aid" and "Interfere" in BASIC MOVES
And affects how your character gains XP
(See "End of Session" in SPECIAL MOVES for details)
Bond
Teo
Mance
Byron
🔗
I want to learn more about _____'s shapeshifting.
🔗
_____ shares my hunger for glory; the earth will tremble at our passing!
🔗
_____ owes me their life, whether they admit it or not.
🔗
_____
🔗
_____
🔗
_____
🔗
_____
[i]Fill out your fellow PC's names in fields labeled (PC1-4).
Mark Bonds that apply to each fellow PC
Choices will help automatically calculate "Aid" and "Interfere" in BASIC MOVES
And affects how your character gains XP
(See "End of Session" in SPECIAL MOVES for details)[/i]
[table]
[b]Bond[/b] || [b][_pc1=Teo][/b] | [b][_pc2=Mance][/b] | [b][_pc3=Byron][/b]
🔗||||
|[_=I want to learn more about _____'s shapeshifting.] | [_pc1b1=1/1] | [_pc2b1=0/1] | [_pc3b1=0/1]
🔗||||
|[_=_____ shares my hunger for glory; the earth will tremble at our passing!] | [_pc1b2=0/1] | [_pc2b2=1/1] | [_pc3b2=0/1]
🔗||||
|[_=_____ owes me their life, whether they admit it or not.] | [_pc1b3=0/1] | [_pc2b3=0/1] | [_pc3b3=1/1]
🔗||||
|[_=_____] | [_pc1b4=0/1] | [_pc2b4=0/1] | [_pc3b4=0/1]
🔗||||
|[_=_____] | [_pc1b5=0/1] | [_pc2b5=0/1] | [_pc3b5=0/1]
🔗||||
|[_=_____] | [_pc1b6=0/1] | [_pc2b6=0/1] | [_pc3b6=0/1]
🔗||||
|[_=_____] | [_pc1b7=0/1] | [_pc2b7=0/1] | [_pc3b7=0/1]
[/table]
NOTES
Add any additional details about your character here:
[i]Add any additional details about your character here:[/i]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
AC/HP/DMG
Enter the total Armor from GEAR and other sources
Enter your Max HP to start, then keep track
NAME
VALUE
ARMOR
1
HIT POINTS
11 / Max (8 + Constitution)
DAMAGE
1d10
[i]Enter the total Armor from GEAR and other sources
Enter your Max HP to start, then keep track[/i]
[table="rolls"]
NAME | VALUE
ARMOR | [_=1]
HIT POINTS | [_currenthp=11] / [_maxhp$=8+constitution] Max (8 + Constitution)
DAMAGE | 1d10
[/table]
✴ On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴ On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
When you attack an enemy in melee,
[table="rolls"]
Move | Roll
Hack and Slash (+STR-Weak) | 2d6+([_$=str-weak])[/table]
✴ On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴ On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
✴ On a 10+ you have a clear shot—deal your damage.
✴ On a 7–9, choose one (whichever you choose you deal your damage): • You have to move to get the shot placing you in danger of the GM’s choice
• You have to take what you can get: -1d6 damage
• You have to take several shots, reducing your ammo by one.
When you take aim and shoot at an enemy at range,
[table="rolls"]
Move | Roll
Volley (+DEX-Shaky) | 2d6+([_$=dex-shaky])[/table]
✴ On a 10+ you have a clear shot—deal your damage.
✴ On a 7–9, choose one (whichever you choose you deal your damage):
[color=";display:block;margin-left:2em;"]• You have to move to get the shot placing you in danger of the GM’s choice
• You have to take what you can get: -1d6 damage
• You have to take several shots, reducing your ammo by one.[/color]
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it… • ... by powering through, Roll+STR
• ... by getting out of the way or acting fast, Roll+DEX
• ... by enduring, Roll+CON
• ... with quick thinking, Roll+INT
• ... through mental fortitude, Roll+WIS
• ... using charm and social grace, Roll+CHA
Move
Roll
Defy Danger (+STR-Weak)
2d6+()
Defy Danger (+DEX-Shaky)
2d6+()
Defy Danger (+CON-Sick)
2d6+()
Defy Danger (+INT-Stunned)
2d6+()
Defy Danger (+WIS-Confused)
2d6+()
Defy Danger (+CHA-Scarred)
2d6+()
✴ On a 10+, you do what you set out to, the threat doesn’t come to bear.
✴ On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it…
[color=";display:block;margin-left:2em;"]• ... by powering through, Roll+STR
• ... by getting out of the way or acting fast, Roll+DEX
• ... by enduring, Roll+CON
• ... with quick thinking, Roll+INT
• ... through mental fortitude, Roll+WIS
• ... using charm and social grace, Roll+CHA[/color]
[table="rolls"]
Move | Roll
Defy Danger (+STR-Weak) | 2d6+([_$=str-weak])
Defy Danger (+DEX-Shaky) | 2d6+([_$=dex-shaky])
Defy Danger (+CON-Sick) | 2d6+([_$=con-sick])
Defy Danger (+INT-Stunned) | 2d6+([_$=int-stunned])
Defy Danger (+WIS-Confused) | 2d6+([_$=wis-confused])
Defy Danger (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a 10+, you do what you set out to, the threat doesn’t come to bear.
✴ On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
When you stand in defense of a person, item, or location under attack,
Move
Roll
Defend (+CON-Sick)
2d6+()
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1.
So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: • Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against the attacker
• Deal damage to the attacker equal to your level
When you stand in defense of a person, item, or location under attack,
[table="rolls"]
Move | Roll
Defend (+CON-Sick) | 2d6+([_$=con-sick])[/table]
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1.
So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
[color=";display:block;margin-left:2em;"]• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against the attacker
• Deal damage to the attacker equal to your level[/color]
When you consult your accumulated knowledge about something,
Move
Roll
Sprout Lore (+INT-Stunned)
2d6+()
✴ On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation.
✴ On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful.
The GM might ask you "How do you know this?" Tell them the truth, now.
When you consult your accumulated knowledge about something,
[table="rolls"]
Move | Roll
Sprout Lore (+INT-Stunned) | 2d6+([_$=int-stunned])[/table]
✴ On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation.
✴ On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful.
The GM might ask you "How do you know this?" Tell them the truth, now.
✴ On a 10+ ask the GM 3 questions from the list below.
✴ On a 7–9 ask 1.
Take +1 forward when acting on the answers. • What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?
When you closely study a situation or person,
[table="rolls"]
Move | Roll
Discern Realities (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+ ask the GM 3 questions from the list below.
✴ On a 7–9 ask 1.
Take +1 forward when acting on the answers.
[color=";display:block;margin-left:2em;"]• What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?[/color]
When you have leverage on a GM character and manipulate them,
Move
Roll
Parley (+Cha-Scarred)
2d6+()
Leverage is something they need or want.
✴ On a hit they ask you for something and do it if you make them a promise first.
✴ On a 7–9, they need some concrete assurance of your promise, right now.
When you have leverage on a GM character and manipulate them,
[table="rolls"]
Move | Roll
Parley (+Cha-Scarred) | 2d6+([_$=cha-scarred])[/table]
Leverage is something they need or want.
✴ On a hit they ask you for something and do it if you make them a promise first.
✴ On a 7–9, they need some concrete assurance of your promise, right now.
✴ On a 10+ they take +1.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
When you help someone you have a bond with,
[table="rolls"]
Move | Roll
Aid [_$=pc1] (+BONDS) | 2d6+([_$=min(pc1b1+pc1b2+pc1b3+pc1b4+pc1b5+pc1b6+pc1b7,3)])
Aid [_$=pc2] (+BONDS) | 2d6+([_$=min(pc2b1+pc2b2+pc2b3+pc2b4+pc2b5+pc2b6+pc2b7,3)])
Aid [_$=pc3] (+BONDS) | 2d6+([_$=min(pc3b1+pc3b2+pc3b3+pc3b4+pc3b5+pc3b6+pc3b7,3)])[/table]
✴ On a 10+ they take +1.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
✴ On a 10+ they take -2.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
When you hinder someone you have a bond with,
[table="rolls"]
Move | Roll
Interfere with [_$=pc1] (+BONDS) | 2d6+([_$=min(pc1b1+pc1b2+pc1b3+pc1b4+pc1b5+pc1b6+pc1b7,3)])
Interfere with [_$=pc2] (+BONDS) | 2d6+([_$=min(pc2b1+pc2b2+pc2b3+pc2b4+pc2b5+pc2b6+pc2b7,3)])
Interfere with [_$=pc3] (+BONDS) | 2d6+([_$=min(pc3b1+pc3b2+pc3b3+pc3b4+pc3b5+pc3b6+pc3b7,3)])
Interfere with [_$=pc4] (+BONDS) | 2d6+([_$=min(pc4b1+pc4b2+pc4b3+pc4b4+pc4b5+pc4b6+pc4b7,3)])[/table]
✴ On a 10+ they take -2.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it).
Move
Roll
Last Breath (+nothing)
2d6
(yeah, Death doesn’t care how tough or cool you are)
✴ On a 10+ you’ve cheated death—you’re in a bad spot but you’re still alive.
✴ On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
✴ On a miss, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it).
[table="rolls"]
Move | Roll
Last Breath (+nothing) | 2d6[/table](yeah, Death doesn’t care how tough or cool you are)
✴ On a 10+ you’ve cheated death—you’re in a bad spot but you’re still alive.
✴ On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
✴ On a miss, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
When you make a move while carrying weight up to or equal to Load, you’re fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.
When you make a move while carrying weight up to or equal to Load, you’re fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
When you you’re on watch and something approaches the camp,
Move
Roll
Take Watch (+WIS-Confused)
2d6+()
✴ On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward.
✴ On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else.
✴ On a miss whatever lurks outside the campfire’s light has the drop on you.
When you you’re on watch and something approaches the camp,
[table="rolls"]
Move | Roll
Take Watch (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward.
✴ On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else.
✴ On a miss whatever lurks outside the campfire’s light has the drop on you.
When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster (the same character cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6.
Move
Roll
Trailblazer (+WIS-Confused)
2d6+()
Scout (+WIS-Confused)
2d6+()
Quartermaster (+WIS-Confused)
2d6+()
✴ On a 10+, the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much); the scout will spot any trouble quick enough to let you get the drop on it; the quartermaster reduces the number of rations required by one.
✴ On a 7–9, each role performs their job as expected: the journey takes about as long as expected (trailblazer); no one gets the drop on you but you don’t get the drop on them either (scout); the normal number of rations are consumed (quartermaster).
When you travel through hostile territory, choose one member of the party to act as [b][u]trailblazer[/u][/b], one to [b][u]scout[/u][/b] ahead, and one to be [b][u]quartermaster[/u][/b] (the same character cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6.
[table="rolls"]
Move | Roll
Trailblazer (+WIS-Confused) | 2d6+([_$=wis-confused])
Scout (+WIS-Confused) | 2d6+([_$=wis-confused])
Quartermaster (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+, the [b][u]trailblazer[/u][/b] reduces the amount of time it takes to reach your destination (the GM will say by how much); the [b][u]scout[/u][/b] will spot any trouble quick enough to let you get the drop on it; the [b][u]quartermaster[/u][/b] reduces the number of rations required by one.
✴ On a 7–9, each role performs their job as expected: the journey takes about as long as expected ([b][u]trailblazer[/u][/b]); no one gets the drop on you but you don’t get the drop on them either ([b][u]scout[/u][/b]); the normal number of rations are consumed ([b][u]quartermaster[/u][/b]).
When you have downtime (hours or days) and XP equal to (or greater than) your current level + 7, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move from your class. If you are the wizard, you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
When you have downtime (hours or days) and XP equal to (or greater than) your current level + 7, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move from your class. If you are the wizard, you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP.
Then answer these three questions as a group: • Did we learn something new and important about the world?
• Did we overcome a notable monster or enemy?
• Did we loot a memorable treasure?For each "yes" answer everyone marks XP.
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP.
Then answer these three questions as a group:
[color=";display:block;margin-left:2em;"]• Did we learn something new and important about the world?
• Did we overcome a notable monster or enemy?
• Did we loot a memorable treasure?[/color]For each "yes" answer everyone marks XP.
When you return triumphant and spend >100 coin to throw a big party,
Expense of Party: 100 coins (Take +1 for every extra 100s of coin spent)
Move
Roll
Carouse
2d6+()
✴ On a 10+ choose 3.
✴ On a 7–9 choose 1.
✴ On a miss, you still choose one, but things get really out of hand.
Choices: • You befriend a useful NPC
• You hear rumors of an opportunity
• You gain useful information
• You are not entangled, ensorcelled, or tricked
When you return triumphant and spend >100 coin to throw a big party,
[b]Expense of Party: [_cost=100] coins[/b]
[i](Take +1 for every extra 100s of coin spent)[/i]
[table="rolls"]
Move | Roll
Carouse | 2d6+([_$=floor((cost-100)/100)])[/table]
✴ On a 10+ choose 3.
✴ On a 7–9 choose 1.
✴ On a miss, you still choose one, but things get really out of hand.
Choices:
[color=";display:block;margin-left:2em;"]• You befriend a useful NPC
• You hear rumors of an opportunity
• You gain useful information
• You are not entangled, ensorcelled, or tricked[/color]
When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price.
If it’s something special, beyond what’s usually available here, or non-mundane,
Move
Roll
Supply (+CHA-Scarred)
2d6+()
✴ On a 10+ you find what you’re looking for at a fair price.
✴ On a 7–9 you’ll have to pay more or settle for something similar.
When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price.
If it’s something special, beyond what’s usually available here, or non-mundane,
[table="rolls"]
Move | Roll
Supply (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a 10+ you find what you’re looking for at a fair price.
✴ On a 7–9 you’ll have to pay more or settle for something similar.
When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
When you put out word that you’re looking to hire help,
and if you make it known… • ... that your pay is generous, take +1
• ... what you’re setting out to do, take +1
• ... that they’ll get a share of whatever you find, take +1
and if you have a useful reputation around these parts take an additional +1
Move
Roll
Recruit
2d6+()
✴ On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.
✴ On a 7–9 you’ll have to settle for someone close or turn them away.
✴ On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to Recruit.
When you put out word that you’re looking to hire help,
and if you make it known…
[color=";display:block;margin-left:2em;"]• ... that your pay is generous, take +1 [_p1=0/1]
• ... what you’re setting out to do, take +1 [_p2=0/1]
• ... that they’ll get a share of whatever you find, take +1 [_p3=0/1][/color]
and if you have a useful reputation around these parts take an additional +1 [_p4=0/1]
[table="rolls"]
Move | Roll
Recruit | 2d6+([_$=p1+p2+p3+p4])[/table]
✴ On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.
✴ On a 7–9 you’ll have to settle for someone close or turn them away.
✴ On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to Recruit.
When you return to a civilized place in which you’ve caused trouble before,
Move
Roll
Outstanding Warrant (+CHA-Scarred)
2d6+()
✴ On a hit, word has spread of your deeds and everyone recognizes you.
✴ On a 7–9, that, and, the GM chooses a complication: • The local constabulary has a warrant out for your arrest
• Someone has put a price on your head
• Someone important to you has been put in a bad spot as a result of your actions
When you return to a civilized place in which you’ve caused trouble before,
[table="rolls"]
Move | Roll
Outstanding Warrant (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a hit, word has spread of your deeds and everyone recognizes you.
✴ On a 7–9, that, and, the GM chooses a complication:
[color=";display:block;margin-left:2em;"]• The local constabulary has a warrant out for your arrest
• Someone has put a price on your head
• Someone important to you has been put in a bad spot as a result of your actions[/color]
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
Preparation:
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
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.
[_=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 [b]ask you something about your homeland[/b], why you left, or what you left behind. If you answer them, mark XP.]
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.
You take +1 ongoing to last breath rolls. When you [b]take your last breath[/b], 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.
✴ 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.
When you cry out a challenge to your enemies,
[table="rolls"]
Move | Roll
What Are You Waiting For? (+CON-Sick) | 2d6+([_$=con-sick])[/table]
✴ 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.
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. Appetites:
(Choose two to start)
Pure destruction
Power over others
Mortal pleasures
Conquest
Riches and property
Fame and glory
Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. [b]While pursuing one of your appetites if you would roll for a move[/b], 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.
[b]Appetites:[/b]
([i]Choose two to start[/i])
[_=0/1] Pure destruction
[_=0/1] Power over others
[_=1/1] Mortal pleasures
[_=0/1] Conquest
[_=0/1] Riches and property
[_=1/1] Fame and glory
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.
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 travelled 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.
You’ve travelled 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 Hack & 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 [b]Hack & Slash[/b], 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 [b]take damage[/b] 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.
[style]{"logo":"https://img.nickpic.host/q6wPTM.png"}[/style]
[img]https://i.imgur.com/O93opEI.gif[/img]
[spoiler="IMPORTANT NOTE"]The layout of the sheet was optimized for 2 column viewing. On mobile, it is viewed as 1 column. It still works, but the organization of sections might be less convenient.
This custom character sheet uses special BBCode features to make it:
FORUM-INTEGRATED
• The sheet can be viewed in the game forum while you write a post.
• Ability text in spoiler tags can be added to posts by using the drop-down menus.
• Rolls can be automatically added to the post by selecting them on the sheet.
AUTO-CALCULATED
• Rolls are automatically calculated from the stats and choices that are filled out.
EDIT-IN-PLACE
• For the most part you should be able to edit the necessary parts without having to enter the editor, including from the forum.
• The one exception is the Character Name.
[color=";display:block;margin-left:2em;"]Add the name by clicking on the pencil-shaped button [img]https://i.imgur.com/wytOSbB.jpg[/img] at the top right corner of the page to go to the character sheet editor. Edit the "Character Name" field, and click Save at the bottom of the page. Do not adjust the "Character Sheet" field unless you understand the underlying BBCode.[/color][/spoiler]
[2column]
[col]
[abilities="EXPERIENCE"]
[table][b]CLASS:[/b] BARBARIAN | [b]LEVEL:[/b] [_level=2] | [b]XP:[/b] [_xp=0][/table][/abilities]
[abilities="LOOK"]
[b]RACE:[/b] [_=Human Outsider]
[b]BODY:[/b] [_=Long shanks]
[b]EYES:[/b] [_=Wild]
[b]HAIR:[/b] [_=Fiery red mohawk]
[b]DECORATIONS:[/b] [_=Sick tats, Bone ornaments.]
[b]CLOTHES:[/b] [_=Rad leather kilt, Bitchin' spiked boots.]
[b]Other Details:[/b] [_=]
[/abilities]
[abilities="ALIGNMENT"]
[i]Choose and Mark an Alignment:[/i]
[i]Choice affects how your character gains XP
(See "End of Session" in SPECIAL MOVES for details)[/i]
# [_=1/1] [_=Chaotic]
[_=Eschew a convention of the civilized world.]
# [_=0/1] [_=Neutral]
[_=Teach someone the ways of your people.]
# [_=0/1] [_=Other]
[_=]
[/abilities]
[abilities="STATS"]
[i]Assign these scores to your stats: 16, 15, 13, 12, 9, 8[/i]
[table="rolls"]
Ability | Score | Mod | Debility (-1) | Roll
Strength | [_strength=17] | STR [_str$=dwBonus(strength)] | [_weak=0/1] Weak |2d6+([_$=str-weak]) |
Dexterity | [_dexterity=13] | DEX [_dex$=dwBonus(dexterity)] | [_shaky=0/1] Shaky | 2d6+([_$=dex-shaky]) |
Constitution | [_constitution=15] | CON [_con$=dwBonus(constitution)] | [_sick=0/1] Sick | 2d6+([_$=con-sick]) |
Intelligence | [_intelligence=8] | INT [_int$=dwBonus(intelligence)] | [_stunned=0/1] Stunned | 2d6+([_$=int-stunned]) |
Wisdom | [_wisdom=9] | WIS [_wis$=dwBonus(wisdom)] | [_confused=0/1] Confused | 2d6+([_$=wis-confused]) |
Charisma | [_charisma=12] | CHA [_cha$=dwBonus(charisma)] | [_scarred=0/1] Scarred | 2d6+([_$=cha-scarred]) |
[/table][/abilities]
[abilities="GEAR"]
[_=• Me Flamin' Bagpipe (close, 2 weight, forceful, messy)]
[_=• Me Li'l Shiv (hand, 1 weight)]
[_=• Me Spiked Boots (hand, +1 damage, 1 weight, forceful, messy)]
[_=• Me Grub (5 uses, 1 weight)]
[_=• 2 Coins]
[_=•]
[_=•]
[_=•]
[_=•]
[_=•]
[i]Enter your current load (total weight of all gear)[/i]
[b]LOAD: [_load=5] / [_capacity$=8+str] (Max)[/b]
[color=";display:block;margin-left:1em;margin-right:1em;"][i](Note: Max capacity without penalties is 8+STR, see "Encumbrance" in SPECIAL MOVES for details)[/i][/color]
[/abilities]
[abilities="BONDS"]
[i]Fill out your fellow PC's names in fields labeled (PC1-4).
Mark Bonds that apply to each fellow PC
Choices will help automatically calculate "Aid" and "Interfere" in BASIC MOVES
And affects how your character gains XP
(See "End of Session" in SPECIAL MOVES for details)[/i]
[table]
[b]Bond[/b] || [b][_pc1=Teo][/b] | [b][_pc2=Mance][/b] | [b][_pc3=Byron][/b]
🔗||||
|[_=I want to learn more about _____'s shapeshifting.] | [_pc1b1=1/1] | [_pc2b1=0/1] | [_pc3b1=0/1]
🔗||||
|[_=_____ shares my hunger for glory; the earth will tremble at our passing!] | [_pc1b2=0/1] | [_pc2b2=1/1] | [_pc3b2=0/1]
🔗||||
|[_=_____ owes me their life, whether they admit it or not.] | [_pc1b3=0/1] | [_pc2b3=0/1] | [_pc3b3=1/1]
🔗||||
|[_=_____] | [_pc1b4=0/1] | [_pc2b4=0/1] | [_pc3b4=0/1]
🔗||||
|[_=_____] | [_pc1b5=0/1] | [_pc2b5=0/1] | [_pc3b5=0/1]
🔗||||
|[_=_____] | [_pc1b6=0/1] | [_pc2b6=0/1] | [_pc3b6=0/1]
🔗||||
|[_=_____] | [_pc1b7=0/1] | [_pc2b7=0/1] | [_pc3b7=0/1]
[/table][/abilities]
[abilities="NOTES"]
[i]Add any additional details about your character here:[/i]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[_=]
[/abilities]
[/col]
[col]
[abilities="AC/HP/DMG"]
[i]Enter the total Armor from GEAR and other sources
Enter your Max HP to start, then keep track[/i]
[table="rolls"]
NAME | VALUE
ARMOR | [_=1]
HIT POINTS | [_currenthp=11] / [_maxhp$=8+constitution] Max (8 + Constitution)
DAMAGE | 1d10
[/table][/abilities]
[abilities="BASIC MOVES"]
# Hack and Slash
When you attack an enemy in melee,
[table="rolls"]
Move | Roll
Hack and Slash (+STR-Weak) | 2d6+([_$=str-weak])[/table]
✴ On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴ On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
# Volley
When you take aim and shoot at an enemy at range,
[table="rolls"]
Move | Roll
Volley (+DEX-Shaky) | 2d6+([_$=dex-shaky])[/table]
✴ On a 10+ you have a clear shot—deal your damage.
✴ On a 7–9, choose one (whichever you choose you deal your damage):
[color=";display:block;margin-left:2em;"]• You have to move to get the shot placing you in danger of the GM’s choice
• You have to take what you can get: -1d6 damage
• You have to take several shots, reducing your ammo by one.[/color]
# Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it…
[color=";display:block;margin-left:2em;"]• ... by powering through, Roll+STR
• ... by getting out of the way or acting fast, Roll+DEX
• ... by enduring, Roll+CON
• ... with quick thinking, Roll+INT
• ... through mental fortitude, Roll+WIS
• ... using charm and social grace, Roll+CHA[/color]
[table="rolls"]
Move | Roll
Defy Danger (+STR-Weak) | 2d6+([_$=str-weak])
Defy Danger (+DEX-Shaky) | 2d6+([_$=dex-shaky])
Defy Danger (+CON-Sick) | 2d6+([_$=con-sick])
Defy Danger (+INT-Stunned) | 2d6+([_$=int-stunned])
Defy Danger (+WIS-Confused) | 2d6+([_$=wis-confused])
Defy Danger (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a 10+, you do what you set out to, the threat doesn’t come to bear.
✴ On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
# Defend
When you stand in defense of a person, item, or location under attack,
[table="rolls"]
Move | Roll
Defend (+CON-Sick) | 2d6+([_$=con-sick])[/table]
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1.
So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
[color=";display:block;margin-left:2em;"]• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against the attacker
• Deal damage to the attacker equal to your level[/color]
# Sprout Lore
When you consult your accumulated knowledge about something,
[table="rolls"]
Move | Roll
Sprout Lore (+INT-Stunned) | 2d6+([_$=int-stunned])[/table]
✴ On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation.
✴ On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful.
The GM might ask you "How do you know this?" Tell them the truth, now.
# Discern Realities
When you closely study a situation or person,
[table="rolls"]
Move | Roll
Discern Realities (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+ ask the GM 3 questions from the list below.
✴ On a 7–9 ask 1.
Take +1 forward when acting on the answers.
[color=";display:block;margin-left:2em;"]• What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?[/color]
# Parley
When you have leverage on a GM character and manipulate them,
[table="rolls"]
Move | Roll
Parley (+Cha-Scarred) | 2d6+([_$=cha-scarred])[/table]
Leverage is something they need or want.
✴ On a hit they ask you for something and do it if you make them a promise first.
✴ On a 7–9, they need some concrete assurance of your promise, right now.
# Aid
When you help someone you have a bond with,
[table="rolls"]
Move | Roll
Aid [_$=pc1] (+BONDS) | 2d6+([_$=min(pc1b1+pc1b2+pc1b3+pc1b4+pc1b5+pc1b6+pc1b7,3)])
Aid [_$=pc2] (+BONDS) | 2d6+([_$=min(pc2b1+pc2b2+pc2b3+pc2b4+pc2b5+pc2b6+pc2b7,3)])
Aid [_$=pc3] (+BONDS) | 2d6+([_$=min(pc3b1+pc3b2+pc3b3+pc3b4+pc3b5+pc3b6+pc3b7,3)])[/table]
✴ On a 10+ they take +1.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
# Interfere
When you hinder someone you have a bond with,
[table="rolls"]
Move | Roll
Interfere with [_$=pc1] (+BONDS) | 2d6+([_$=min(pc1b1+pc1b2+pc1b3+pc1b4+pc1b5+pc1b6+pc1b7,3)])
Interfere with [_$=pc2] (+BONDS) | 2d6+([_$=min(pc2b1+pc2b2+pc2b3+pc2b4+pc2b5+pc2b6+pc2b7,3)])
Interfere with [_$=pc3] (+BONDS) | 2d6+([_$=min(pc3b1+pc3b2+pc3b3+pc3b4+pc3b5+pc3b6+pc3b7,3)])
Interfere with [_$=pc4] (+BONDS) | 2d6+([_$=min(pc4b1+pc4b2+pc4b3+pc4b4+pc4b5+pc4b6+pc4b7,3)])[/table]
✴ On a 10+ they take -2.
✴ On a 7–9 you also expose yourself to danger, retribution, or cost.
[/abilities]
[abilities="SPECIAL MOVES"]
# Last Breath
When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it).
[table="rolls"]
Move | Roll
Last Breath (+nothing) | 2d6[/table](yeah, Death doesn’t care how tough or cool you are)
✴ On a 10+ you’ve cheated death—you’re in a bad spot but you’re still alive.
✴ On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
✴ On a miss, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
# Encumbrance
When you make a move while carrying weight up to or equal to Load, you’re fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.
# Make Camp
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
# Take Watch
When you you’re on watch and something approaches the camp,
[table="rolls"]
Move | Roll
Take Watch (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward.
✴ On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else.
✴ On a miss whatever lurks outside the campfire’s light has the drop on you.
# Undertake a Perilous Journey
When you travel through hostile territory, choose one member of the party to act as [b][u]trailblazer[/u][/b], one to [b][u]scout[/u][/b] ahead, and one to be [b][u]quartermaster[/u][/b] (the same character cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6.
[table="rolls"]
Move | Roll
Trailblazer (+WIS-Confused) | 2d6+([_$=wis-confused])
Scout (+WIS-Confused) | 2d6+([_$=wis-confused])
Quartermaster (+WIS-Confused) | 2d6+([_$=wis-confused])[/table]
✴ On a 10+, the [b][u]trailblazer[/u][/b] reduces the amount of time it takes to reach your destination (the GM will say by how much); the [b][u]scout[/u][/b] will spot any trouble quick enough to let you get the drop on it; the [b][u]quartermaster[/u][/b] reduces the number of rations required by one.
✴ On a 7–9, each role performs their job as expected: the journey takes about as long as expected ([b][u]trailblazer[/u][/b]); no one gets the drop on you but you don’t get the drop on them either ([b][u]scout[/u][/b]); the normal number of rations are consumed ([b][u]quartermaster[/u][/b]).
# Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your current level + 7, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move from your class. If you are the wizard, you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
# End of Session
When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP.
Then answer these three questions as a group:
[color=";display:block;margin-left:2em;"]• Did we learn something new and important about the world?
• Did we overcome a notable monster or enemy?
• Did we loot a memorable treasure?[/color]For each "yes" answer everyone marks XP.
# Carouse
When you return triumphant and spend >100 coin to throw a big party,
[b]Expense of Party: [_cost=100] coins[/b]
[i](Take +1 for every extra 100s of coin spent)[/i]
[table="rolls"]
Move | Roll
Carouse | 2d6+([_$=floor((cost-100)/100)])[/table]
✴ On a 10+ choose 3.
✴ On a 7–9 choose 1.
✴ On a miss, you still choose one, but things get really out of hand.
Choices:
[color=";display:block;margin-left:2em;"]• You befriend a useful NPC
• You hear rumors of an opportunity
• You gain useful information
• You are not entangled, ensorcelled, or tricked[/color]
# Supply
When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price.
If it’s something special, beyond what’s usually available here, or non-mundane,
[table="rolls"]
Move | Roll
Supply (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a 10+ you find what you’re looking for at a fair price.
✴ On a 7–9 you’ll have to pay more or settle for something similar.
# Recover
When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
# Recruit
When you put out word that you’re looking to hire help,
and if you make it known…
[color=";display:block;margin-left:2em;"]• ... that your pay is generous, take +1 [_p1=0/1]
• ... what you’re setting out to do, take +1 [_p2=0/1]
• ... that they’ll get a share of whatever you find, take +1 [_p3=0/1][/color]
and if you have a useful reputation around these parts take an additional +1 [_p4=0/1]
[table="rolls"]
Move | Roll
Recruit | 2d6+([_$=p1+p2+p3+p4])[/table]
✴ On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.
✴ On a 7–9 you’ll have to settle for someone close or turn them away.
✴ On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to Recruit.
# Outstanding Warrants
When you return to a civilized place in which you’ve caused trouble before,
[table="rolls"]
Move | Roll
Outstanding Warrant (+CHA-Scarred) | 2d6+([_$=cha-scarred])[/table]
✴ On a hit, word has spread of your deeds and everyone recognizes you.
✴ On a 7–9, that, and, the GM chooses a complication:
[color=";display:block;margin-left:2em;"]• The local constabulary has a warrant out for your arrest
• Someone has put a price on your head
• Someone important to you has been put in a bad spot as a result of your actions[/color]
# Bolster
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
[b]Preparation:[/b] [_=0/3]
[/abilities]
[abilities="RACE MOVE"]
# [_=Human Outsider]
[_=You may be elf, dwarf, halfling, or human, but you and your people are not from around here. At the beginning of each session, the GM will [b]ask you something about your homeland[/b], why you left, or what you left behind. If you answer them, mark XP.]
[/abilities]
[abilities="BARBARIAN MOVES (Level 1)"]
# Martial Style
[i]Choose one of these to start:[/i]
[_=0/1] [b]Full Plate And Packing Steel[/b]
You ignore the clumsy tag on armor you wear.
[_=1/1] [b]Unencumbered, Unharmed[/b]
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
# The Upper Hand
You take +1 ongoing to last breath rolls. When you [b]take your last breath[/b], on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
# What Are You Waiting For?
When you cry out a challenge to your enemies,
[table="rolls"]
Move | Roll
What Are You Waiting For? (+CON-Sick) | 2d6+([_$=con-sick])[/table]
✴ 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.
# 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. [b]While pursuing one of your appetites if you would roll for a move[/b], 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.
[b]Appetites:[/b]
([i]Choose two to start[/i])
[_=0/1] Pure destruction
[_=0/1] Power over others
[_=1/1] Mortal pleasures
[_=0/1] Conquest
[_=0/1] Riches and property
[_=1/1] Fame and glory
# Musclebound
While you wield a weapon it gains the forceful and messy tags.
[/abilities]
[abilities="ADVANCED MOVES (Levels 2-5)"]
[i]This section is incomplete (will be updated soon)[/i]
[i]Choose and Mark additional moves when you "Level Up", see SPECIAL MOVES[/i]
# [_=0/1] Still Hungry
Choose an additional appetite.
# [_=0/1] Appetite For Destruction
Take a move from the Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes.
# [_=0/1] My Love For You Is Like A Truck
When you [b]perform a feat of strength[/b], name someone present whom you have impressed and take +1 forward to parley with them.
# [_=0/1] What Is Best In Life
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.
# [_=0/1] Wide-Wanderer
You’ve travelled 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.
# [_=0/1] Usurper
When you [b]prove yourself superior to a person in power[/b], take +1 forward with their followers, underlings, and hangers on.
# [_=0/1] Khan Of Khans
Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.
# [_=0/1] Samson
You may take a debility to immediately break free of any physical or mental restraint.
# [_=0/1] Smash!
When you [b]Hack & Slash[/b], on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it.
# [_=0/1] Indestructible Hunger
When you [b]take damage[/b] 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.
# [_=0/1] Eye For Weakness
When you [b]Discern Realities[/b] add "What here is weak or vulnerable?" to the list of questions you can ask.
# [_=0/1] On The Move
When you [b]defy a danger caused by movement[/b] (maybe falling off a narrow bridge or rushing past an armed guard) take +1.
[/abilities]
[abilities="ADVANCED MOVES (Levels 6-10)"]
[i]This section is incomplete (will be updated soon)[/i]
[i]Choose and Mark additional moves when you "Level Up", see SPECIAL MOVES[/i]
# [_=0/1] A Good Day To Die
Text
# [_=0/1] Kill 'Em All
Text
# [_=0/1] War Cry
Text
# [_=0/1] Mark Of Might
Text
# [_=0/1] More! Always More!
Text
# [_=0/1] The One Who Knocks
Text
# [_=0/1] Healthy Distrust
Text
# [_=0/1] For The Blood God
Text
[/abilities]
[/col]
[/2column]
I think I got all the details right, but feel free to adjust anything. If you have any questions about how to use it or modify it let me know. I didn't fill in the details of the Level 5-10 moves yet because I figure we probably won't get up that high in a one shot.
So it's been 3 weeks since any post from @Data. I think Data's absence before was health-related, so I hope they are okay. But since I haven't seen any messages at all this time, what's everyone thinking about this game? Does anyone else have word from Data?
I've been a little busy recently, so I haven't been getting too impatient, however my time is freeing up a bit now and I'd like to play, so I'm considering other games, but I don't want to over commit by joining another game if this one is going to start up again soon.
I'm thinking of giving this one more week to see if Data returns, but then I might start exploring other options.
I probably won't "Leave" the game, at least not for awhile, so if Data eventually returns and I haven't committed to my full capacity by then, then I would consider continuing at that time, but I just want to be open with everyone that I might prioritize other games if I commit to others in the meantime.
I really hope they are okay, and are just taking more time to recover.
I have not heard anything from them, and I remember there was some discussion in the #general thread in the discord about them a few days ago, so I don't think anyone's heard from them unfortunately. I do not plan on leaving the game for now, but I completely understand if you and anyone else begins prioritizing other games soon.
I’ll be hangin’! I also hope Data is doing well—tried to drop them a message but I don’t know if it went through (a site hiccup, not anything on their end). I’ll remain around!
Hey all, I think unfortunately at this point it’s safe to assume that Data is not coming back any time soon. I hope the best for them, and hope to see you guys in other games, but imma go ahead and leave the game. If they do ever come back I would love to rejoin :)