Barbarian 野蠻人

姓名

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

頭銜: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All Mighty, the Giant, the Triumphant

外觀

每列選擇一項:

  • 受折磨的眼神,著魔眼神,狂野眼神,迷濛眼神
  • 強壯肌肉,長竿腿,細瘦身軀,輕盈身軀
  • 怪異刺青,不尋常的珠寶,沒有裝飾
  • 破布,絲衣,拾荒者裝束,歷經風霜的不合宜服裝

屬性

你的最大生命值為8+體質。

你的基礎傷害骰為d10。

分配以下數值到你的屬性:16(+2)、15(+1)、13(+1)、12(+0)、9(+0)、8(-1)

陣營

混亂

迴避文明世界的習俗常規。

中立

教導他人你族人的生活方式。

種族

化外之民

你可能是精靈、矮人、半身人或人類,但你與你的族人並非來自此地。在每場遊戲開始時,GM會詢問你關於你故鄉的事情、你為何離開,或著你留下了什麼在故鄉。如果你回答這些問題,獲得經驗值。

羈絆

將你一名同伴的名字填入以下至少其中一項:

________弱小而愚昧,但對我來說很有趣

________的行事方式怪異而讓人困惑。

________總是捲入麻煩之中--我必須保護好他們。

________與我一同渴望榮耀;大地會因我們的步伐而顫抖!

裝備

你的負載為8+力量。你攜帶地城口糧(5次數,1重量)、一把匕首(貼身,1重量)和一些你曾旅經之地或出身故鄉的證明,以及你所選擇的武器:

  • 斧(近程,1重量)
  • 雙手劍(近程,+1傷害,2重量)

選擇一項:

  • 冒險裝備(1重量)及地城口糧(5次數,1重量)
  • 鎖甲(1護甲,1重量)

起始行動

你起始擁有下列行動:

豪壯欲望

一般人可能只要嚐嚐美酒的滋味、能夠支配一兩個僕從便感到滿足,然而你想要更多。選擇兩項欲望,當你在追求該欲望時如果需要因行動而擲骰,擲1d6+1d8取代原先使用的2d6。如果在這一對骰子當中d6擲出的數值高於d8,GM將會告訴你因你魯莽的追求導致的混亂或危險。

  • 純粹的破壞
  • 支配他人的力量
  • 凡俗享樂
  • 征服
  • 財富和地產
  • 名聲與榮耀

居於上風

你在最後喘息擲骰時有持續+1。當你進行最後喘息時,在擲出7-9時,你可以與死神交換條件以換回自己的性命。如果死神接受條件,他會讓你復活,否則你會死亡。

渾身肌肉

當你揮舞武器時,它得到強力與暴亂標籤。

你還在等什麼?

當你大吼挑戰敵人,擲+體質。

  • 擲出10+時,他們將你視為最顯著需要被立即處理的威脅並忽視你的同伴,並在對抗他們時獲得持續+2傷害。
  • 擲出7-9時,只有少數敵人(最弱小或最愚蠢的)被你嘲諷。

除此之外,選擇下列兩項其一:

重裝上陣

你忽略你所穿著盔甲的笨拙標籤。

無拘無束

只要你的負載沒有超重而且並未穿著盔甲或盾牌,你具有+1護甲。

Advanced Moves

When you gain a level from 2–5, choose from these moves.

Still Hungry

Choose an additional appetite.

Appetite for Destruction

Take a move from the fighter, bard or thief class list. You may not take multiclass moves from those classes.

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.

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.

Wide Wanderer

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.

Usurper

When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.

Khan of Khans

Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.

Samson

You may take a debility to immediately break free of any physical or mental restraint.

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.

Indestructible Hunger

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.

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.

When you gain a level from 6–10, choose from these moves or the level 2–5 moves.

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.

Kill ‘em All

Requires: Appetite for Destruction

Take another move from the fighter, bard or thief class list. You may not take multiclass moves from those classes.

War Cry

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)

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.

More! Always More!

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.

The One Who Knocks

When you defy danger, on a 12+ you turn the danger back on itself, the GM will describe how.

Healthy Distrust

Whenever the unclean magic wielded by mortal men causes you to defy danger, treat any result of 6 as a 7–9.

For the Blood God

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.