Starting Moves
Choose a race and gain the corresponding move:
Dwarf
When you share a drink with someone, you may parley with them using CON instead of CHA.
Elf
Choose one weapon—you can always treat weapons of that type as if they had the precise tag.
Halfling
When you defy danger and use your small size to your advantage, take +1.
Human
Once per battle you may reroll a single damage roll (yours or someone else’s).
You start with these moves:
Bend Bars, Lift Gates
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
Armored
You ignore the clumsy tag on armor you wear.
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
- Sword
- Axe
- Hammer
- Spear
- Flail
- Fists
Choose the range that best fits your weapon:
- Hand
- Close
- Reach
Choose two enhancements:
- Hooks and spikes. +1 damage, but +1 weight.
- Sharp. +2 piercing.
- Perfectly weighted. Add precise.
- Serrated edges. +1 damage.
- Glows in the presence of one type of creature, your choice.
- Huge. Add messy and forceful.
- Versatile. Choose an additional range.
- Well-crafted. -1 weight.
Choose a look:
- Ancient
- Unblemished
- Ornate
- Blood-stained
- Sinister