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Starting Moves You have all of these.  
### Formidable  
You are known for your terrible proficiencies. Choose two:  
- **Unencumbered, Unharmed:** You have 1 Armor as long as you  
are not restrained, are not wearing armor, and are not wielding a  
shield.  
- **Musclebound:** Your weapons are always Forceful and Messy.  
- **Immovable Object:** Your Armor can’t be Pierced.  
- **Unstoppable Force:** You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).  
- **Eye for Weakness:** At any time you can ask the GM ‘Who or what here is weak or vulnerable?” and they will tell you honestly.  
- **Walking Weapon:** Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.  
  
<span class="move-trigger">When you level up,</span> you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies.  
### 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:  
- Conquest  
- Fame and Glory  
- Mortal Pleasures  
- Pure Destruction  
- Power Over Others  
- Riches and Property  
  
<span class="move-trigger">When you refuse a golden opportunity to sate an appetite,</span> take 1 condition.  
<span class="move-trigger">When you sate an appetite,</span> heal yourself of 1 condition.  
<span class="move-trigger">When you Push Yourself in pursuit of an appetite,</span> gain two sources of Advantage instead of one.  
### Rampage  
<span class="move-trigger">When you **Engage**,</span> on a **10+** if you choose to inflict an extra condition, you instead inflict two extra.  
  
## Advanced Moves   
You may choose one when you Level Up.  
  
### A Good Day to Die  
<span class="move-trigger">While you have four conditions marked,</span> you have Advantage Ongoing  
on all rolls.  
Acquired Taste  
Gain another Herculean Appetite.  
### Ancestral Visions  
<span class="move-trigger">When you ritually sacrificial something significant (your call) in ritual to the spirits (or gods, ancestors, totem, etc.),</span> roll **+WIS**. On a **10+** choose three. On a **7-9** choose two.  
- Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what.  
- Ask the GM one question about an enemy’s actions, location, or vulnerabilities and they will answer truthfully.  
- Until you next Settle In, gain **+1** Armor. This Armor works against both physical harm and conditions from ignoring your appetites.  
- Learn of a prime opportunity to fulfill an appetite.  
On a **6-** choose one, but the spirits make a demand of you and will not accept your sacrifices again until you fulfill it.  
### Basking In Victory  
<span class="move-trigger">When you Settle In,</span> if you sated at least one of your appetites since you last Settled In, gain **+1** Armor until you next Settle In.  
If other PCs helped you sate those appetites, choose one and also  
grant them **+1** Armor against anything until you next Settle In.  
### Berserker  
<span class="move-trigger">When you Rampage,</span> you also Pierce Armor.  
Is That All You’ve Got?  
<span class="move-trigger">When you suffer harm at the hand of an enemy,</span> instead of spending  
Armor to absorb a condition, you may take the condition and spend  
Armor one-for-one for any of the following effects:  
- Your enemy leaves themselves open and exposed.  
- You learn one of your enemy’s weaknesses  
- Your infuriate or terrify your enemy.  
### Khan of Khans  
<span class="move-trigger">When a follower Assists you in pursuit of an appetite,</span> the GM will not invoke a Cost, and if you roll a **10+** they also Favor you.  
### More! Always More!  
<span class="move-trigger">When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.),</span> choose two:  
- Mark 1 XP.  
- Heal yourself of an additional  
condition.  
- Learn of an opportunity to  
pursue another appetite  
- Exchange one appetite for  
another.  
### Not To Be Trifled With  
Any intelligent, mortal creature who sees you knows instinctively that you are a force to be reckoned with and treats you appropriately.  
<span class="move-trigger">When you fight a group or horde of foes at once,</span> they don’t inflict extra conditions to you.  
### Samson  
<span class="move-trigger">When you Push Yourself to break free of a restraint or compulsion,</span> be it physical or mental, you automatically succeed and are free.  
### Seasoned Wanderer  
<span class="move-trigger">When you arrive at a new place of civilization,</span> tell everyone about one important local tradition, ritual, belief, or practice here, as well as  
how you came to learn this.  
### The Great Destroyer  
<span class="move-trigger">When you Engage,</span> on a **12+**, choose something physical your target  
has; they lose it if doing so doesn’t immediately outright kill them.  
### Ugly Truth  
<span class="move-trigger">When you smash through social etiquette to call something what it really is,</span> roll **+CHA**. On a **10+** name someone here who now agrees with and Favors you. You also have Advantage Forward when doing  
something about it. On a **7-9** name someone here who now agrees with and Favors you.  
### Unyielding  
You ignore the penalty from  **STR** conditions.  
### Usurper  
<span class="move-trigger">When you encounter an entity with significant political or institutional power (your call),</span> you may ask the GM “How can I best ruin or humiliate them?” and they will answer you honestly. Gain  
Advantage Forward to pursue that action.  
### What Are You Waiting For?  
<span class="move-trigger">When you cry out a challenge to your enemies,</span> name one among them. For now, they will ignore your companions and treat you as the most obvious threat to be dealt with.  
### Sticks and Stones   
(Requires Level **10+**)  
You can use any Armor against conditions from any source.  
  
