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publish-ash: true
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---
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Starting Moves You have all of these.
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### Formidable
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You are known for your terrible proficiencies. Choose two:
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- **Unencumbered, Unharmed:** You have 1 Armor as long as you
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are not restrained, are not wearing armor, and are not wielding a
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shield.
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- **Musclebound:** Your weapons are always Forceful and Messy.
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- **Immovable Object:** Your Armor can’t be Pierced.
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- **Unstoppable Force:** You have Advantage to Defy a moving danger (traps, swinging weapons, etc.).
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- **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.
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- **Walking Weapon:** Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed.
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<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.
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### Herculean Appetites
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Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two:
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- Conquest
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- Fame and Glory
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- Mortal Pleasures
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- Pure Destruction
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- Power Over Others
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- Riches and Property
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<span class="move-trigger">When you refuse a golden opportunity to sate an appetite,</span> take 1 condition.
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<span class="move-trigger">When you sate an appetite,</span> heal yourself of 1 condition.
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<span class="move-trigger">When you Push Yourself in pursuit of an appetite,</span> gain two sources of Advantage instead of one.
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### Rampage
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<span class="move-trigger">When you **Engage**,</span> on a **10+** if you choose to inflict an extra condition, you instead inflict two extra.
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## Advanced Moves
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You may choose one when you Level Up.
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### A Good Day to Die
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<span class="move-trigger">While you have four conditions marked,</span> you have Advantage Ongoing
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on all rolls.
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Acquired Taste
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Gain another Herculean Appetite.
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### Ancestral Visions
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<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.
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- Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what.
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- Ask the GM one question about an enemy’s actions, location, or vulnerabilities and they will answer truthfully.
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- Until you next Settle In, gain **+1** Armor. This Armor works against both physical harm and conditions from ignoring your appetites.
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- Learn of a prime opportunity to fulfill an appetite.
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On a **6-** choose one, but the spirits make a demand of you and will not accept your sacrifices again until you fulfill it.
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### Basking In Victory
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<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.
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If other PCs helped you sate those appetites, choose one and also
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grant them **+1** Armor against anything until you next Settle In.
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### Berserker
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<span class="move-trigger">When you Rampage,</span> you also Pierce Armor.
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Is That All You’ve Got?
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<span class="move-trigger">When you suffer harm at the hand of an enemy,</span> instead of spending
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Armor to absorb a condition, you may take the condition and spend
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Armor one-for-one for any of the following effects:
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- Your enemy leaves themselves open and exposed.
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- You learn one of your enemy’s weaknesses
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- Your infuriate or terrify your enemy.
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### Khan of Khans
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<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.
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### More! Always More!
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<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:
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- Mark 1 XP.
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- Heal yourself of an additional
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condition.
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- Learn of an opportunity to
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pursue another appetite
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- Exchange one appetite for
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another.
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### Not To Be Trifled With
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Any intelligent, mortal creature who sees you knows instinctively that you are a force to be reckoned with and treats you appropriately.
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<span class="move-trigger">When you fight a group or horde of foes at once,</span> they don’t inflict extra conditions to you.
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### Samson
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<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.
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### Seasoned Wanderer
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<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
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how you came to learn this.
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### The Great Destroyer
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<span class="move-trigger">When you Engage,</span> on a **12+**, choose something physical your target
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has; they lose it if doing so doesn’t immediately outright kill them.
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### Ugly Truth
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<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
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something about it. On a **7-9** name someone here who now agrees with and Favors you.
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### Unyielding
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You ignore the penalty from **STR** conditions.
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### Usurper
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<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
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Advantage Forward to pursue that action.
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### What Are You Waiting For?
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<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.
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### Sticks and Stones
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(Requires Level **10+**)
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You can use any Armor against conditions from any source.
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