Kara Ironjaw
Kara Ironjaw
Sheet
AC 0 · HP 21 · normalArmor
Weapons
Languages
Features
13 featuresAlways on
- Hack and Slash
When When you attack an enemy in melee.
When you attack an enemy in melee, roll+STR. On a 10+, you deal your damage to the enemy and avoid their attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
- Volley
When When you take careful aim and shoot at an enemy at range.
When you take careful aim and shoot at an enemy at range, roll+DEX. On a 10+, you have a clear shot, deal your damage, and no one gets in your way. On a 7-9, you deal your damage but choose one, you have to move to get the shot placing you in danger, you have to take what you can get reducing the attack's effect, or the GM offers you a worse outcome, hard bargain, or ugly choice.
- Defy Danger
When When you react to a dangerous threat.
When you react to a dangerous threat, name how you deal with it and roll. If you do it with brute force, roll+STR. If you do it with speed, grace, or quick thinking, roll+DEX. If you do it with endurance or hardiness, roll+CON. If you do it by studying the situation, roll+INT. If you do it by noticing something others missed, roll+WIS. If you do it by staying calm, bluffing, or imposing your will, roll+CHA. On a 10+, you do it. On a 7-9, you stumble, hesitate, or suffer a lesser consequence. On a 6-, the GM makes a move.
- Defend
When When you hold position and protect someone or something.
When you hold position and defend someone or something, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 to redirect an attack from the thing you defend to yourself, halve an attack's effect or damage, open up the attacker to an ally giving that ally +1 forward against them, or deal damage equal to your level to the attacker. On a 6-, the GM makes a move.
- Spout Lore
When When you consult your accumulated knowledge about something.
When you spend time closely studying a person, object, or location, roll+INT. On a 10+, hold 1. Spend hold to ask the GM a question from the list. On a 7-9, hold 1 but the GM may also ask you to expose yourself to danger, pay a price, or act on the answers. Questions include: what happened here recently, what here is useful or valuable to me, what is about to happen, what should I be on the lookout for, what here is not what it appears to be, or who is really in control here.
- Discern Realities
When When you closely observe a situation or person.
When you closely observe a situation or person, roll+WIS. On a 10+, hold 3. On a 7-9, hold 1. Spend hold to ask the GM questions such as what happened here recently, what here is useful or valuable to me, what is about to happen, what should I be on the lookout for, what here is not what it appears to be, or who is really in control here. The GM will answer honestly.
- Parley
When When you try to convince an NPC of something.
When you try to convince an NPC of something, tell them what you want and why they should do it. Roll+CHA. On a 10+, they do what you ask if you promise something reasonable in return or make their decision align with their interests. On a 7-9, they need some concrete assurance, leverage, or payment before they comply. On a 6-, the GM makes a move and the NPC may react poorly.
- Adaptability
When When you create a human character.
Choose a move from another class. You have that move as if it were one of your own, subject to the usual requirements and restrictions of the move you chose.
- The One Who Waits
When When you carry your ancestral weapon into battle.
When you bring a weapon to bear against a foe, answer the following questions about it: how is it useful, or what makes it unique, and what does it promise about the kind of warrior you are? Your weapon is a thing of legend, and the GM will ask you questions about it and reveal its strange qualities through play.
- Herculean Appetites
When When you create a barbarian or satisfy a chosen appetite.
When you satisfy one of your appetites, mark XP. Choose three appetites to define your character, such as violence, fame, gold, conquest, power, ruin, or discovery. When you follow an appetite into danger, the GM will make that appetite matter in the fiction.
- The Upper Hand
When When you strike a foe who cannot properly defend themselves.
When you attack a foe that cannot defend themselves, or when your enemy is helpless against you, deal +1d6 damage.
- What Are You Waiting For?
When When you have a few moments of peace after danger.
When you have a few moments to breathe and collect yourself after danger has passed, clear one debility. If you have been driven to exhaustion, this move lets your body recover before the next storm.
- TraitHumanAdaptable, ambitious, and quick to learn from hard lessons.
Gear
4 itemsWeapons
- GreataxeGreataxe, 1 weight, near-constant companion for hard-fought glory.
Armor
- Hide ArmorHide armor, 1 armor, 2 weight, rough layered protection that leaves you mobile.
Gear
- Adventuring GearAdventuring gear, 1 weight, useful tools and travel kit.
- Travel KitBackpack, rations, bedroll, flint and steel, and other travel necessities, total load kept within STR 15.
Appearance
Wild eyes, untamed dark hair, a hard-muscled body, scarred skin, and practical leather and hide clothing marked by old travel wear.
Mannerisms
Cracks knuckles before a fight, laughs too loudly at danger, and sizes up everyone as if deciding whether they are a threat, a rival, or a future drinking companion.
Personality
Fearless, hungry, fiercely loyal, and happiest when the plan becomes a direct contest of strength.
Ideals
Destruction
Bonds
____ fought beside me when the odds were impossible, and I trust their steel more than I trust most promises. ____ owes me a debt that is not yet paid, though I have not decided whether I will collect it in gold, blood, or a favor. ____ has seen the softer parts of me, and that makes them either my greatest ally or my most dangerous witness.
Flaws
Quick to anger, slow to forgive, and inclined to answer subtle problems with direct violence. They struggle to sit still, hate being patronized, and sometimes mistake appetite for destiny.
Quirks
Background
They say you can tell a barbarian by the way they enter a room, like the room was already theirs and everyone else was just borrowing the air. That was true for this one long before they ever picked up a proper blade. Raised on the edge of civilized lands, they learned early that the world only respects strength, hunger, and the will to keep moving after everything breaks. Their first tribe called them reckless. Their second called them useful. The truth is somewhere in the blood and the fire. They left behind a trail of broken oaths, burned camps, and a name spoken in both admiration and dread. Now they walk with a stranger's company, chasing the next worthy fight, the next glorious feast, and the next impossible act that will make the gods look down and laugh. But beneath the rage is a code of sorts, crude but honest. They hate cowards who prey on the weak, they respect bold answers more than careful lies, and they would rather die than beg. If the road leads to treasure, battle, or a chance to carve their legend into the bones of the world, they will go first and ask questions later.
“That was true for this one long before they ever picked up a proper blade.”
- Background
- A broad-shouldered wanderer with a feral stare, scarred hands, and a wolfish grin.
Connections
Species
Human
Media
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