Red Dragon

"Thunk"'s page

411 posts. Alias of Vuvu.


Full Name

Thunk

Race

HP 17/26 Armor +2 CON +3 STR+3 DEX+1 WIS +1 CHA+0 INT -1 Damage 1d10+1+1+1d4 XP 6

Classes/Levels

Green Gloves of Stealth, Amber Necklace. Club Glows in presence of men

Gender

Barbarian 6 Priest 1

Size

NOTES

Strength 18
Dexterity 13
Constitution 18
Intelligence 8
Wisdom 13
Charisma 9

About "Thunk"

Alignment:

Barbarian Chaotic: Do something in an untraditional way
Priest Evil: Harm another to prove superiority of my God

Gear:

Two handed Bone +1 Damage, Powerful, Messy Close +1 Damage Load 2
Rations 4 days Load 1
Adventuring Gear Load 1
Green Gloves of stealth
Sash-+1 Armor when worn, as a weapon gives Reach and Precise tags
Amazing Shiny Cloak
Tattoo Needle and Orc Paint
9 Gooseberries
Amber Necklace
Pan Pipes

Coins 453 weight 3

Load remaining 3

Moves:

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 appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.

Pure destruction
Riches and property

Signature Weapon

Knotted and filled with Tanulth's Rage. +1 damage, but +1 weight.
Glows in the presence of men

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.

The Upper Hand

You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

Musclebound[/]b

While you wield a weapon it gains the forceful and messy tags.

[b]What Are You Waiting For?

When you cry out a challenge to your enemies, roll+Con.

✴On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.

✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.

In addition, choose one of these to start with:

Unencumbered, Unharmed

So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.

The One Who Knocks

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

Merciless

When you deal damage, deal +1d4 damage.

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.


Priest Moves:

Invocation
When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS.
On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9,
your deity will grant your Blessing, but you will also need to choose a Requirement.
Blessing
• Your invocation manipulates the realm your deity Controls.
• Your invocation commands something your deity Represents.
• Your invocation bolsters your deity's Worshippers.
• Your invocation rebukes your deity's Enemies.
Requirement
• Your invocation is obvious and immediate, drawing attention to you.
• The intervention is subtle or takes a while to manifest.
• Your deity demands something in return. The GM will tell you what.
• The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing
to Invoke until you have time to pray quietly for a while.

Divine Ward
When you call upon your deity for protection for yourself or an ally, roll +WIS. On a
10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one,
and your prayers draw unwanted attention.
• Heal 1d8 damage
• Take +2 Armor forward
• Take +1 forward to Defy Danger
• An approaching enemy is driven back

Lead the Flock
When you preach to a mob, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss,
the mob turns on you. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
• go quietly back to their lives.
Deity

[spoiler=Bonds]

Sees uses words not weapons, he must learn that an enemy that is dead, does not need to be talked to.
Sees can see death, but doesn't make enough death

Fsssst likes fire. Fire destroys. Thunk likes destroy. Thunk likes Fssst

Smoog is puny and foolish, but amusing to me.
Smoog can possibly teach me new ways of breaking things.

Grick'’s ways are strange and confusing.
Grick has a second chance at life, this time he should kill more things

Pork is always getting into trouble—I must protect them from themselves.

Flung shares my hunger for glory; the earth will tremble at our passing!

Hegh is a conduit of a powerful God, he should learn the powers of the All Eater

Kibra thinks he can thump, but he should learn that twang is good too

Retzak dirty. Maybe there is power in dirty.

Greas thinks I am stupid. He will learn the true power of Thunk
Greas must learn to revel in the power of Tanard

Krish have strange type of thump, Thunk want understand.
Krish should use his powers to make Thunk thump harder

Oadir makes no sense. I should learn what he is

The God Tanard:

Canard (Red 'Nard)
Controls : The Flames and the Downtrodden
• Represents : Conquest
• Worshippers: Kobolds and Enslaved Races
• Enemies : Goody goodies
• Demands: Victory and Riches