Starting Equipment: 2 weapons of your choice and a shield, 1 piece of armour, 3 rations, Armourer’s Kit (ud8), and 2 torches.
- A: Parry, Weapon Proficiency
- B: Notches
- C: Powerful Blows
- D: Monster Hunter
Parry: You may Gamble your Weapon Dice as Armor Dice. Doing so either before or after Gambling Armour.
Weapon Proficiency: When you roll minimum damage with a weapon die, add +2 to the total damage dealt.
Notches: Each time you attain a total of 10, 20, and 40, kills with a weapon type (such as 10 kills with a dagger), you unlock a new ability for that weapon, chosen from the list below.
- +1 Damage
- Expanded Proficiency range (1-2)
- Special ability (negotiated with GM). Examples: ability to draw the weapon from any slot, knock a target prone on a critical, wield a two-handed weapon in one hand, gain a bonus to use the weapon as a tool, etc.
Powerful Blows: When you make a weapon attack you can gamble brawn dice, adding the sum to the damage dealt.
Monster Hunter: Keep track of the highest HD of monster you have killed. You can add this number to the damage of an attack. Doing so deals equivalent damage to your grit.