While you wield a weapon it gains the forceful and messy tags.
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, Power over others, Mortal pleasures, Conquest, Riches and property, Fame and glory.
Cry out a challenge to your enemies and force their attention on you. Roll+Con to determine how effective it is.
Gain +1 ongoing to last breath rolls. Negotiate with Death on a 7-9 when taking your last breath.
As long as you are below your Load and not using armor or a shield, gain +1 armor.
You ignore the clumsy tag on any armor you wear.
Choose an additional appetite.
Take a move from the Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes.
When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.
At the end of a session, if during this session you have crushed your enemies, seen them driven before you, or have heard the lamentations of their kinfolk, mark XP.
You’ve travelled the wide world over. When you arrive someplace, ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.
When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers-on.
Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.
You may take a debility to immediately break free of any physical or mental restraint.
When you Hack & Slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it.
When you take damage, you can choose to take -1 ongoing until you sate one of your appetites instead of taking the damage. If you already have this penalty, you cannot choose this option.
When you Discern Realities, add 'What here is weak or vulnerable?' to the list of questions you can ask.
When you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard), take +1.