<div class="floatright">(https://pbs.twimg.com/media/ET1ZVOMXQAY7O-e?format=jpg&amp;name=900x900)</div><span class="bbc_size" style="font-size: large;">Radja Ridgeguard</span><br/>Giant (https://thetrove.net/Books/Powered%20by%20the%20Apocalypse/Dungeon%20World/Playbooks/Giant.pdf)<br/><strong>Level:</strong>1<strong>Xp:</strong>0<br/><strong>Brief Description: </strong>Perfectly built Radja has an athletic but very shapely and sexy figure that attracts stares from a huge distance and wide hips, tight ass and thick thighs that could literally crush a man below her. Sure she stands over twice as tall as a human, around 15 feet, but that would still hold truth if she wouldn't. She has trouble containing her huge heavy breasts withing her clothes but she still refuses to wear less revealing clothes. But it is also because she also happens to love showing off her muscles, although she always ends up inadvertently revealing a lot more of herself than she intends to.<br/><br/><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>3</td></tr><tr><td><strong>Hit points:</strong></td><td>25</td></tr><tr><td><strong>Damage:</strong></td><td>d10</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>16</td><td>[+2]</td><td><strong>Dex:</strong></td><td>9</td><td>[+0]</td><td><strong>Con:</strong></td><td>15</td><td>[+1]</td></tr><tr><td><strong>Int:</strong></td><td>8</td><td>[-1]</td><td><strong>Wis:</strong></td><td>12</td><td>[+0]</td><td><strong>Cha:</strong></td><td>13</td><td>[+1]</td></tr></tbody></table><hr/><strong>Drive:</strong>Lonliness - Bind someone to you through debt or threat.<br/><strong>Bonds:</strong><br/>_____'s heart is as puny as their body!<br/>Mirwen knows nothing of the weight of Duty.<br/>Rose Nightingale has heard tales of me. Some of them are even true.<br/>"Redfoot" Mazz Merrytongue will serve my purpose before she dies.<br/><br/><strong>Heritage:</strong>Bridge Troll - Guarding & Impeding<br/>You are a guardian and protector of places and people. Your Heritage Magic can block the<br/>progress of someone or something until they have paid the price or met your demands.<br/><span class="bbc_u"><strong>Equipment</strong></span>Load: 10/14<strong>Coin:</strong>0<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses, 1 weigh)</em></li><li>Giant Hammer (reach, forceful, 2 weight)</li><li>Heavy greaves and bracers (3 armor, worn, clumsy, 4 weight)</li><li>Crafting Tools ( gives +1 to any roll used to make something, 5 uses, 2 weight)</li><li>Castle Storming Supplies (weight 1, use 5) which you can spend 1 for 1 to have rope, buckles, buckets, torches, the kind of thing a small town would be able to provide you that may be useful!</li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Basic Moves</div><div class="spoiler_body"><strong>Hack and Slash</strong><br/>When you attack an enemy in melee, roll+Str.  On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.  On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.<br/><br/><strong>Volley</strong><br/>When you take aim and shoot at an enemy at range, roll+Dex.  On a 10+, you have a clear shot—deal your damage.  On a 7–9, choose one (whichever you choose you deal your damage):<br/>You have to move to get the shot placing you in danger as described by the GM<br/>You have to take what you can get: -1d6 damage<br/>You have to take several shots, reducing your ammo by one<br/><br/>Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.<br/><br/>On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.<br/><br/><strong>Defy Danger</strong><br/>When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it<br/>by powering through, +Str<br/>by getting out of the way or acting fast, +Dex<br/>by enduring, +Con<br/>with quick thinking, +Int<br/>through mental fortitude, +Wis<br/>using charm and social grace, +Cha<br/>On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.<br/><br/>You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.<br/><br/><strong>Defend</strong><br/>When you stand in defense of a person, item, or location under attack, roll+Con.  On a 10+, hold 3.  On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:<br/>Redirect an attack from the thing you defend to yourself<br/>Halve the attack’s effect or damage<br/>Open up the attacker to an ally giving that ally +1 forward against the attacker<br/>Deal damage to the attacker equal to your level<br/><br/><strong>Spout Lore</strong><br/>When you consult your accumulated knowledge about something, roll+Int.  On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.  On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.<br/>You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.<br/>The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+ the GM will show you how those facts can be immediately useful, on a 7–9 they’re just facts.<br/><br/><strong>Discern Realities</strong><br/>When you closely study a situation or person, roll+Wis.  On a 10+, ask the GM 3 questions from the list below.  On a 7–9, ask 1.<br/><br/>Either way, take +1 forward when acting on the answers.<br/>What happened here recently?<br/>What is about to happen?<br/>What should I be on the lookout for?<br/>What here is useful or valuable to me?<br/>Who’s really in control here?<br/>What here is not what it appears to be?<br/>To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.<br/><br/><strong>Parley</strong><br/>When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.  On a 10+, they do what you ask if you first promise what they ask of you.  On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.<br/>Parley covers a lot of ground including old standbys like intimidation and diplomacy. You know you’re using parley when you’re trying to get someone to do something for you by holding a promise or threat over them. Your leverage can be nasty or nice, the tone doesn’t matter.<br/><br/><strong>Aid or Interfere</strong><br/>When you help or hinder someone you have a bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.<br/><br/>Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.<br/><br/>Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.<br/><br/>Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Special Moves</div><div class="spoiler_body"><strong>Last Breath</strong><br/>When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn’t care how tough or cool you are).  On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive.  On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.  On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.<br/><br/><strong>Encumbrance</strong><br/>When you make a move while carrying weight you may be encumbered. If your weight carried is:<br/><br/>Equal to or less than your load, you suffer no penalty<br/>Less than or equal to your load+2, you take -1 ongoing until you lighten your burden<br/>Greater than your load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail<br/><br/><strong>Make Camp</strong><br/>When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.<br/><br/><strong>Take Watch</strong><br/>When you’re on watch and something approaches the camp roll+Wis.  On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward.  On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.  On a miss, whatever lurks outside the campfire’s light has the drop on you.<br/><br/><strong>Undertake a Perilous Journey</strong><br/>When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis.  On a 10+:<br/>the quartermaster reduces the number of rations required by one<br/>the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)<br/>the scout will spot any trouble quick enough to let you get the drop on it<br/>On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.<br/><br/><strong>End of Session</strong><br/>When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.<br/><br/>Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:<br/><br/>Did we learn something new and important about the world?<br/>Did we overcome a notable monster or enemy?<br/>Did we loot a memorable treasure?<br/>For each “yes” answer everyone marks XP.<br/><br/><strong>Level Up</strong><br/>When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.<br/><br/>Subtract your current level+7 from your XP.<br/>Increase your level by 1.<br/>Choose a new advanced move from your class.<br/>If you are the wizard, you also get to add a new spell to your spellbook.<br/>Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.<br/><br/><strong>Carouse</strong><br/>When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent.  On a 10+, choose 3.  On a 7–9, choose 1.  On a miss, you still choose one, but things get really out of hand (the GM will say how).<br/><br/>You befriend a useful NPC.<br/>You hear rumors of an opportunity.<br/>You gain useful information.<br/>You are not entangled, ensorcelled, or tricked.<br/><br/><strong>Supply</strong><br/>When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane, roll+Cha.  On a 10+, you find what you’re looking for at a fair price.  On a 7–9, you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are.<br/><br/><strong>Recover</strong><br/>When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.<br/><br/><strong>Recruit</strong><br/>When you put out word that you’re looking to hire help, roll:<br/><br/>+1 if you make it known that your pay is generous<br/>+1 if you make it known what you’re setting out to do<br/>+1 if you make it known that they’ll get a share of whatever you find<br/>+1 if you have a useful reputation around these parts<br/>On a 10+, you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.  On a 7–9, you’ll have to settle for someone close to what you want or turn them away.  On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to recruit.<br/><br/><strong>Outstanding Warrants</strong><br/>When you return to a civilized place in which you’ve caused trouble before, roll+Cha.  On a 10+, word has spread of your deeds and everyone recognizes you. On a 7–9, as above, and the GM chooses a complication:<br/><br/>The local constabulary has a warrant out for your arrest.<br/>Someone has put a price on your head.<br/>Someone important to you has been put in a bad spot as a result of your actions.<br/><br/><strong>Bolster</strong><br/>When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Larger Than Life</div><div class="spoiler_body">Your large size gives you both advantages and disadvantages. When you bring your size and<br/>strength to bear against a problem, roll +Str. *On a 10+, you choose 2 Actions and the GM<br/>chooses 2 Consequences. *On a 7-9, you choose 1 Action, and the GM chooses 3 consequences:<br/>Actions<br/>•    You send someone or something of your choice flying<br/>•    You deal your damage<br/>•    You crush or smash an item or object of your choice<br/>•    You pick up someone or something the size of a human<br/>•    You clear an obstacle with a great leap or stride<br/>•    You make an opening that was too small just large enough<br/>Consequences<br/>•    Your surroundings are damaged by your actions<br/>•    Someone you don’t want harmed is put in danger<br/>•    Something important is knocked out of reach or damaged<br/>•    you lose your footing or get stuck<br/>•    you are attacked, or suffer damage from the environment<br/>•    You draw unwanted attention to yourself or others</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Heritage Magic</div><div class="spoiler_body">When you call on your Heritage Magic to fulfill your people’s Duty, roll +Con. *On a 10+,<br/>your magic bolsters your action substantially. On a 7-9, it helps, but choose 2.<br/>•    It’s effects aren’t as powerful as you intended<br/>•    It’s effects won’t last as long as you wanted<br/>•    You’ve had to sacrifice something valuable</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Camouflage</div><div class="spoiler_body">It is normally very hard for you to hide due to your size. When you stay perfectly still in an<br/>environment linked to your Heritage, you blend in and others look right past you.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unusual Diet - Stone</div><div class="spoiler_body">Choose a commonly found resource: Wood, Ice, or Stone. When there is a plentiful supply<br/>of your food source nearby, you don’t need to consume a ration when making camp. When<br/>there isn’t a plentiful supply of your preferred food nearby, you eat one of your rations,<br/>and someone else’s too!</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Enduring Atlas</div><div class="spoiler_body">When you push yourself beyond your limits to lift the impossible, roll+Con. *On a hit, you lift it. *On a 10+, choose 1. *On a 7-9,<br/>choose 2:<br/>•    The strain harms you, take D4 damage<br/>•    You are vulnerable to attack<br/>•    You can’t hold it for long...</div></div><hr/><strong>Interested In: </strong>Interested in Men/Women/Trans/Futa/Masculine Monsters/Feminine Monsters/Tentacles/Bondage/Non-con/Dub-con<br/><strong>Background:</strong>Somewhat naive but truly noble Radja was born and trained to be a guardian but she couldn't resist the urge to see the world and asked for permission to do so. It would take several years for the elders of her tribe to finally listen to her and then a few more before they would allow her to go but it was a test of patience she had to take despite her not being that patient but her wanderlust was greater and she waited until she was finally free to wander off on her own. Swearing not to return ever again Radja set her way to adventure into the world of the small ones.