I present to you a new class...
The Barbarian
HP: d12
Alignment
Chaotic Good: When you use lead others in battle against tyranny or evil, mark XP.
Evil: When you lay waste or wreak havoc, mark XP.
Race
Human: Instead of choosing one of Revered, Brutal, or Memento, choose two.
Dwarf: When you drink dwarven stout before a battle, heal hit points equal to your con modifier and take +1-forward.
Orc: When you take more damage in a single attack than twice your level, mark a scar (mark only one scar per level). When you parley with orcs or allies of orcs, roll+scars.
Elf: Reduce your hit point die to d8. At every even level, you may take a move from any class that has “elf” as a racial choice in addition to your move gained from advancement.
Moves
Heavy Weapons Specialist: You can use any melee weapons a fighter could use. You can only wear the lightest of armors, however.
Rage: When you enter or maintain a violent rage, roll+con. On a 10+, hold 3. On a 7-9, hold 1. On a miss, your rage is out of control; hold 3 and you cannot stop fighting until you spend all hold. Spend 1-hold and take -1-forward to:
- Double your damage when you deal damage.
- Take +1-armor against a single attack and ignore any saving throw you’d need to make.
- Use intimidation to parley at +2.
While you have hold, take -1-ongoing to any move that requires intense concentration, manual dexterity, or social skill. When you stop fighting, lose all hold. When you run out of hold, choose one:
- Take -1-ongoing until you get a solid rest.
- Pass out immediately and stay that way for a while, up to a half-hour.
- Immediately roll to maintain your rage. Take +1-hold and -1 to the roll, cumulative for each time you’ve raged consecutively.
Choose One: Revered, Brutal, or Memento.
Revered: Begin play with a level 1 warrior or protector hireling with want: glory or adventure. When you parley with people from your homeland or their allies, take +1 to the roll.
Brutal: When you inflict damage, deal +1 damage and take +1-forward.
Memento: When you keep something of symbolic significance and importance from a battle, hold 1. When you spend one hold and relate the lessons you’ve learned in past battles to your current situation, take +1-forward.
Advancement
(2-5)
Tireless: When you run out of hold during a rage, you can push your body to keep going without rest. If you do, add this to your list of choices: Take 1d4 damage, ignoring armor, and -1-forward.
Fuck-Off Big Weapon: You’ve got a melee weapon that deals 1d12 damage. Take -1-ongoing to make moves when you’re wielding it, unless you’re using it to scare the wits out of someone; in that case, take +1 instead.
Battle-Cry: When you let loose a ferocious cry and charge into battle, hack and slash the nearest enemy. If you deal damage, deal +1 damage and give your allies +1-forward.
Painted: When you use war paint, instead of +1-forward you take +1-ongoing for a single battle.
Indomitable: You have +1-armor when you’re wearing light or no armor.
Grudge: Whenever you take damage, you may take up to your con modifier more damage. If you do, take +that much forward against the enemy that damaged you.
Wide Swing: When you hack and slash, you may take up to a +3 on the roll. If you do, take -that much armor forward.
Bastion: When you defend, take up to 3d4 damage. For each die of damage, hold+1.
Commune: When you emerge from a close, dangerous battle victorious, hold 1. When you commune with the spirits, spend up to three hold and roll+hold spent. On a 10+, ask three questions off of the Spout Lore or Discern Realities list. On a 7-9, ask one question.
(6-10)
Unstoppable: You have +1-armor when you’re wearing light or no armor.
Legendary: When you meet someone for the first time, roll+the difference between your level and theirs. On a 10+, they’ve heard of you and they’re awed, impressed, or terrified. On a 7-9, they’ve heard enough to be wary.
Incredible Swiftness: When you dodge, add you con modifier to the roll.
Frenzy: When you’re below half your hit points, you deal +1-damage. When you’re below a quarter of your hit points, you have +1-ongoing.
Regenerative: You’re inscribed with mystical tattoos that fuel and repair your body. When you enter or maintain a rage, on a 10+, heal 1d4+2 hit points. On a 7-9, heal 1d4 hit points.
Wild Shape: Choose one:
Bear: When you rage, you drop anything you’re holding and burst out of your clothing and armor, assuming the form of a bear. Treat your constitution modifier as though it were 1 higher as long as you have hold from raging. You fight with your teeth and claws, dealing 1d12+1 damage, melee, piercing-1.
Lion: When you rage, you drop anything you’re holding and burst out of your clothing and armor, assuming the form of a lion. Treat your strength modifier as though it were 1 higher as long as you have hold from raging. You fight with your teeth and claws, dealing 1d10 damage, melee. When you let loose a ferocious roar, roll+cha. Use that result as to aid all allies and intimidate all enemies who can hear you.
Wolf: When you rage, you drop anything you’re holding and burst out of your clothing and armor, assuming the form of a wolf. Treat your dexterity modifier as though it were 1 higher as long as you have hold from raging. You fight with your teeth and claws, dealing 1d8 damage, melee. When you’re aided in an attack, deal an extra 1d6+1 damage for each ally aiding you.
Calling: When you commune with the spirits, tell the GM what you want them to do. The GM will tell you “yes, they can do that, but...” and then 1 to 4 of the following:
- It’s going to take days/weeks/months/years
- First you must ____
- You’ll need help from ____
- It will require a lot of money
- The best you can do is a lesser version, unreliable and limited
- You and your allies will risk danger from ____
- You’ll have to destroy or sacrifice ____ to do i
Bonds
____ fought with me, back-to-back, against impossible odds.
I don’t respect ____, and they don’t respect me.
____ has proven themselves in battle.
____ is a friend of my people.
You start with 3 gold.
I'm worried, maybe, that it out-fights the fighter. Might be just too good.
- AD