A Barbarian playbook for the shining city-states.Written against Wizards & Lizards v0.10 (BETA, not yet
playtested).
The shining cities have their goddesses and their fine manners. You
have something older. You come from the wild marches beyond the painted
walls, the storm-wracked coasts and the high cold passes, where the only
law is weather and strength, and the only prayer is a roar. When the
fighting starts and the soldier reaches for his stance and the knight
for her oath, you reach for the fury already waiting in your blood, and
you let it out.
1.1 You Burn Hot
Your gift is rage: you spend your own churning
nerve, your stress, to kindle a fury that makes you hit harder, shrug
off wounds that would fell another, and fear nothing at all. You tank
not with plate and parries but by being too angry and too tough to fall.
You are not subtle. While the fury holds, little can stop you, and when
it gutters out you are spent, but the fight is usually over by then.
1.2 Make Your Barbarian
Your Might begins at +2. Agility,
Wits, and Presence begin at +0; the tables below will raise them.
You begin with:
Hit Points 18 (the hardiest of any company).
Speed 2.
Stress 4 + your Presence (your rage runs on it; the
rising stress is the rising fury).
Defense = Agility + shield + cover. You favor light
armor or none; iron cages the fury.
A great weapon or paired weapons, and the
Rage within you (below).
Wayfaring, the wild-born’s knack for living off
hard country and never losing the trail.
Now walk the tables. Roll or choose; take what each one grants.
1.2.1 What wild land bred you?
(1d6)
The storm-lashed northern coast, where you raided from a longboat.
(+1 Might · Seafaring)
The high cold passes and their goat-paths. (+1
Agility · Climbing)
The deep faewood, where you tracked what others only fled.
(+1 Wits · Tracking)
The horse-plains, where you were born in the saddle. (+1
Agility · Riding)
The ash-barrens around a dead volcano. (+1 Might ·
Endurance)
A fallen city the wild took back, and you its last child.
(+1 Wits · Old Lore)
1.2.2 Where does your fury come
from? (1d6)
A beast-spirit your people honor, whose roar you borrow. (skill:
Beast-Lore)
A grief that never cooled. (skill: Resolve)
The storm itself, which you have always heard calling. (skill:
Weather-Sense)
A battle-song your kin sing into the fight. (skill:
Song)
The blood of something not wholly human in your line. (skill:
Intimidation)
Simple, honest joy in the fight. (skill:
Brawling)
1.2.3 Who tempers you?
Choose another player’s character, the one who can talk you down, or
knows when not to. Once per session, when your rage would carry you to
harm an ally or a helpless foe, they may check you with a word, and you
steady, losing no stress for it.
1.2.4 Your wild token (1d6)
A great axe notched past counting. A
Heavy weapon (5 damage, knocks Prone), yet so balanced
in your grip you swing it one-handed, freeing your other hand.
A cloak of a beast you killed bare-handed. Those
who see you charge may have to Endure fear.
A necklace of foes’ teeth. Once per day, ignore a
condition for one round.
War-paint in your people’s signs. While raging,
your Defense does not suffer for it.
A horn that carries for miles. Once per fight, your
roar Staggers every foe that hears it.
An old scar that should have killed you. Your Hit
Points rise by 4.
1.3 Rage
Your fury is your engine, and it runs on stress:
Enter a Rage (free, on your activation, 1
stress): until the fight ends or you are Downed, you deal
+2 damage in melee, you shrug off 2
damage from every hit (after armor), and you cannot be
Frightened. But you attack only in melee, you cannot
Defend or work fine tasks, and your Defense drops by 1, you are all
attack.
Each round you stay raging, mark 1 stress at the
start of your activation. When you cannot pay, or choose to stop, the
rage ends and you are Shaken until you rest, the price
of burning so hot.
Rage is not finesse. You will not parry, you will not trip and disarm
and dance; you will hit the thing in front of you until it stops moving,
and you will still be standing when it does.
1.4 Advanced Actions
You have Rage already. Choose one
more now; you will gain others as you rise.
Reckless Assault. While raging, you may strike with
abandon: +2 more damage on a hit, but attacks against you are at +2
until your next activation.
Thick Hide. Your skin is armor 1 even bare, and 2
while you rage.
Frenzy. While raging, your first extra attack each
activation ignores the Multiple Attack Penalty.
Unstoppable. The first time each fight you would be
Downed while raging, you instead stay up at 1 Hit Point until the end of
your next activation.
Intimidating Roar. Spend an action to roar: each
foe that can hear you must Endure (Presence) or be Frightened.
Sweep. (2 actions, heavy weapon.) One great arc
catches two foes within reach: roll a Strike against
each, the second at no Multiple Attack Penalty. Mark 1
stress to carry the swing into a third foe as well.
1.5 Your Actions
Like every adventurer you have the shared actions, roll 3d6, add the
attribute, read the ladder (8- miss, 9-12 partial, 13-17 success, 18+
critical):
Strike (Might) · Shoot (Agility) ·
Defend (Agility) · Maneuver
(Might/Agility) · Endure (the fitting attribute) ·
Skill (use one of your skills). And you may always
mark stress to push a roll, resist a blow, or feed your
Rage.
1.6 As You Rise
You grow over five levels. At 2nd and 4th level you
gain a new skill and a new Advanced Action, a fiercer fury, a harder
hide, a louder roar. At 3rd and 5th level you raise an
attribute (to a cap of +3) and your blows hit harder still. You will
never be the careful one.