Barbarian Profession in On the Road Again | World Anvil

Barbarian

Some consider barbarians as a type of person. And, in some way, they'd be right. But barbarian is a choice, a person who has decided to bet on their physical being. It's a job, one you do as a freelancer in a land you do not come from.

Career

Qualifications

Chaotic: Eschew a convention of the civilized world.   Neutral: Teach someone the ways of your people.

Career Progression

Starting Moves

  Choose either:   Full Plate and Packing Steel: Ignore clumsy tag on armor.   or   Unencumbered, Unharmed: As long as below Load and you neither wear armor or carry a shield, take +1 armor.   and   The Upper Hand: You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.   What Are You Waiting For?: When you cry out a challenge to your enemies, roll +CON. • On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. • On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.   Herculean Appetites: 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
Musclebound: While you wield a weapon it gains the forceful and messy tags.  

Advanced Moves

(2-10)   Still Hungry: Choose an additional appetite.   Appetite For Destruction: Take a move from the Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes.   My Love For You Is Like A Truck: When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.   What Is Best in Life: 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.   Wide-Wanderer: 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.   Usurper: When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.   Khan of Khans: Your hirelings always accept the gratuitous fulfillment of one of your appetites as payment.   Samson: You may take a debility to immediately break free of any physical or mental restraint.   Smash!: 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.   Indestructible Hunger: 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.   Eye For Weakness: When you Discern Realities add "What here is weak or vulnerable?" to the list of questions you can ask.   On The Move: When you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard) take +1.     (6-10)   A Good Day To Die: As long as you have less than your CON in current HP (or 1, whichever is higher) take +1 ongoing.   Kill 'Em All: Requires: Appetite for Destruction. Take another move from the Fighter, Bard, or Thief class list. You may not take multiclass moves from those classes.   War Cry: When you enter the battle with a show of force, roll +CHA. • On a 10+ both, • on a 7-9 one or the other.
  • Your allies are rallied and take +1 forward.
  • Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear-driven abandon)
Mark of Might: When you take this move and spend some uninterrupted time reflecting on your past glories, you may mark yourself with a symbol of your power (a long braid tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who sees this symbol knows instinctively that you are a force to be reckoned with and treats you appropriately.   More! Always More!: When you satisfy an appetite to the extreme (destroying something unique and significant, gaining enormous fame, riches, power, etc.) you may choose to resolve it. Cross it off the list and mark XP. While you may pursue that appetite again, you no longer feel the burning desire you once did. In its place, choose a new appetite from the list or write your own.   The One Who Knocks: When you Defy Danger, on a 12+ you turn the danger back on itself, the GM will describe how.   Healthy Distrust: Whenever the unclean magic wielded by mortal men causes you to Defy Danger, treat any result of 6- as a 7–9.   For the Blood God: You are initiated in the old ways, the ways of sacrifice. Choose something your gods (or the ancestor spirits, or your totem, etc.) value—gold, blood, bones or the like. When you sacrifice those things as per your rites and rituals, roll +WIS. • On a 10+ the GM will grant you insight into your current trouble or a boon to help you. • On a 7-9 the sacrifice is not enough and your gods take of your flesh as well, but still grant you some insight or boon. • On a miss, you earn the ire of the fickle spirits.

Perception

Social Status

Many wish to use the barbarian, but not many treat them as anything other than dumb muscle - even when they are hired for technical knowledge in nature.

Demographics

Outsider: You may be any race, but either you left your homeland alone or have travelled with other outsiders. GM will ask about your homeland and if you answer, mark 1XP.   Umphé: You may be any race of umphé, but you are oddly alone. One of your Herculean Appeties must be Mortal Pleasures. You can choose Outsider, or one of these:  
  • If mons: your max load is (10+STR) and you can exchange your starting dungeon rations for another item of a similar price
  • If silva: you cannot (or will not) wield and axe, mark 1XP. If you ever break this tenement, you lose 1 CON but gain 1 STR.
  • If aqua: your appetites are manageable, roll 2d8, but if the first roll/first d8 is higher than the second, a complication still arises
  • If ignis: Death cannot take you without your say so. In The Upper Hand, you do not die if Death rejects your offer, you simply lose your body and must find another.

Operations

Tools

Starting Gear

Max Load (8+STR)   Rations (5 uses, 1 weight)   Dagger (hand, 1 weight)   Token   Choose Weapon:
  • Axe (close, 1 weight)
  • Two-handed Sword (close, +1 damage, 2 weight)
  and  
  • Adventuring Gear (5 uses, 1 weight) and Rations (5 uses, 1 weight)
  • Chainmail (1 armor, worn, 1 weight)
HP Max
8+CON   Damage
d10   Max Load
8+STR