diff --git a/content/Meta/Moves/Barbarian.md b/content/Meta/Moves/Barbarian.md deleted file mode 100644 index 192a32a1d..000000000 --- a/content/Meta/Moves/Barbarian.md +++ /dev/null @@ -1,95 +0,0 @@ ---- -publish-ash: true ---- -Starting Moves You have all of these. -### Formidable -You are known for your terrible proficiencies. Choose two: -- **Unencumbered, Unharmed:** You have 1 Armor as long as you -are not restrained, are not wearing armor, and are not wielding a -shield. -- **Musclebound:** Your weapons are always Forceful and Messy. -- **Immovable Object:** Your Armor can’t be Pierced. -- **Unstoppable Force:** You have Advantage to Defy a moving danger (traps, swinging weapons, etc.). -- **Eye for Weakness:** At any time you can ask the GM ‘Who or what here is weak or vulnerable?” and they will tell you honestly. -- **Walking Weapon:** Your limbs and body are as formidable as the sharpest sword or heaviest hammer. You can harm any opponent unarmed. - -When you level up, you may gain another proficiency instead of a different benefit, up to a maximum of four proficiencies. -### 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: -- Conquest -- Fame and Glory -- Mortal Pleasures -- Pure Destruction -- Power Over Others -- Riches and Property - -When you refuse a golden opportunity to sate an appetite, take 1 condition. -When you sate an appetite, heal yourself of 1 condition. -When you Push Yourself in pursuit of an appetite, gain two sources of Advantage instead of one. -### Rampage -When you **Engage**, on a **10+** if you choose to inflict an extra condition, you instead inflict two extra. - -## Advanced Moves -You may choose one when you Level Up. - -### A Good Day to Die -While you have four conditions marked, you have Advantage Ongoing -on all rolls. -Acquired Taste -Gain another Herculean Appetite. -### Ancestral Visions -When you ritually sacrificial something significant (your call) in ritual to the spirits (or gods, ancestors, totem, etc.), roll **+WIS**. On a **10+** choose three. On a **7-9** choose two. -- Gain a boon, gift, or blessing proportional to the sacrifice you made, the GM will say what. -- Ask the GM one question about an enemy’s actions, location, or vulnerabilities and they will answer truthfully. -- Until you next Settle In, gain **+1** Armor. This Armor works against both physical harm and conditions from ignoring your appetites. -- Learn of a prime opportunity to fulfill an appetite. -On a **6-** choose one, but the spirits make a demand of you and will not accept your sacrifices again until you fulfill it. -### Basking In Victory -When you Settle In, if you sated at least one of your appetites since you last Settled In, gain **+1** Armor until you next Settle In. -If other PCs helped you sate those appetites, choose one and also -grant them **+1** Armor against anything until you next Settle In. -### Berserker -When you Rampage, you also Pierce Armor. -Is That All You’ve Got? -When you suffer harm at the hand of an enemy, instead of spending -Armor to absorb a condition, you may take the condition and spend -Armor one-for-one for any of the following effects: -- Your enemy leaves themselves open and exposed. -- You learn one of your enemy’s weaknesses -- Your infuriate or terrify your enemy. -### Khan of Khans -When a follower Assists you in pursuit of an appetite, the GM will not invoke a Cost, and if you roll a **10+** they also Favor you. -### More! Always More! -When you satiate an appetite to the extreme (destroy something precious, gain enormous fame, mountains of riches, etc.), choose two: -- Mark 1 XP. -- Heal yourself of an additional -condition. -- Learn of an opportunity to -pursue another appetite -- Exchange one appetite for -another. -### Not To Be Trifled With -Any intelligent, mortal creature who sees you knows instinctively that you are a force to be reckoned with and treats you appropriately. -When you fight a group or horde of foes at once, they don’t inflict extra conditions to you. -### Samson -When you Push Yourself to break free of a restraint or compulsion, be it physical or mental, you automatically succeed and are free. -### Seasoned Wanderer -When you arrive at a new place of civilization, tell everyone about one important local tradition, ritual, belief, or practice here, as well as -how you came to learn this. -### The Great Destroyer -When you Engage, on a **12+**, choose something physical your target -has; they lose it if doing so doesn’t immediately outright kill them. -### Ugly Truth -When you smash through social etiquette to call something what it really is, roll **+CHA**. On a **10+** name someone here who now agrees with and Favors you. You also have Advantage Forward when doing -something about it. On a **7-9** name someone here who now agrees with and Favors you. -### Unyielding -You ignore the penalty from **STR** conditions. -### Usurper -When you encounter an entity with significant political or institutional power (your call), you may ask the GM “How can I best ruin or humiliate them?” and they will answer you honestly. Gain -Advantage Forward to pursue that action. -### What Are You Waiting For? -When you cry out a challenge to your enemies, name one among them. For now, they will ignore your companions and treat you as the most obvious threat to be dealt with. -### Sticks and Stones -(Requires Level **10+**) -You can use any Armor against conditions from any source. -