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+---
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+---
+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.
+