diff --git a/content/Meta/Chasing Adventure Info/Moves/Barbarian.md b/content/Meta/Chasing Adventure Info/Moves/Barbarian.md new file mode 100644 index 000000000..e9a98c3e9 --- /dev/null +++ b/content/Meta/Chasing Adventure Info/Moves/Barbarian.md @@ -0,0 +1,95 @@ +--- +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. +