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Barbarian

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Dungeon Fantasy 1: Adventurers · p.4

Open source p.4
250 points

Barbarian

250 points
You’re a beefy warrior from somewhere distant and a little
backward – probably the Frozen North. You combine physical
grit with a connection to nature second only to that of the
druid (p. 7). As the Big, Tough Guy, you can withstand almost
any punishment, even dangers that armor can’t stop, making
you as essential in combat as the party’s knight (p. 8). You’re
also a more-than-capable outdoorsman, and as crucial as the
scout (p. 10) on outdoor adventures.
Attributes: ST 17 (Size†, -10%) [63]; DX 13 [60]; IQ 10 [0]; HT
13 [30].
Secondary Characteristics: Damage /; BL 58 lbs.; HP
22 (Size†, -10%) [9]; Will 10 [0]; Per 12 [10]; FP 13 [0]; Basic
Speed 6.00 [-10]; Basic Move 7† [0].
Advantages: High Pain Threshold [10] and Outdoorsman 4
[40]. • A further 30 points chosen from among ST +1 to +3
[9/level], HT +1 to +3 [10/level], Per +1 to +6 [5/level],
Absolute Direction [5], Acute Senses (any) [2/level], Alcohol
Tolerance [1], Animal Empathy [5], Animal Friend 1-4
[5/level], Combat Reflexes [15], Discriminatory Smell [15],
Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill
[2/level], Hard to Subdue [2/level], Lifting ST 1-3 [3/level],
Luck [15] or Extraordinary Luck [30], Magic Resistance
[2/level], Rapid Healing [5] or Very Rapid Healing [15],
Recovery [10], Resistant to Disease (+3) or (+8) [3 or 5],
Resistant to Poison (+3) [5], Signature Gear [Varies],
Striking ST 1 or 2 [5 or 9†], Temperature Tolerance 1 or 2
[1 or 2], or Weapon Bond [1].
Disadvantages: Gigantism [0] and Social Stigma (Minority
Group) [-10]. • Another -10 points chosen from among Easy
to Read [-10], Gullibility [-10*], Language: Spoken
(Native)/Written (None) [-3], Low TL 1 or 2 [-5 or -10],
Odious Personal Habit (Unrefined manners) [-5], Phobia
(Machinery) [-5*], or Wealth (Struggling) [-10]. • A further
-20 points chosen from among the previous traits or
Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper
[-10], Berserk [-10], Bloodlust [-10*], Compulsive
Carousing [-5] or Phobia (Crowds) [-15], Gluttony [-5*],
Ham-Fisted 1 or 2 [-5 or -10], Horrible Hangovers [-1],
Impulsiveness [-10], Overconfidence [-5], or Sense of Duty
(Adventuring companions) [-5].
Primary Skills: Camouflage (E) IQ+4 [1]-14‡; Navigation
(Land) (A) IQ+4 [2]-14‡; Survival (any) (A) Per+3 [1]-15‡;
and Tracking (A) Per+3 [1]-15‡. • One of Thrown Weapon
(Axe/Mace, Harpoon, Spear, or Stick) (E) DX+2 [4]-15;
or Bolas, Bow, Spear Thrower, or Throwing, all (A) DX+1
[4]-14. • One of these four melee skills packages:
1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+2 [8]-15,
and Shield (E) DX+3 [8]-16.
2. Flail (H) DX+1 [8]-14 and Shield (E) DX+3 [8]-16.
3. One of Polearm, Spear, Two-Handed Axe/Mace, or Two-
Handed Sword, all (A) DX+4 [16]-17.
4. Two-Handed Flail (H) DX+3 [16]-16.
Secondary Skills: Brawling (E) DX [1]-13; Stealth and
Wrestling, both (A) DX [2]-13; Mimicry (Animal Sounds or
Bird Calls) and Naturalist, both (H) IQ+2 [1]-12‡;
Swimming (E) HT [1]-13; Hiking and Running, both (A)
HT-1 [1]-12; and Fishing (E) Per+4 [1]-16‡.
Background Skills:
Animal Handling (any), Disguise
(Animals), and Weather Sense, all (A) IQ [2]-10; and
Intimidation (A) Will [2]-10. • Four of Forced Entry (E) DX
[1]-13; Climbing (A) DX-1 [1]-12; First Aid, Gesture, or
Seamanship, all (E) IQ [1]-10; Carousing (E) HT [1]-13;
Lifting (A) HT-1 [1]-12; Skiing (H) HT-2 [1]-11; or
Observation (A) Per-1 [1]-11.
* Multiplied for self-control number; see p. B120.
† Includes effects of Gigantism (p. B20). Rolls to hit you are
at +1. You may use oversized weapons (p. 27) and must buy
extra-large armor (p. 28).
‡ Includes +4 for Outdoorsman.
Customization Notes
Many barbarian archetypes exist. The savage berserker has
more ST, extra “physical grit” like HT and Hard to Kill, and
such disadvantages as Berserk and Bloodlust. The primal sur-
vivalist goes for more Per, Discriminatory Smell, Temperature
Tolerance, and disadvantages like illiteracy, Low TL, and
reduced Wealth. The noble wilderness guardian prefers Animal
Empathy, Animal Friend, Fearlessness, and disadvantages like
Overconfidence and Sense of Duty.
Choose weapon skills that underline the desired “feel.” The
stereotypical Dark Ages warrior might have Axe/Mace, Shield,
and Thrown Weapon (Axe/Mace). A caveman would probably
prefer Spear and Thrown Weapon (Spear).
Match Survival specialty and background skills to origin,
too. An ocean raider from the Frozen North will want Survival
(Arctic), Seamanship, and Skiing. A jungle guerrilla in leopard
skin will find Survival (Jungle), Gesture, and Observation more
useful.
Since any weapon is deadly at ST 17, you don’t need a pricy
sword; axes, sticks, and clubs will do. Unlike other warriors,
then, consider using the 5 points that quirks give you to
strengthen your archetype instead of sacrificing them for
money. For example, a jungle warrior might buy two more lev-
els of Camouflage and another level of Stealth – strong and
sneaky is a deadly mix!