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Barbarian

“Let the weak cower in their towns! Out here in the cold wind and snow, we carve our path with axe and fist.”

– Ulfric Bear-Blood, Chieftain of the Northern Clans

Barbarians are fierce warriors from the wilds, accustomed to surviving in harsh climates and even harsher conflicts. They live on the fringes of civilization, raiding, hunting, and defending their tribes. Barbarians value strength, courage, and personal honour above all. While some join mercenary bands or the armies of powerful lords, many prefer the freedom of the untamed lands.

In battle, Barbarians are fearsome and unpredictable. Their rage can turn the tide of a fight, but unchecked fury may just as easily turn against friend and foe alike.

In the Old World, Hunters walk a dangerous path — for not all prey are mere animals. Beastmen stalk the same forests, mutants prowl the same hills, and darker things still stir when the sun goes down. For those who live by bow and blade, every hunt may be their last.

Tier: Brass

Origins: Norsca (Human)

Favoured Characteristics: Strength, Agility, Initiative

Skill Bonuses: +1 to four of the following: Melee, Athletics, Survival, Intimidate, Throwing

Lore: Regional Lore (choose one), Monster Lore (choose one)

Trappings: Axe, sword, or spear; light or medium armour; hunting knife; furs; survival kit

Assets: Horse and stable, or access to a tribal camp

Contacts: Comrades in Arms, Wanderers and Wastrels or Hunters of the Wilds

Career Talent: Berserker’s Rage:: Once per battle, you may enter a berserk rage as a Free Action. While raging, you gain +1d on all Melee Attack Tests, but you are considered Reckless: you suffer –1d on all Defence Tests and cannot take the Guard action. While in Rage you do not suffer the Staggered Condition when you should miss an attack.

The rage lasts for up to 3 rounds without issue. At the end of each round thereafter, you must pass a Discipline Test (DR 2) or lose control.

If you fail, you attack the nearest creature — ally or enemy — on your next turn, as if compelled. At the end of that turn, you may test Discipline again; if successful, the rage ends.

You may also end the rage voluntarily at the start of your turn before the end of the 3rd round..

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