One thing I love about DCC is that to be a barbarian you just “I am a barbarian” and have some barbaric mighty deeds. But this is for the player that just wants to smash stuff instead of think up mighty deeds.
Mostly a Warrior with no mighty deeds. Berserker mode adds a random element and removes some player control, as it should. There is a natural AC bonus that increases with level but is modified by the Armor Check penalty. The barbarian’s, action dice, and fort save is slightly better than the warrior while the will save and attack bonus are decreased.
Hit points: 1d12 hit points per level
Weapon training: A barbarian is trained in the use of these weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Barbarians may wear any armor but the armor’s check penalty offsets their natural, agility based, armor class bonus.
Notably absent from the weapons list is the longbow which would require additional training to master.
Armor class: The barbarian gains an armor class bonus based on their level. This bonus is reduced by any armor check penalty or any other agility modifier.
Attack: Berserker Die, same as Deed Die but no mighty deeds. Max roll on the berserker die and the barbarian goes berserk. The player may choose to roll any die lower on the dice chain (make the fight harder to make yourself angrier and more likely to go berserk). The player may burn a point of Intelligence to avoid entering Berserker Mode.
Berserker: When facing a threat and rolling the maximum value on the berserker die, the barbarian goes berserk until their are no reachable enemies or he/she burns 2 points of intelligence. A berserk barbarian adds their level to their armor class. The barbarian gains an additional action die -1d on the dice chain from their current lowest action die. This action may be used during the current round.
Going berserk imposes the following additional modifiers to saving throws; +2 Fort, +2 Reflex, -2 Will.
It is not possible to enter berserk mode at will. In other words, the roll that goes berserk must be against a real threat.
After a going berserk the barbarian freaks out.
Freak Out (d6):
- Attack closest once at -d1 attack and damage.
- Destroy furniture sized object. As above if no object available.
- Strip clothes and bathe in the blood of your enemies.
- Run around screaming in people’s faces.
- Victory cry / dance
See Red: Burn Personality to Increase attack and damage until you do damage. +1 attack/damage and -1 AC per point of Intelligence burned at beginning of round. This affect lasts until you draw blood.
Rage crit: Burn 2 points of Personality towards a rage crit. Your first hit this round is a crit. If you do not hit, it is wasted.
|Level||Attack (Berserk Die)||Crit Die/Table||Threat Range||Action Dice||AC Bonus||Ref||Fort||Will|