MEMORY UNLOCKED: BARBARIAN

Take a peek
If you would dare

Half made of man
Half of bear

Altered Beast I, King Gizzard and the Lizard Wizard

d6 Savage Character Traits

Memory of the Barbarian

Prone to anger, skilled with an axe, club, and greatsword, smells of the wild. Spend and roll a Hero die to fly into a supernatural Rage for a few minutes, gaining that much temporary Life and damage reduction, but you are unable to use Powers and suffer (–) to Saves. Tier 2: Expert, increase the size of your Hero die by one when spent on Rage. Tier 3: Master, add your Endurance to damage dealt with berserker weapons & your Hero dice explode when used to Rage.

Euphoric Struggle

While in a Rage, gain a hero die when you suffer damage.

Stormbound Savage

Ooh girl, you got that electric feel!

When you strike a foe, they lose their reaction until you strike another as superprimal electricity seizes their joints.
Tier 2: (+)(+) vs metal. Tier 3: Striking metal-clad foes deals d6 damage to nearby foes.

Beast of Malice

When you slay a Foe, heal 1d4 Life and gain cumulative +1 damage reduction until end of bloodshed.

Crimson Bear Blessing

When you strike a foe, gain a d6 Bear totem, which lasts until next dawn.
You can spend and roll any number of Bear totems and add it to a damage roll against a single target.

Jade Wolf Blessing

When you strike a foe, gain a d6 Wolf totem, which lasts until next dawn.
You can spend and roll any number of Wolf totems and add the result to an ally’s attack roll.

Iron Boar Blessing

When you strike a foe, gain a d6 Boar totem, which lasts until next dawn.
You can spend and roll any number of Boar totems to reduce the damage of one attack by the result.

d6 Brutish Artefacts from the Long, Long Ago

Blood Axe

1d12 damage / 2 stone / L3

Two-handed

Keen: Score a critical hit on a 19-20 (Critical Range +1).

Vampiric: When you slay a foe, gain 5 Life.

Carnage: When you slay a foe, gain a hero die.

Vintner Lords know this dreaded axe all too well. Rumor has it…Cochran Two-Finger’s head was severed from his dark neck by a thrall that threw off her chains. She took the axe from a stump in the vineyard and dispatched him with righteous fury. She took to the country roads and disappeared into the hills, never to be seen again. When a local vampire goes missing…

Lula

1d10 damage / 1 stone / L4

Sentient Artifact: Sassy, borderline bratty personality that bothers you more than you like.

Voltaic Lady: Spend a hero die to Attack a foe at Short range with a bolt of lightning, dealing +1d10 damage.

Bejabbers! You are a master (+9) at knitting and sewing.

Ageless Apostle: While you wield this blade, you do not age.

An enchanted longsword crafted by Argon the Ageless. If you ask Lula, he should be called Argon the Fool. One day, he had eight too many ales and stumbled out into the snowdrifts. Thinking her a carrot, he stuck Lula into the face of a snowman before stumbling back into his hearth to slumber. A fella then came and stabbed him in the chest that very night. Whoops!

God Hand

1d10 damage / 1 stone / L5

Strength or Agility

Holy Hands: Ignores resistance, looks sick – a lot of leather & belt buckles?

Keen 2: Score a critical hit on a 18-20 (Critical Range +2).

Master of Motions: When you strike a foe, automatically succeed at a stunt.

Eclipse: When you slay a foe, all creatures nearby portend a distant omen, suffering d4 to their next roll.

This wicked gauntlet was forged in the soul of a dark sun deep in the voidlanes. Its creator, an eldritch horror beyond comprehension, thought it a joke to place it into the mortal realm to witness the chaos this artifact could cause. Countless wars have erupted from the visions of darkness granted by this wretched creation.

Ancestral Call

1d8 damage / 2 stone / L3

Churning Chaos: Swirls with untapped primal energy. When you strike a foe, energy surges forth, dealing d8 damage to (roll a d6): (1-3) an ally in short range, or (4-6) a foe in long range.

Bestial Nature: Your totem dice are d8’s.

Divine Totem : Once per session, you can enter a Rage without spending a hero die.

This totemic club is made of pure chaosmetal, pulled from veins in the Primordial Infinite. It was forged by a great and fearsome Changetoad. The threads of reality unravel when it drinks enough sourceblood. Take care.

Ursa Minoris

1d8 damage / 1 stone / L4

Lunar Bear: Add a d4 to Attack rolls.

Cosmic Mauler: When you slay a foe, Lunar Bear increases one die size until the end of bloodshed.

Hibernating Titan: Gain an additional d4 Life when you take a short rest.

Unleash [15] – Solar Roar: All nearby foes must roll Morale.

The starforged hatchet of prophecy is one of two hand-crafted by the Crimson Bear. Legends speak of calamity should Ursa Minoris be joined again with its older brother, Ursa Majoris. The Crimson Bear would have you believe those legends are falsehoods spread by the other two Great Beasts in a bid to keep him in check. What do you believe?

Dave

1d6 damage / 1 soap / L3

Strength or Agility

Sentient Dagger: Intensely melodramatic, often cries over his ex-girlfriend, extremely worried over the wielder’s well-being.

Danger Sense: Add a d6 to your Initiative rolls.

Unleash [15] – Emotional Wreck: Dave shrieks out in bothersome anguish, causing nearby foes to suffer (–) on Saves until they seek out psychotherapy.

Dave was once a great prince of a sword-kingdom in the Far South. No mace nor javelin could ever hope to be as beautiful as he, and he knew it. He fell from grace during the Cooksey Incursion, when a fleet of men toppled the great weapon empire. Separated from Lula, he was taken away to the Ultraviolet Grasslands, leaving him a shell of the dagger he used to be.

Ultraviolent Barbarism: d6 Plot Hooks

  1. You have been tasked with retrieving a sacred totem relic from a (roll d6): (1) vome hive, (2) psycho-mutant’s lair, (3) shady black market vendor stall near the Black City, (4) hidden ravine shrine ten miles below the surface realms, (5) hyper-real pyramidal geodesic megastructure two layers above, or (6) Big Bill’s Bigger Saloon.
  2. A wasp-hawk surprises you in the dead of night around your caravan campfire. Your tribe, clan, gang, or atomic family are in dire need of a Guffin-class MicroBoard Chip to repair their failing water supply system. You may not know what that means, but one of your fellow party members probably knows! It is likely to be found at the Porcelain Citadel, but the Princes have a particular disdain for your people. Good luck!
  3. Your talking sword, Lula, is complaining again. You’re not sure why you keep the damn thing around, but she does make pleasant company on rare occasion. Enough of that though, she has a crucial task for you, Bearer! Her ex-lover messaged her through the Artefactosphere (don’t ask) and wants her back. Reunite the star-crossed lovers and be rewarded! Two talking artifact weapons! No way that can go wrong.
  4. The Eternal Eclipse is nigh! Your armor, previously thought mundane, whispers dark tidings into your ear, prophesying the end of days…of the demon lords of the Second Astral Server laying waste to the Grasslands. The infernal beast within your armor grins and grants you a vision of an individual to be slain, should you wish to prevent this highest of dark calamities. Is this delusion? A darker plot to unravel? What’s the difference?
  5. The Three Beasts are waging war in the North Chasma near the Dark Light Passage. Will you aid the Crimson Bear, the Jade Wolf, or the Iron Boar? Shamans speak of Greater Blessings to be bestowed by the ancient spirits. Godspeed.
  6. You, Black Emperor! Rise! The City has been unconquerable for all of space-time-?/@|!\. Heroes rise, fall, and fade by gracing its streets with their presence. Your divine fury, insatiable as it is, can only be quelled one way. Find the Throne (if it exists) and Ascend. Should you fail, your source code will corrupt and then delete, breaking the universal data-stream, and unleash untold horrors on the fragments that stay behind in the simulation.

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