Thursday, 2 April 2020

How to: Barbarian Abilities

How to: Barbarian Abilities

I am going to tackle a request that I received a long time ago. I have not forgotten about it, I still have everything saved in a text file. Like the post that converted the basic monk abilities from D&D/PF, this one will detail some barbarian abilities.

Rage [varies]
Rage is the signature barbarian ability, but there's multiple ways to go about it. Note that the barbarian occupational template from GURPS Dungeon Fantasy 1: Adventurers does not require the character to take Berserk - it's just an option. The simplest way would be to just take the Berserk disadvantage, optionally with the Battle Rage enhancement. This disadvantage is very dangerous to the character (and his friends too, occasionally), but it is quite fitting from the flavour perspective. I strongly recommend to also take the Enraged limitation (GURPS Dungeon Fantasy Denizens 1: Barbarians, p. 14) that allows the character to make Committed Attacks instead of All-Out Attacks, greatly increasing his chance of survival.

The third edition of GURPS had another option that can be used with only minor tweaks - Cold Berserk. Berserk used to also cost -15 points in the third edition, so these disadvantages are equivalent in point values. These are the suggested tweaks to update it to the fourth edition:
1. Cold Berserk is a +0% enhancement for the Berserk disadvantage. It should be compatible with both Battle Rage and Enraged.
2. Replace "Any time the character takes more than three hits in one turn" with "Any time the character suffers damage over 1/4 your HP in the space of one second" (to make it work more like standard Berserk).
3. Replace "until HT reaches (-5 × HT)" with "until HP reaches (-5 x HP)".

There is another option that is closer mechanically to the D&D/PF rage - the Great Rage power-up (GURPS Dungeon Fantasy Denizens 1: Barbarians, p. 20). This isn't incompatible with Berserk though. Also, you should keep in mind that instead of Only when Berserk, -20% you will have to use Accessibility, Only when Great Rage is active, -10%. Unless you also took Berserk, of course.

Lastly, you can combine these. For example, take Berserk and one or more of the following generic abilities:

Fast Movement [4/level]
When the character is under effect of the Berserk disadvantage, he gets a bonus to Basic Move equal to the level of this ability.
Statistics: Basic Move+1 (Only when Berserk, -20%) [4/level].

Indomitable Will [4/level]
When the character is under effect of the Berserk disadvantage, he gets a bonus to Will equal to the level of this ability.
Statistics: Will+1 (Only when Berserk, -20%) [4/level].

Raging Strength [8/level*]
When the character is under effect of the Berserk disadvantage, he gets a bonus to ST equal to the level of this ability. Since the temporary HP from Raging Strength go away when Berserk ends, the character should compare all wounds to both regular and improved HP and check again for crippling, unconsciousness, and death when Berserk ends.
Statistics: ST+1 (Only when Berserk, -20%) [8/level*]. Note: The cost may change if the character has to apply Size Modifier or No Fine Manipulators limitations on his ST.

Raging Toughness [8/level]
When the character is under effect of the Berserk disadvantage, he gets a bonus to HT equal to the level of this ability. Since the temporary FP from Raging Toughness go away when Berserk ends, the character should compare all lost FP to both regular and improved FP and check again for tiredness and unconsciousness when Berserk ends.
Statistics: HT+1 (Only when Berserk, -20%) [8/level].

***

These abilities should be enough to build the berserker rage. However, this is not the only ability of the barbarian class - there's many more, especially in Pathfinder. Some of these abilities are always active, some of them only function when the character is Berserking. Of course, I'm not going to list any of the power-ups already written up in the Dungeon Fantasy supplements. Many of them are simple, thematic advantage packages. Some advantages have an attached power modifier. The Skinchanger ability (GURPS Dungeon Fantasy Denizens 1: Barbarians, p. 24) is also very appropriate for totemic powers. If you're not a fan of Berserk-only abilities, consider using the Wrath power modifier from the aforementioned book.

Ancestor Totem [4]
The character has passive access to the memories of his direct ancestors. The GM secretly makes an IQ roll for him in any situation that his ancestors might have encountered. Success gives him a feeling of déjà vu about the situation that the character/player may interpret in any way they want. A vivid replay of ancestral memories happens on a critical success. On a failure, nothing happens. A critical failure results in a wrong impression. For this ability to work, the character must daily engage in deep meditation to obtain unity with the ancestral spirits. Individuals other than devout ancestor worshippers will consider the character a bit mad, and will react at -2. Failure to perform these rituals results in the spirits being discontent. Atonement requires a minor quest or a sacrifice.
Statistics: Disciplines of Faith (Mysticism) [-10] + Racial Memory (Passive; Pact, -10%) [14].

Animal Fury [4]
When the character is under effect of the Berserk disadvantage, he grows thick fur, and his teeth elongate and sharpen. The character deals cutting damage with his bite attack instead of crushing. The fur prevents sunburn and grants DR 1 with the Tough Skin limitation.
Statistics: DR 1 (Only when Berserk, -20%; Tough Skin, -40%) [2] + Fur (Only when Berserk, -20%) [1] + Sharp Teeth (Only when Berserk, -20%) [1].

Ape Totem [11]
The character becomes able to travel at half his Basic Move by swinging on vines, tree branches, ropes, chandeliers, etc. He gets +2 to Climbing skill and Move when climbing.
Statistics: Braciator [5] + Super Climbing 2 [6].

Armor Ripper [8] (KYOS: 5)
The character gains a +4 bonus to ST when attacking inanimate objects with natural attacks. Usually, this results in a +4 damage bonus to swing and +2 to thrust. In addition, consider the character's DR to be 4 higher when he risks hurting himself when attacking an object with high DR (see Hurting Yourself, p. B379).
Statistics: DR 4 (Accessibility, Only for the purpose of hurting yourself, -80%) [4] + Striking ST 4 (Accessibility, Only when attacking inanimate objects with natural weapons, -80%) [4].
Statistics (KYOS): DR 4 (Accessibility, Only for the purpose of hurting yourself, -80%) [4] + Striking ST 4 (Accessibility, Only when attacking inanimate objects with natural weapons, -80%) [1].

Atavism Totem [3]
When the character is under effect of the Berserk disadvantage, his fangs elongate and sharpen, and his jaw becomes able to open wider than normal. The character deals impaling damage with his bite attack instead of crushing and gets a +1 to his effective SM for the purpose of determining how they bite (see Teeth, p. MA115).
Statistics: Born Biter 1 (Only when Berserk, -20%) [1] + Fangs (Only when Berserk, -20%) [2]. Note: In this case, Born Biter is a perk instead of a feature, because it does not grant a bonus to hit the character's nose and jaw.

Auspicious Mark [11]
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses (this manifests as Distinctive Features (p. B165)). He gains the Luck advantage (p. B66) that can only be used under effect of the Berserk disadvantage.
Statistics: Distinctive Features [-1] + Luck (Only when Berserk, -20%) [12].

Battle Roar [36]
The barbarian can unleash a magical roar that terrifies and damages enemies. This costs 4 FP. Anyone who hears the barbarian's roar must make an immediate Fright Check (at +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by the frightening aspect of this Battle Roar for one hour. In addition, everyone within 8 yards of the barbarian takes 1d non-incendiary burning damage from the sonic energy. The barbarian can exclude any creatures from this effect.
Statistics: Burning Attack 1d (Area Effect, 8 yards, +150%; Emanation, -20%; Magical, -10%; Link, +10%; No Incendiary Effect, -10%; Nuisance Effect, Loud, -5%) [11] + Terror (Hearing; Costs Fatigue, 4 FP, -20%; Magical, -10%; Link, +10%) [24].

Bear Totem [15]
The character becomes able to crush his foes with a bear hug, gaining the Constriction Attack advantage (p. B43).
Statistics: Constriction Attack [15].

Beast Totem [6]
When the character is under effect of the Berserk disadvantage, he grows claws, and his skin toughens. The character deals cutting damage with his punch attacks instead of crushing and gains DR 1 with the Tough Skin limitation.
Statistics: DR 1 (Only when Berserk, -20%; Tough Skin, -40%) [2] + Sharp Claws (Only when Berserk, -20%) [4].

Bestial Climber [5]
When the character is under effect of the Berserk disadvantage, he gets +2 to Move when climbing.
Statistics: Super Climbing 2 (Only when Berserk, -20%) [5].

Bestial Leaper [8]
When the character is under effect of the Berserk disadvantage, he gains Super Jump 1 (p. B89).
Statistics: Super Jump 1 (Only when Berserk, -20%) [8].

Bestial Swimmer [8]
When the character is under effect of the Berserk disadvantage, he does not suffer skill penalties for working underwater, and can swim at his full Basic Move.
Statistics: Amphibious (Only when Berserk, -20%) [8].

Bloody Fist [10]
When the character is under effect of the Berserk disadvantage, he can use his Brawling skill to deliver deadly punches that can go straigth through the flesh and hurt vital organs. The character may opt to deal piercing damage with his punches, which allows him to target vitals. Hurting Yourself (p. B379) applies if the target has any DR – not just DR 3+, but the character's DR is considered to be 4 points higher than it is for this purpose only. This is compatible with gloves and even gauntlets.
Statistics: Unusual Training (Lethal Strike) [1] + Lethal Strike (H) Skill+0 [5] + Skill Adaptation (Lethal Strike based on Brawling) [1] modified by Only when Berserk, -20% for the total of 10 points. DR 4 (Accessibility, Only for the purpose of hurting yourself, -80%; Only when Berserk, -20%) [4].

Boar Totem [40]
When the character is under effect of the Berserk disadvantage, he becomes impossible to kill with anything but total bodily destruction, gaining the Unkillable 1 advantage (p. B95).
Statistics: Unkillable 1 (Only when Berserk, -20%) [40].

Celestial Totem [12]
When the character is under effect of the Berserk disadvantage, he emits light like a torch and becomes able to see magically invisible creatures.
Statistics: Illumination (Magical, -10%; Only when Berserk, -20%) [1] + See Invisible (Magical; Magical, -10%; Only when Berserk, -20%) [11].

Chaos Totem [6]
When the character is under effect of the Berserk disadvantage, he becomes much harder to restrain, gaining Slippery 4 (p. B85).
Statistics: Slippery 4 (Magical, -10%; Only when Berserk, -20%) [6].

Clear Mind [21]
When the character is under effect of the Berserk disadvantage, he becomes immune to mind control of any kind.
Statistics: Immunity to Mind Control (Magical, -10%; Only when Berserk, -20%) [21].

Cult Totem [18]
When the character is under effect of the Berserk disadvantage, he can make an extra attack, as if he had Extra Attack 1, but only if the target of the attack is within 1 yard of the barbarian's ally. The barbarian can use the same weapon to perform multiple strikes this way.
Statistics: Extra Attack 1 (Accessibility, Only when an ally is adjacent to the target, -30%; Multi-Strike, +20%; Only when Berserk, -20%) [11].

Daemon/Yugoloth Totem [40]
When the character is under effect of the Berserk disadvantage, he gains a magical ability to heal his wounds after killing a foe. After killing a foe, the barbarian regenerates 1 HP per second for 1 minute, or until his Berserk wears off. Killing another foe does not improve the regeneration rate, but resets the duration.
Statistics: Regeneration (Very Fast; Magical, -10%; Only when Berserk, -20%; Trigger, Killing a foe, -30%) [40].

Dragon Totem [22]
When the character is under effect of the Berserk disadvantage, he grows wings and becomes resistant to a particular type of energy. The wings grant the barbarian the ability to fly. Fly Move is Basic Speed x 2 (drop all fraction). Wingspan is at least twice the barbarian's height. In order to take off, land, or maneuver, the barbarian must have an open area with a radius equal to his wingspan in all directions. If his wings are bound, or if a wing is crippled, he cannot fly. Treat wings as arms for the purpose of targeting and crippling. The barbarian cannot hover and must always move at least 1/4 his top airspeed (round up) when flying.
In addition, the barbarian gains DR 10 against the damage type that is dealt by the breath weapon of his totemic dragon. This includes internal protection and eye protection.
Statistics: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Energy Type, -40%; Magical, -10%; Only when Berserk, -20%; Tough Skin, -40%) [10] + Flight (Cannot Hover, -15%; Magical, -10%; Only when Berserk, -20%; Winged, -25%) [12].

Eagle Totem [19]
The character gains a +1 bonus to his Dodge score and a +2 bonus to his Vision rolls.
Statistics: Acute Vision 2 [4] + Enhanced Dodge 1 [15].

Eater of Magic [18]
The barbarian gains Magic Resistance 3 (Improved) (p. B67). Whenever a spell is cast on him, he can waive his bonus to resist from Magic Resistance and instead roll his unmodified resistance roll. The caster still gets a penalty equal to that MR. If the spell fails for whatever reason, the barbarian gains a number of character points equal to the spell’s modified Fatigue Point cost to cast (e.g., reduced by high skill). The barbarian restores a point of HP for every 2 gained character points.
Statistics: Magic Resistance 3 (Improved, +150%; Magical, -10%; Spell Absorption, HP, +50%) [18].

Elemental Rage (Acid) [11]
When the character is under effect of the Berserk disadvantage, he deals an additional 1d corrosion follow-up damage on his melee attacks.
Statistics: Corrosion Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; Only when Berserk, -20%) [11].

Elemental Rage (Cold) [5]
When the character is under effect of the Berserk disadvantage, he deals an additional 1d burning follow-up damage on his melee attacks. This damage cannot set anything on fire, as it comes from extreme cold, not heat.
Statistics: Burning Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; No Incendiary Effect, -10%; Only when Berserk, -20%) [5].

Elemental Rage (Electricity) [7]
When the character is under effect of the Berserk disadvantage, he deals an additional 1d burning surge follow-up damage on his melee attacks.
Statistics: Burning Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; Only when Berserk, -20%; Surge, +20%) [7].

Elemental Rage (Fire) [6]
When the character is under effect of the Berserk disadvantage, he deals an additional 1d burning follow-up damage on his melee attacks.
Statistics: Burning Attack 1d (Follow-Up, Melee Attacks, +40%; Magical, -10%; Only when Berserk, -20%) [6].

Energy Absorbtion [50]
When the character is under effect of the Berserk disadvantage, he becomes able to absorb a particular type of energy, chosen when this ability is taken (acid, cold, electricity, fire, or sonic). The barbarian gains DR 10 against this damage type (including internal protection and eye protection) with the Absorption enhancement (p. B46) that can only be used to heal lost HP.
Statistics: DR 10 (Absorption, HP, +80%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Energy Type, -40%; Magical, -10%; Only when Berserk, -20%; Tough Skin, -40%) [50].

Energy Resistance [10]
When the character is under effect of the Berserk disadvantage, he becomes resistant to a particular type of energy, chosen when this ability is taken (acid, cold, electricity, fire, or sonic). The barbarian gains DR 10 against this damage type. This includes internal protection and eye protection.
Statistics: DR 10 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Energy Type, -40%; Magical, -10%; Only when Berserk, -20%; Tough Skin, -40%) [10].

Ferocious Mount [11]
When the character is under effect of the Berserk disadvantage, and when he is mounted, his mount must make an (IQ+DR) roll every second. Ignore DR with Tough Skin. A failure to resist means that the mount gains Berserk with the Battle Rage enhancement and automatically fails the self-control rolls. This lasts for margin of failure minutes, and persists for margin of failure seconds even if the barbarian dismounts.
Statistics: Affliction 1 (IQ; Accessibility, Only the mount, -60%; Aura, +80%; Based on IQ, +20%; Disadvantage, Berserk, Battle Rage, No self-control roll, +25%; Magical, -10%; Melee Attack, Reach C, -30%; Only when Berserk, -20%; Reduced Duration, 1/60, Only when the barbarian dismounts, -35%; Reflexive, +40%) [11]. Note: To make this ability even better, the character may add the Advantage enhancement to this Affliction to grants the mount any of his rage powers described in this post. Obviously, Only when Berserk, -20% must be omitted to avoid double-dipping.

Fiend Totem [19]
When the character is under effect of the Berserk disadvantage, he becomes surrounded by a pain reflection field. This grants him and all his gear DR 2 that reflects back any damage it stops. The remaining damage affects him normally. The attacker doesn’t get an active defense against the first attack the barbarian reflects back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works versus direct hits!
Statistics: DR 2 (Force Field, +20%; Magical, -10%; Only when Berserk, -20%; Reflection, +100%) [19].

Ghost Rager [11]
When the character is under effect of the Berserk disadvantage, he becomes to interact with insubstantial beings as if they were material. In effect, all attacks of the barbarian gain the Affects Insubstantial modifier.
Statistics: Blessed (Ghost Weapon; Magical, -10%; Only when Berserk, -20%) [11].

Horse Totem [24]
When the character is under effect of the Berserk disadvantage, he gains Enhanced Move 1 (Ground) (p. B52). Even when he is not berserk, he gets a +2 bonus to his Basic Move.
Statistics: Basic Move +2 [10] + Enhanced Move 1 (Ground; Magical, -10%; Only when Berserk, -20%) [14].

Hive Totem [5]
When the character is under effect of the Berserk disadvantage, his skin toughens against attacks made by swarms of small creatures. This grants him DR 5 with the Tough Skin limitation against attacks made by swarms.
Statistics: DR 5 (Limited, Swarms, -60%; Magical, -10%; Only when Berserk, -20%; Tough Skin, -40%) [5].

Hurling [7]
When the character is under effect of the Berserk disadvantage, he gains Super Throw 1 (GURPS Supers, p. 30).
Statistics: Super Throw 1 (Magical, -10%; Only when Berserk, -20%) [7].

Lion Totem [8] (KYOS: 2)
When the character moves at least half his Move before attacking, he gains a +2 bonus to his ST for the purpose of dealing damage. Usually, the resulting bonus is +2 to swing and +1 to thrust.
Statistics: Striking ST 2 (Accessibility, Must move at least half his Move, -20%) [8].
Statistics (KYOS): Striking ST 2 (Accessibility, Must move at least half his Move, -20%) [2].

Low-Light Vision [4]
When the character is under effect of the Berserk disadvantage, his eyes adapt to darkness. Ignore -5 in combat or vision penalties due to darkness, provided there is at least some light.
Statistics: Night Vision 5 (Magical, -10%; Only when Berserk, -20%) [4].

Perfect Clarity [11]
When the character is under effect of the Berserk disadvantage, his eyes adapt to see through any illusions or illusory deceptions.
Statistics: See Invisible (Illusion; Magical, -10%; Only when Berserk, -20%) [11].

Serpent Totem [20]
The character becomes able to crush his foes with a bear hug, gaining the Constriction Attack advantage (p. B43). In addition, he gets a +3 to HT when resisting poisons.
Statistics: Constriction Attack [15] + Resistant to Poison (+3) [5].

Spell Sunder [30]
The character can attempt to negate every instance of magic affecting the subject with a strike of a melee weapon. Spell Sunder does not care if the spell is beneficial or harmful; this ability attempts to counter everything. Using Spell Sunder on a magician will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability.
The barbarian makes a Will roll after a successful attack roll. Note how much the barbarian’s Will roll succeeds by; every spell affecting the subject resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the barbarian wins, the spell dissipates; it may be recast normally.
Spell Sunder has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic; such spells cannot be dispelled by Spell Sunder as well – they require more powerful countermagic, usually Remove Curse (see GUPRS Thaumatology: Sorcery, p. 21). It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Costs Fatigue, 2 FP, -10%; Follow-Up, Melee Weapons, +40%; Interruption, -50%; Magical, -10%) [30].

Trap Sense [24, see notes]
The character gains the benefits of the Danger Sense advantage (p. B47) and gets a +1 bonus to his Dodge score, but only against hidden hazards, such as traps. Attacks made by creatures never count as hidden hazards, even if the character is unaware of them.
Statistics: Danger Sense (Accessibility, Only against hazards, -20%) [12] + Enhanced Dodge 1 (Accessibility, Only against hazards, -20%) [12]. Notes: If the character has the Uncanny Dodge ability (or just Danger Sense), then Trap Sense costs 12 points. The Trap Sense thief power-up (GURPS Dungeon Fantasy 11: Power-Ups, p. 36) would work well for barbarians as well.

Uncanny Dodge [30]
The character gains the benefits of the Danger Sense advantage (p. B47) and gets a +1 bonus to his Dodge score.
Statistics: Danger Sense [15] + Enhanced Dodge 1 [15].

Unstoppable [30]
When the character is under effect of the Berserk disadvantage, he divides all injury he suffers from energy attacks by 2 after subtracting DR from damage and applying wounding modifiers.
Statistics: Injury Tolerance (Damage Reduction 2; Limited, Energy, -20%; Only when Berserk, -20%) [30].

Wolf Totem [15]
The character's bond with the wolf totem grants him the Discriminatory Smell advantage (p. B49).
Statistics: Discriminatory Smell (Magical, -10%) [14].

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