V9:Barbarian

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Developer Note: The current V9 Rules can be found here.

The V9 Wiki is currently obsolete. The Project Phoenix Google Doc is the main source of V9 rules going forward.
We will eventually rebuild the wiki as a comprehensive rules reference, but now is not that time.

Thank you for your interest in the project! Join the Discord for more information!

- The Project Phoenix (V9) Development Team

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This page is part of the V9 Development Project.
  • These rules represent a proposed ruleset for the Amtgard LARP. All references to the organization are used from that perspective, and do not represent current organizational policy or procedures. Amtgard is a trademark of Amtgard International.
  • This wiki is the detailed, comprehensive form of the ruleset. You can find the condensed Quick-Play rules here. These are currently still a work in progress.
  • To view the current official Amtgard rules, please see the Amtgard V8 Rulebook.




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Barbarian

Description Barbarians are relentless melee brawlers that use might and aggression to crush their opponents before them.
Playstyle Damage, Durable, Frontline, Melee, Shield User, Skirmisher
Class Identifier ColorCodeWhite-231115.jpg White Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin, Large Thrown, Rocks
Shields Up to Medium
Armor May wear up to 4pts Physical Armor in each hit location.

May gain 🌶️Low Armor Compensation as indicated below.
- 11-20pts = No compensation
- 0-10pts = +1 use of a picked per-life ability

Garb Bonus Choice of Garb Bonus Curio.
+1 use if Superior Garb Bonus.
Level 1

You always get these abilities when you play this class.
ROW A Immune to Stopped (T)

Giant Strength (T)

Levels 2-6

For each level beyond 1, pick a row you have not already chosen and gain the abilities within.

If that row has multiple options, pick one of those options and gain everything from that option.
ROW B Adrenaline (Unlimited)
ROW C Blood and Thunder
1/Life
ROW D Feel No Pain
1/Life
OR Shake It Off
1/Life
OR Blood and Thunder
2/Life
ROW E Curse Strike
1/Life
OR Shove Strike
1/Life
OR Suppressing Strike
1/Life
ROW F Undying Will
3/Refresh
OR +1 use of an already picked Power Strike OR Berserk (Any)
3/Refresh
Archetypes

If you are level 3 or above, you MAY choose to take an archetype.

If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns.
Berserker

Gain Berserk (Self) 1/Life

Undying Will, if chosen, becomes 1/Life.

Cannot use shields.

Hulk

Shake It Off, if picked, becomes Unlimited.

Cannot receive enchantments from other players.

Warboss

Blood and Thunder and Adrenaline become Range: 5ft (Any)

Cannot use projectiles.

= Does not require Free Hand = Rest Time = Included with Archetype 🎺👻🛡️etc. = Archetype-relevant 🌶️ = Experimental Rule




Pre-Constructed Builds

Below are a few -pre-constructed builds for this class. Use these to quickly get into the game or to help new players ease their way into the intricacies of class customization.

Trying Out V9 Barbarian
Giant Strength: Your melee weapons are Armor Breaking. If they were already built to be Armor Breaking, they’re also Shield Crushing.


Adrenaline: Incant "Adrenaline" within 30s of killing an enemy. Heal a wound, restore a per-life ability, or restore an enchantment-granted Resistance or Ability with ♻20 or less.


Blood and Thunder: Incant "My body courses with blood and thunder" x3 to gain a resistance to wounds and abilities that kill outright. (♻10)


Feel No Pain: Incant and continue to chant "Feel no pain" to avoid dying to wounds to your limbs. You can also use it immediately upon receiving a second limb wound to avoid dying. You may cast Adrenaline without interrupting this chant.


Shove Strike: Incant "Power Strike Shove" and strike an enemy within 2s. Target struck is forced to move 20’ further away. Engulfing.


Berserk: Incant "Anger builds within thy veins" x3. Target’s weapons become armor breaking and shield crushing. While within 20ft of an enemy, they can’t move more than 20ft away unless forced by magic or unable to strike or reach that enemy. Bearer does not have to pursue enemies who run away.

Identifier White Sash
Weapons Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin, Large Thrown, Rocks
Shields Up to Medium
Armor Up to 4pts Physical Armor
Level 1 Immune to Stopped (T), Giant Strength (T)
Level 2 ⬗ Adrenaline (Unlimited)
Level 3 ⬗ Blood and Thunder (1/Life)
Level 4 ⬗ Feel No Pain 1/Life
Level 5 ⬗ Shove Strike 1/Life
Level 6 ⬗ Berserk (Any) 3/Refresh




List of Class-Specific Abilities


Adrenaline
Simple Summary Adrenaline: Incant "Adrenaline" within 30s of killing an enemy. Heal a wound, restore a per-life ability, or restore an enchantment-granted Resistance or Ability with ♻20 or less.
Available to Barbarian, Monster (Entangling Mass)
Type Verbal (Non-Offensive)
Range
Incantation "Adrenaline"
Prerequisites Can only be used within 30s of killing an enemy.
Effects Immediate Effect: Choose one at time of cast:
  • Target restores a wound.
  • Target is affected as per Renew.
  • Target declares and restores one use of a per-life ability.
Reminder This can only be used once per triggering moment.


Berserk
Simple Summary Berserk: Incant "Anger builds within thy veins" x3. Target’s weapons become armor breaking and shield crushing. While within 20ft of an enemy, they can’t move more than 20ft away unless forced by magic or unable to strike or reach that enemy. Bearer does not have to pursue enemies who run away.
Available to Bard, Barbarian, Druid, Monster (Shroomkin, Werewolf)
Type Enchantment
Range
  • 5ft (Other) - Bard, Druid, Shroomkin
  • 5ft (Any) - Barbarian
  • 5ft (Self) - Werewolf
  • As Trait - Berserker Barbarian
Incantation "Anger builds within thy veins" x3
Effects Enchantment Effect:
  • Bearer’s wielded melee weapons are Armor Breaking and Shield Crushing.
  • While within 20ft of a living enemy, the bearer cannot knowingly move more than 20ft away from them. If any of the following are true, then this limitation can be ignored:
    • the bearer is moving to engage another living enemy within 20ft;
    • the bearer is forced by another effect (Fear, Shove, etc.);
    • there is no path the bearer could take to move to the enemy without leaving 20ft or crossing impassable/hazardous terrain (real or in-game);
    • the enemy becomes unable to be affected by melee attacks (Flying, Frozen, Insubstantial, etc.);
Other Details The bearer does not need to follow if the target moves away from the them.


Blood and Thunder
Simple Summary Blood and Thunder: Incant "My body courses with blood and thunder" x3 to gain a resistance to wounds and abilities that kill outright. (♻10)
Available to Barbarian
Type Enchantment
Range
Incantation "My body courses with blood and thunder" x3
Effects Enchantment Effect: Bearer gains resistance to wounds and effects that kill outright (♻10).
Other Details When declaring this enchantment, the bearer must declare what they are resistant to and whether the resistance is active or not.
Reminder Resistances are optional. The bearer does not need to expend them on the first applicable attack.
V8 Transition Note: This enchantment is not removed once the resistance is expended. The resistance can be restored by resting for the indicated time.


Curse Strike
Simple Summary Curse Strike: Incant "Power Strike Curse" and hit an enemy within 2s to Curse them for 30s. Engulfing.
Available to Anti-Paladin, Barbarian, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Curse"
Effects Status Effect: Target struck is Cursed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Feel No Pain
Simple Summary Feel No Pain: Incant and continue to chant "Feel no pain" to avoid dying to wounds to your limbs. You can also use it immediately upon receiving a second limb wound to avoid dying. You may cast Adrenaline without interrupting this chant.
Available to Barbarian
Type Verbal (Non-Offensive)
Range Self
Incantation "Feel No Pain"
Chant "Feel No Pain"
Effects Chant Effect:
  • Caster does not die from wounds to their limbs.
  • The caster may cast Adrenaline without interrupting this chant.
  • Wounded limbs cannot receive further wounds while this chant is ongoing.
Other Details This ability can be used immediately upon receiving a second limb wound to avoid dying.
Reminder
  • Wounded limbs must be kept out of combat as best as possible.
  • If you stop chanting while you have more than one wound, you die.


Giant Strength
Simple Summary Giant Strength: Your melee weapons are Armor Breaking. If they were already built to be Armor Breaking, they’re also Shield Crushing.
Available to Barbarian, Druid, Monk, Wizard, Monster (Red Drake)
Type Enchantment
Range
  • 5ft (Other) - Druid, Wizard
  • As Trait - Barbarian, Red Drake
Incantation "I enchant thee with the strength of giants" x3
Effects Enchantment Effect:
Other Details Melee weapons that are already Armor Breaking and Shield Crushing do not receive any additional benefit.


Undying Will
Simple Summary Undying Will: Incant "My will to live is undying" immediately after dying to revive yourself, become Insubstantial and Stopped for 10s, and become Severed.
Available to Barbarian, Monk, Warrior, Wizard, Monster (Skeleton)
Type Verbal (Non-Offensive)
Range Self
Incantation "My will to live is undying"
Prerequisites Must be cast immediately after dying.
Effects Immediate Effect: Caster is revived.

Secondary Effect (Status):

  • If the caster is successfully revived, they are Severed until they respawn.
  • If the caster is successfully revived, they become Insubstantial and Stopped for 10s.
Other Details This ability can be used while dead and affect dead players.
Reminder Players cannot resist or be immune to secondary effects.


Shake It Off
Simple Summary Shake It Off: Incant "I shall overcome" while under an enemy effect. After 10s, you're released from any number of effects. You can use this no matter what, unless you're dead or cursed.
Available to Barbarian, Paladin, Warrior, Curios, Monster (Werewolf)
Type Verbal (Non-Offensive)
Range Self
Incantation "I shall overcome"
Prerequisites Can only be used while affected by an enemy status effect.
Effects Status Effect: After 10 seconds, the caster is affected as per Release.
Other Details This ability can be used regardless of ability to cast, and will affect the caster unless they are Invulnerable, Cursed, or Dead


Shove Strike
Simple Summary Shove Strike: Incant "Power Strike Shove" and strike an enemy within 2s. Target struck is forced to move 20’ further away. Engulfing.
Available to Barbarian, Paladin, Monk, Warrior
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Shove"
Effects Status Effect: Target struck is Shoved 20ft directly away from the caster. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Suppressing Strike
Simple Summary Suppressing Strike: Incant "Power strike suppress" and hit an enemy within 2s to Suppress them for 30s. Engulfing.
Available to Assassin, Barbarian, Bard, Monk, Scout, Warrior, Monster (Entangling Mass)
Type Power Strike
Range Strike
Material Components Melee Weapon
Incantation "Power Strike Suppress"
Effects Status Effect: Target struck is Suppressed for 30s. Engulfing.
Other Details 🏃 This ability can be cast while moving.


Extra Clarifications

Any additional clarifications about this class will be listed below. To request a clarification, please visit the Amtgard V9 Discord server.

  • Barbarians may still bear the Giant Strength as an Enchantment (when able), even though they already have Giant Strength as a Trait. The same-name enchantment restriction only applies to pairs of enchantments with the same name.
    • A Barbarian with both Giant Strength (T) and the Giant Strength enchantment will be Armor Breaking and Shield Crushing on all melee attacks.




Trivia
  • The Barbarian class was introduced in Amtgard V4 (1986).





Combat Classes
General Rules · Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Peasant · Scout · Warrior · Wizard · Monster
Classes
Credits and Levels · Combat Classes · Non-Combat Classes
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary