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Savage Quest

Creating a Barbarian:
All PC’s are referred to as barbarians, each barbarian has 6 stats:
- Warrior (used for melee combat, it is also a representation of might and hardiness)
- Hunter (used for ranged combat, it is also a representation of general dexterity, reflexes and nature
knowledge)
- Sage (used for magic, it is also a representation of intelligence and wisdom)
- Chief (used for leadership, it is also a representation of your charisma and willpower)
- Resilience (represents the number of wounds that a barbarian can take before dying)
- Defense (represents how well armored a barbarian is, the base value is 0)

Armor Type Defense Bonus

Light +1

Medium +2, heavy

Heavy +3, heavy and noise

Shield +1, shield break

To make a barbarian roll a d4 for the first 4 stats, or roll 4d4 and place the values where you want, or you
can use the array of: 3, 3, 2 and 1. Then roll a d4 for Resilience and put a 0 next to Defense. A barbarian
levels up every time he achieves a great victory of sorts (up to the Beast Keeper to decide what that actually
means), when he does he adds 1 to any of the first 4 stats and rolls a d4 adding the result to his Resilience,
none of the first 4 stats can have a greater value than 4 except for one in which the barbarian chooses to
specialize, buy increasing its value to 5, that stat can go up to 8, and he gains an new ability for every point
above 4.

Value/Stat Warrior Hunter Sage Chief

+1 Attack/Turn or +1
5 +1 Attack/Turn Small AOE Gather Man
Defense

+1 die: Explorer or +1 Attack/Turn or +1


6 +1 Defense +1 die for Title
Thief Defense

+1 Attack/Turn or +1 Silver Tonged or Fear


7 +1 Attack/Turn Large AOE
Defense Monger

Max Resilience from +1 die: Explorer or x1 Force


8 Gather Clan
now on Thief Fail/d20 days
Also roll an additional d4 and chose that amount of items to start with, a barbarian can chose whatever he
want except for any piece of armor that is not a shield, every item has a use die representing how much of
that item you still have, relics start with a d20, weapons with a d12, others start with anything from a d10 to
a d4, depends on the item in question. Each time you use this item roll the use die if you get a 1 the die
value decreases (d20 > d12 > d10 > d8 > d6 > d4), when you get a 1 on a d4 the item has been used up. A
barbarian can carry as much as he could realistically carry not more.

Tasks!
- When a barbarian wishes to do something that the BK thinks should be rolled for, the barbarian rolls the
relevant stats value in d6’s, for every 4, 5 or 6 rolled he gets 1 success, an easy task needs 1, a medium 2, a
hard 3 and a very hard needs 4 successes
- Sometimes the BK might ask for a mixed roll, in this case the barbarian rolls the average (rounded up) of
the relevant stat values in d6’s

Moooortaaaaaaal Coooombaaaaaat!
- Barbarians go first in any order they want, and then the BK
- Ambushing gives the ambushers a free full rotation of combat
- Each turn a barbarian can make 1 action (move, pull out a weapon, attack, interact and so on…)
- When attacking, a barbarian rolls either Warrior or Hunter, the targets defense is subtracted from the
total of successes, if anything is left that’s how many wounds the target takes
- If the target is flanked the attack gets +1 die
- If the target is swarmed, the defense of the target does not get subtracted from the number of successes
- If the number of accumulated wounds match or are greater than the value of Resilience, the afterlife awaits
- Wounds heal at a rate of 1 wound per resting day, or 2 if under medical care
- Weapons:

Weapon Type Damage Trait Stat

*Unarmed Half damage, rounded down, min of 0 Can use shield Warrior

*One Handed Normal Can use shield Warrior/Hunter (if throwing)

Two Handed +1 die Can’t use shield Warrior

Ranged None Can’t use shield Hunter

*These types of weapons can be duel wielded, duel wielding allows the barbarian to make an extra attack any time he makes an attack as his action,
this attack however suffers a penalty of -2 dice making it sometimes impossible to duel wield weapons*
Magic!
- A barbarian can use magic, his Sage stat value times per rest
- A barbarian can spend a day inscribing a rune on the surface of an object, he imbues this rune with a word
of power (any word), this object allows the barbarian to use magic which in a way is tide to that word
- Runes don’t have a use die, but can still be destroyed
- To use magic a barbarian must present his rune, this makes it so that if a barbarian is using a two handed
weapon he can’t use magic, unless he has a rune on the weapon
- Putting a rune on a weapon instantly lowers the weapons use die and has a chance to lower it
every time magic is used
- Without reaching a value of 5 in Sage, all spells cast must be localized effects or effects that only have 1
target
- The barbarian makes a Sage roll and totals his successes, if he has no successes the spell fails, if he does
have successes there number determines how powerful the effect is
- If the barbarian targets another creature with a spell he rolls his Sage, if he has successes the target rolls his
own Sage, and if he beats the barbarians, the spell has no effect

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