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Rule Change - Barbarian

 
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The_Grail_Hermit
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Joined: 23 Jan 2008
Posts: 108

PostPosted: Thu Jan 24, 2008 10:50 pm    Post subject: Rule Change - Barbarian Reply with quote

Quote:

Barbarian
Guild Symbol: Axe
Armor: 2 points
Shields: Large
Weapons: All melee, bow, Heavy projectile weapons, boulders, brawling, Javelins
Immunities: Subdual
Lives: 4
Limitations: Cannot carry enchantments, except for Berserk. May not use relics except Heimdall�s Horn.
Abilities & Traits:
Levels
1st Berserk (ex) on last life
Herb Pouch (ex) 2/game
2nd Total lives increases to 4 (T)
3rd Fight after Death when Berserk (T)
4th Powerful Blows (T)
5th Total lives increase to 5 (T)
6th Total lives increase to 6 (T)
Unbridled Rage 1/game

Berserk
M: A red headband or armband.
I: You may choose to go Berserk at any point on an eligible life by tying on the red band and announcing your Berserk state.
E: While Berserk you gain the following traits:
� Tough: 2 points natural armor on all hit locations.
� Strong: Double Damage to all melee weapons. Blue weapons become Red. Melee weapons that are already Red are Double Red.
� Rage: Weapons used while berserk must be over two feet in length. Players may not cast magic, use projectiles, shields, hinged weapons, or activate class abilities (except Berserk). Armor worn is considered destroyed, and cannot be used while berserk. You may not retreat from combat unless facing odds of at least 5:1, monsters with a ratio of 5:1 or greater, or a Wizard, Healer, Druid, Necromancer, or Bard.
� Immunity: Control

Fight After Death
E: Occurs immediately after having died. Player continues to fight for 10 seconds (which must be counted out loud) after dying. Limbs and armor lost before death remain lost, and additional limbs and armor can be removed, but this does not stop the berserker from continuing to function (save for losing the use of the limb) for the duration of the fight after death. Additional killing shots do not kill the barbarian. Fight After Death does not count as �moving after having died.�
L: Being struck by a Sphere of Annihilation or a siege weapon will prevent or end Fight After Death.
N: This ability does not free the player from any pre-existing effects such as Stun or Earth Bind. As a reminder, a player is always required to stay in control of his actions. Violent flailing with real life disregard for others (during this or at any other time) is grounds for punishment or expulsion by the reeve. You can role-play a crazy person, but you must still have control of your actions at all times. Reeves are encouraged to remove this ability from those who are hurting or endangering others.

Herb Pouch
M: Pouch or bag with edible herbs (parsley, oregano)
I: Eat herbs, count to 100
E: Same as the Heal spell
L: May not move from your location or be involved in any form of combat. If so, then it cancels the ability and is considered used.
N: Though not required to eat the herbs, the effect is still used and the pouch is spent either way.

Powerful Blows
I: Announce �Powerful Blows� before engaging in combat
E: Your weapons are treated as magical for the purposes of damaging monsters that are only affected by magic weapons.

Unbridled Rage
E: The barbarian gains an extra Berserk that can be used at any life.



Please review these changes and discuss.
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