A Pocket PbtA Barbarian Doom RPG
Genre: Sword & Sorcery, dark fantasy, doomed heroism
Tone: Thunder, blood, prophecy, inevitable violence
Dice: 2d6
Theme: The land is dying. Steel answers.


Core Rule

When you attempt something dangerous, roll 2d6 + Stat:

  • 10+ — Success with dominance. Gain +1 forward or narrative edge.

  • 7–9 — Success, but choose 1 Doom.

  • 6- — GM makes a Dark Move.

Doom options:

  • You are wounded

  • You are surrounded

  • You lose grip, weapon, or footing

  • You draw dark attention

  • Fate marks you


Stats

Distribute +2, +1, +0, +0, -1:

  • Might — strength, melee, intimidation

  • Speed — agility, reflex, chase

  • Wits — perception, tactics, lore

  • Voice — command, lies, intimidation, clan politics

  • Sorcery — magic, curses, resisting the unnatural


Basic Moves

Cleave an enemy (+Might)

  • 10+ Slay or break and avoid counterattack

  • 7–9 Trade blows or overextend (1 Harm or lose position)

Face danger (+Speed)

  • 10+ Evade or outmaneuver

  • 7–9 Escape, but leave blood, gear, or allies exposed

Survey battlefield (+Wits)

  • 10+ Ask 3 questions

  • 7–9 Ask 1 question

Command or threaten (+Voice)

  • 10+ They obey, falter, or reveal fear

  • 7–9 Hesitate, demand proof, or betray later

Touch sorcery/dark relics (+Sorcery)

  • 10+ Power bends to you

  • 7–9 Works, but corruption or backlash occurs


Harm & Blood

  • 5 Blood boxes

  • Cut: 1 Blood

  • Grave wound: 2 Blood

  • Crushing blow: 3 Blood

Effects:

  • 4+ Blood: All rolls at -1

  • 5 Blood: Roll +Might

    • 10+ Fight on one last act

    • 7–9 Live, maimed or marked

    • 6- Die screaming. Legend begins


Weapons & Relics

Tags: Cleave, Crushing, Thrown, Ancient, Cursed, Heavy
Start with:

  • One clan weapon (2 tags)

  • One survival tool

  • One totem, scar, or relic


Playbooks (Inspired by D&D)

🩸 Barbarian

+2 Might, +1 Voice

  • Blood of the Ancestors: Fight outnumbered, on 7+ deal +1 harm

  • Clan Roar: War-cry, allies +1 forward

🛡️ Shieldbearer

+2 Might, +1 Voice

  • Hold the Line: Take harm meant for others, reduce by 1

  • Oath of Iron: Swear oath, gain +1 ongoing, breaking it marks Fate

🗡️ Shadowblade

+2 Speed, +1 Wits

  • Backstab: Surprise attack, on 7+ +1 harm

  • Vanish: Escape chaos, leave no trail

🔥 Battle-Mage

+2 Sorcery, +1 Wits

  • Black Fire: Deal +2 harm in area

  • Forbidden Lore: Ask GM 1 true question about Sorcerer

✝️ War-Priest

+2 Voice, +1 Might

  • Divine Rebuke: Force demons/undead to flee

  • Battle Benediction: Bless allies, +1 armor

🏹 Wildblood

+2 Wits, +1 Speed

  • Hunter’s Mark: Track prey, +1 forward to harm/ambush

  • Beast Aspect: Take beast trait once per battle


Steel is drawn. The land howls. Hellscape begins.