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:
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10+ — Success with dominance. Gain +1 forward or narrative edge.
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7–9 — Success, but choose 1 Doom.
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6- — GM makes a Dark Move.
Doom options:
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You are wounded
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You are surrounded
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You lose grip, weapon, or footing
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You draw dark attention
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Fate marks you
Stats
Distribute +2, +1, +0, +0, -1:
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Might — strength, melee, intimidation
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Speed — agility, reflex, chase
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Wits — perception, tactics, lore
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Voice — command, lies, intimidation, clan politics
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Sorcery — magic, curses, resisting the unnatural
Basic Moves
Cleave an enemy (+Might)
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10+ Slay or break and avoid counterattack
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7–9 Trade blows or overextend (1 Harm or lose position)
Face danger (+Speed)
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10+ Evade or outmaneuver
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7–9 Escape, but leave blood, gear, or allies exposed
Survey battlefield (+Wits)
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10+ Ask 3 questions
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7–9 Ask 1 question
Command or threaten (+Voice)
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10+ They obey, falter, or reveal fear
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7–9 Hesitate, demand proof, or betray later
Touch sorcery/dark relics (+Sorcery)
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10+ Power bends to you
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7–9 Works, but corruption or backlash occurs
Harm & Blood
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5 Blood boxes
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Cut: 1 Blood
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Grave wound: 2 Blood
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Crushing blow: 3 Blood
Effects:
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4+ Blood: All rolls at -1
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5 Blood: Roll +Might
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10+ Fight on one last act
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7–9 Live, maimed or marked
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6- Die screaming. Legend begins
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Weapons & Relics
Tags: Cleave, Crushing, Thrown, Ancient, Cursed, Heavy
Start with:
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One clan weapon (2 tags)
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One survival tool
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One totem, scar, or relic
Playbooks (Inspired by D&D)
🩸 Barbarian
+2 Might, +1 Voice
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Blood of the Ancestors: Fight outnumbered, on 7+ deal +1 harm
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Clan Roar: War-cry, allies +1 forward
🛡️ Shieldbearer
+2 Might, +1 Voice
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Hold the Line: Take harm meant for others, reduce by 1
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Oath of Iron: Swear oath, gain +1 ongoing, breaking it marks Fate
🗡️ Shadowblade
+2 Speed, +1 Wits
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Backstab: Surprise attack, on 7+ +1 harm
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Vanish: Escape chaos, leave no trail
🔥 Battle-Mage
+2 Sorcery, +1 Wits
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Black Fire: Deal +2 harm in area
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Forbidden Lore: Ask GM 1 true question about Sorcerer
✝️ War-Priest
+2 Voice, +1 Might
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Divine Rebuke: Force demons/undead to flee
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Battle Benediction: Bless allies, +1 armor
🏹 Wildblood
+2 Wits, +1 Speed
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Hunter’s Mark: Track prey, +1 forward to harm/ambush
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Beast Aspect: Take beast trait once per battle
Steel is drawn. The land howls. Hellscape begins.