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Korrin, the Barbarian


Character Description


Korrin came from a small tribe on the heart of the continent. Korrin grew up hearing stories of pride and glory, depictions of proud warriors etched into the walls he passed by every day of his life. There was no doubt in his mind that he would one day be a warrior worthy of tales and songs just like his forefathers.

While Korrin does give that goofy, boneheaded smile wherever he goes, underneath that toothy grin hides a fear of failure. What if Korrin isn't good enough? What if he isn't hero material like he thought his entire life? What if all that training was for nothing? What if he just inadvertingly makes things worse for people?

Unfortunately for Korrin, only time will tell if Korin is indeed ready to become a hero worthy of legend.

Stats & Modifiers


Basic stats are assigned either 16, 15, 13, 12, 9, or 8.

Strength (Str) Dexterity (Dex) Constitution (Con) Intelligence (Int) Wisdom (Wis) Charisma (Cha)
15
[+1]
8
[-1]
16
[+2]
9
[0]
12
[0]
13
[+1]

Let's be honest: You're playing a Barbarian because you want to fight. I get it. Naturally, I put the first two highest stats in Korrin's combat-related stats (a 16 in the stat that impacts his HP, and a 15 in his ability to punch real good). I put a 13 into Korrin's charisma to help Korrin inspire the people in his party rather than just bring the mood down when fights end. For his wisdom and intelligence, I decided to give Korrin a bit of an edge in saying just what he needs to say to help everyone around him grow and succeed. Finally, for his dexterity, I decided to lean a little bit into the idea of Korrin "Korrin Smash"ing too hard and not being able to do anything subtle or nimble.


Armor Hit Points Damage Die
1
[-1 to Damage Taken]
24/24
[8 + Constitution Score]
1d10

Starting Moves


Unencumbered, Unharmed

So long as you are below your Load and neitehr wear armor nor carry a shield, take +1 Armor.

[Mandatory] The Upper Hand

You take +1 ongoing to last breath rolls. When you take your last breath, on a 7-9, you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

[Mandatory] What Are You Fighting For?

When you cry out a challenge to your enemies, roll+Con.

  • On a 10+, they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.
  • On a 7-9, only a few (the weakest or most foolhardy among them) fall prey to your taunting.

[Mandatory] Herculean Appetites

Others may content themselves themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.

  • Conquest
  • Fame and glory

[Mandatory] Musclebound

While you wield a weapon it gains the forceful and messy tags.

Your two choices for starting moves in the Barbarian class revolve around two choices: Do you or do you not wear armor? For a character sheet you're picking up last minute without much thought, I decided to go with the "not" option; this gives you a little bit more inventory space that should help for a one-off character. If you plan on playing this character for more than a random one-off session or expect to pick up armor that's more powerful than Unencumbered, Unharmed's armor bonus (your +1 from earlier), feel free to take that move instead.

(Frankly, I don't think this choice will make a difference often in a one-shot, but optimizing is optimizing. Besides, this option does get you just a bit more resources during Starting Gear.)

Alignment


LG LN LE
NG NE
CG CN CE

Korrin was designed to be a cinnabun. He's not the smartest person in the world, but he wants to help people as much as possible. Is part of it tied to some desire to be a hero? Probably. But he also (if you play him as I wrote instead of changing that part) worries that he isn't good enough and someone might get hurt because of him and he'd do anything in his power to help people around him.

Gear


Max Load: 17/23

  • Some Token of where you've travelled or where you're from
  • Adventuring Gear (5 uses, 1 weight)
  • Dungeon Rations (5 uses, 1 weight)
  • Dungeon Rations (5 uses, 1 weight)
  • Axe (close, 1 weight)
  • Dagger (hand, 1 weight)

The Barbarian always starts with a set of Dungeon Rations, a Dagger, and a token. There are no requirements behind what the token is, so feel free to make something up. Maybe he had a love affair in one town during an adventure and kept a special someone's locket.

For your starting weapon, you can choose either an Axe or a Two-handed Sword. The sword does one extra damage at the cost of one extra weight. My logic with the Axe over the Two-handed Sword is that this axe could also potentially be used as a tool, say to cut down trees or break down barriers.

Finally, you get to choose either a set of additional Dungeon Rations and a set of Adventuring Gear, or a set of Chainmail armor. The Chainmail armor has the exact same armor weight as The Barbarian's move Unencumbered, Unharmed. By taking that move, you get a few extra resources you could possibly barter for whatever you and your party may need during the session.

Spellbook


Without homebrew, the Barbarian is one of the few official classes without some variant of spells.

Moving Forward...


If you decide to keep playing with this character after this session, then great! Congratulations! I hope you make Korrin a proud barbarian in his own right, whether that be Korrin becomes the hero of stories the next generation listens to every day or Korrin makes just one person's day better.

For levels two-through-five, you're limited to the first set of advanced moves. Out of The Barbarian's first twelve Advanced Moves, I'd recommend (in whichever order you prefer) What is Best in Life, Eye for Weakness, My Love for You is Like a Truck, and Appetite for Destruction.

  • What is Best in Life gives you bonus experience when "you have crushed your enemies, seen them driven before you, or have heard the lamentations of their kinfolk." In a meta sense, this gives you additional experience and lets you level up faster. In a narrative sense, this allows you to highlight both of Korrin's big character goals: Defeating your enemies presents stories where Korrin may become that storybook hero, and listening to their lamentations gives Korrin the chance to be that "cinnabun" character and do what he can to improve people's lives.
  • Eye for Weakness functions Korrin in a similar way. While this move does help you see an enemy's weakness you can exploit, this could also help in a roleplay sense allow you to see what may be troubling a character in a literal sense and help them find a way to improve. Perhaps you meet an NPC who's putting on a brave facade but gets started pretty easily and could easily be taunted or intimidated into running off; sensing this, Korrin could try to preemptively encourage them to try their hardest in whatever the task is and assure them that he and the party are there for them if they need help.
  • My Love for You is Like a Truck almost exclusively helps with roleplay. First you impress a character, then you get an advantage with speaking with them. This can potentially help with bonds, though, for boosted experience, or help with getting some favor with NPCs before asking for their help.
  • Finally, Appetite for Destruction gives Korrin a pseudo-multiclass option for a Fighter, Bard, or Thief move. Use this to flavor Korrin in whichever direction you like.

From level six to ten, you get another eight advanced moves you can also choose from. For these four levels, I'd recommend Kill 'Em All, War Cry, The One Who Knocks, and Healthy Distrust.

  • Kill 'Em All gives you another move from those classes from Appetite for Destruction.
  • War Cry allows you to either buff the entire party's rolls during this battle or scare the opponent during battle.
  • The One Who Knocks essentially turns 12+ rolls on Defy Danger into a bonus action. Through default stat bonuses, level-up stat bonuses, any of your Advanced Moves, and the rest of the party's Advanced moves, this can quickly skyrocket the odds of further inflicting damage on the enemy in some shape or form. See 2d6 Odds Calc for a breakdown on the odds of activating this Advanced Move.
  • Finally, Healthy Distrust gives you an option to better prepare Korrin against "unclean magic," however your GM defines that. This turns any 6- roll into a passing roll, meaning success is literally guaranteed when Defying Danger against these types of enemies.