The other day I went over other projects in the world of Barbarians of the Ruined Earth now that the book has released (yay)!
What originally started as an idea of a poster map of the United States with a few fun tables or whatever has quickly melded with a full supplement I had rattling around in my brain.
The book will have several new classes, races, house rules, monsters, and will have 8 territories, each ruled by one of the Great Sorcerers I mentioned in Barbarians. I’ll have charts and tables for each similar to how I did in Hubris: A World of Visceral Adventure but not as wordy (instead of a d100, I’m doing a d10 for each).
The New Classes are:
Spellsword- uses minor illusions and magics and wields a blade
Terramancer- inspired by Pirates of Dark Water geomancers (or whatever they’re called, I can’t remember).
Super Solider- Inspired by Captain America and GI Joe.
The New Races are:
Armadite (described below)
Aqualorians- inspired by the Amazons in Thundarr the Barbarian.
Anyways, here’s the updated Armadite. Enjoy!
Armadites are the result of a Stupendous Science accident involving a broken canister of secret ooze and a colony of pill bugs. These cute little roly-pollys were transformed into 7’ anthropomorphic creatures. As the ages passed, the creatures named themselves Armadites, honoring their scientific Ancient Earth heritage and developed a proud warrior shamanistic culture. Armadites paint their carapace with intricate symbols (some taken from Ancient Earth pop culture or commercials) and revere Terramancers (pg XX).
“Predators seek us, yet we stand resolute. Raiders attack and we show our resolve. We flow with the wind, move with the earth, and our rage burns like fire. Our spears are sharp, our armor thick, and our people proud.”
Starting HP: 1d8+4
Hit Points Per Level/Resting: 1d8 HP/lvl
Weapon and Armor: All Shields, Clubs, Swords, Maces, Spears, Axes, and Bows.
Weapon Damage: 1d6/1d4 Unarmed or Improvised
Armored: Armadites have thick chitin armor which gives them hearty protection in combat. They are always considered to have medium armor (2 RP). They can attach thick metal plates on their carapace to increase to heavy armor (costs same as purchasing a new set, Barbarians pg 58). If the Armadite is wearing these plates they can’t perform their rolling attack.
The armor on their back is somewhat thicker, meaning they do not suffer extra damage from sneak/back attacks.
Four-Armed Fighter: Armadites have four arms, they can hold several weapons (or objects) at one time. They can hold up to four one-handed weapons, two small shields, two two-handed weapons, or a mix of all three. Large shields are too bulky to hold two at once.
An Armadite can make two attacks per round with ease.
Instead of making two attacks, if the Armadite is wielding four one-handed melee weapons they attack with a flurry of attacks in an arc, striking up to four targets if they successfully make a Strength test (with Disadvantage).
Rolling Attack: As an invertebrate, Armadites can fold in on themselves, becoming a sphere of rolling chitinous death. While in this state Armadites can attempt to roll over a single large or smaller target, dealing damage. They must succeed a Dexterity roll. If successful, the attack deals 1d10 damage.
Antenna: The antenna of the Armadite are sensitive, allowing them to detect vibrations. They make any test against detecting ambushes or hidden foes with Advantage.
Multi-legged: The Armadite can get on all its legs and travel faster than normal, moving up to Not-so-Nearby on their movement or Far Away if they move twice. Up to two medium sized humanoids can ride on the back of an Armadite.
Roll all Attributes to see if they increase, roll twice for STR or DEX
CHOOSE TWO*: Short spear, short bow, short sword, two-handed sword, axe, mace, or spiked club
ADDITIONAL ITEMS: Ammo for ranged weapon if taken, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 HD of HP restored).
*All starting weapons are made of wood, bone, or stone. For each weapon, there is a 15% chance it is made of metal (i.e., the arrowheads, the sword blade, etc.).
INTERESTING TRINKET (roll 1d6): 1) A headdress of leather and antlers worn by a kind Ecomancer; 2) A box of Ancient Earth acrylic paints (they are still good!); 3) A leather saddle that fits your back; 4) An Ancient Earth Civil War saber; 5) A gorgeous set of Ancient Earth Russian Dolls; 6) A box of fire crackers (1d8 Usage Die)
LIFE EVENT (roll 1d8): 1) You were a slave and escaped; 2) You were destined to be chief of your village, but were driven out by a rival; 3) Pig Raiders wiped out your village; 4) The spirit of a small child from the 1990’s is your friend and manifests occassionally; 5) You killed a skilled warrior of a warring Armadite tribe; 6) You were part of a scouting party that helped find your tribe’s current home; 7) You glimpsed the Horrible Bear Monster (Barbarians, pg 119) and lived to tell the tale. Many of your hunting party weren’t so lucky; 8) Your brood mother was killed in a Vulturefolk (Barbarians, pg 142) attack.