EditSettings
| No Formal Race Package or NCM | | X | Formal Race Package with NCM |
| END Cost = Active Points / 10 | | X | END Cost = Active Points / 5 |
| Knockback | | X | Knockdown |
| Generalized Damage | | X | Hit Location Damage |
| No Long Term Damage | | ~ | Injury & Impairment Damage |
| Literacy Standard | | X | Literacy Not Standard |
| Super Skills Available | ~ | | No Super Skills Available |
| Combat Luck Allowed | ~ | | No Combat Luck Allowed |
| No Deadly Blow Allowed | | ~ | Deadly Blow Allowed |
| No Armor Proficiency | | X | Armor Proficiency |
| No Skill Maxima | | X | Skill Maxima |
| No STR Minima | | X | STR Minima |
| Equipment Costs Points | | X | Equipment Doesn't Cost Points |
| Bases & Vehicles Cost Points | | X | Bases & Vehicles Don't Cost Points |
| Followers Cost Points | | X | Follower Don't Cost Points |
| Superheroic CSL Conversion | | X | Heroic CSL Conversion |
| No Encumbrance | | X | Encumbrance |
| No Long Term Endurance | | X | Long Term Endurance |
| Normal Damage Default | | X | Killing Damage Default |
| ~: Used in moderation |
EditHealing
Magic Healing is Uncommon to Rare. Some kinds of
Occultists are Healers with mystical powers, and some
Ecclesiastics are granted healing abilities by the entities they serve. The most typical form of magical healing are potions (and the like) created by
Alchemists; they tend to be costly in monetary terms but their portability makes them a very valuable commodity.
However characters tend to be hardy with a lot of BODY, and the Fast Healing Talent is common to heroic characters.
Additionally, Chirurgy (Paramedics) and herbal healing (KS: Herbology, PS: Herbologist) exist, though they are no where near as efficacious as most forms of magical healing.
EditArtifice Level
The Realm of Barbarica's default
Artifice Level is
LowSome regions, where noted, are
Primitive on the low end or
Standard on the high end.
There are some remnants of
High societies here and there in the Realm, but they are ancient, and may not remain functional or meaningful.
EditCharacter Points
DEFAULT STARTING POINTS: 75+50It is assumed that new characters in this paradigm start with 75 Base Points and up to 50 points from Disadvantages. This value can be altered by the GM at will.
This paradigm is expected to explode on the higher end of the point scale. A GM can easily kick start the campaign to a higher level of play by granting large chunks of Experience to characters to represent their status as veteran adventurers when the campaign starts. Similarly the GM could downscale the characters to represent that they are somewhat green when the campaign starts
The following chart vaguely indicates relative status levels by adjusted character points. The status titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points.
| Relative Status | Base | Max Disadvantage Points | Starting Experience | Max Starting Total Points |
| Sheltered Neophyte | 50 | 25 | 0 | 75 |
| Neophyte | 50 | 50 | 0 | 100 |
| *Youngblood | 75 | 50 | 0 | 125 |
| Seasoned Youngblood | 75 | 50 | 25 | 150 |
| Veteran | 75 | 50 | 50 | 175 |
| Seasoned Veteran | 75 | 50 | 75 | 200 |
| Hero | 75 | 50 | 125 | 250 |
| Champion | 75 | 75 | 150 | 300 |
| Famous | 75 | 75 | 200 | 350 |
| Legend | 75 | 100 | 225+ | 400+ |
| * Asumed Default |