EditMeans to Power
There are many different ways for characters to gain power and be recognized in the Realm of Barbarica.
MAGIC SYSTEMS
Common: these Magic Systems are widespread and generally accepted in Barbarica:
- Ecclesiastics exist in Barbarica exactly as presented in the linked document.
- Alchemists exist in Barbarica exactly as presented in the linked document. Alchemy is well regarded as a lucrative trade in most regions of Barbarica.
- Occultists exist in Barbarica. RSR: Occult Lore (INT) is required on all Occult abilities. An Occultist that has three or more Occult abilities can combine them into a single Occult Elemental Control. The recommended Limitation restrictions (must Cost END, cannot take Charges, Independent, or Foci) are in effect.
Rare: these Magic Systems are rare and / or
geographically limited and GM's permission is required to play a practitioner:
- Runecrafting exists in Barbarica, but it is rare. GM's permission is required to play a Runecrafter. Runecrafting originated with the Dwarves long ago, but several human cultures have a version of it.
- Naturalists exist in Barbarica exactly as presented in the linked document; they are often referred to as drydd, dryw, druĂ, or drĂșa depending on regional dialects.
- Elementalist exists in Va-ros but are extremely rare and their magic is very entangled with spiritual worship of the Celes.
- The Dark Arts
- Necromantists exist in Barbarica exactly as presented in the linked document. However, they are persecuted in many lands.
- Thanomancy exists in Barbarica and is one of the most powerful Magic Systems available, but is very rare. GM's permission is required to play a Thanomancer. The practice of Thanomancy and Necromantism is combined in some arcane disciplines.
- Daemonologists exist in Barbarica exactly as presented in the linked document. They are persecuted in most civilized lands, but quite accepted among many of the more savage or dark peoples.
EditPSIONICS
Psionics exists in Barbarica but is called
Mentalism and practitioners have a variety of names but are most often called Mystics instead, and is generally rare, though it is more common in some regions than others. Wild Talents are roughly equally as common as full fledged trained Mystics, and are also referred to as Mystics and are merely thought of as being untrained / untutored. In some areas Mystics are hunted down and enslaved or slain.
EditSUPER SKILLS
Realm of Barbarica characters can have "super skills", generally called "
Heroic Knacks" or "
Combat Tricks", or "
Feats", etc. Such abilities can take many forms, and represent a significant means for characters to distinguish themselves. The GM exercises veto privileges over all such abilities.
Here are over a hundred examples:
Heroic KnacksEditMARTIAL ARTS
Fighting Styles, both formal and informal, armed and unarmed, are available in the Realm of Barbarica. The GM exercises veto privileges over Martial Arts Packages, Damage Classes, and so forth.