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Key Notes

METAL IS RARE

Weapons & Armor grade metal has limited availability due to rareness and / or specialized knowledge to effectively work metals. Metal armor is very rare and expensive in the Realm and most metal armor is bronze or iron (in short supply and at least double base cost) rather than steel. Steel is very highly valued for both armor and weapons (rare, at least triple base cost), and the knowledge to forge it is rare and very protected; a fine steel sword would be something that many would literally kill for. Non-metal armors such as leather, hide, lamellar, and even bone is the typical fare and several cultures still use primitive stone based weapons.

BULGING HEWS AND THIGHS CAN RUIN THE GAME

As a side effect of the focus of the paradigm, high strength characters will tend to be extremely prevalent. There is nothing inherently wrong with this, but it can have some unintentional side effects that can do anything from destabilize the game to outright ruin the GM's intended tone and feel.

Aside from the boring sameness of many meat puppet warrior types, one of the main issues is that high strength allows characters to effectively ignore Encumbrance, which allows them to strut around in full plate as if it were flannel. Most Sword & Sorcery campaigns are slanted at more of a bare-chested barbarian feel, and characters strolling around with an ironmongery on their back is obviously counter to that intention.

The rarity of metal in the Realm of Barbarica addresses this by making high-grade armor relatively unavailable.

MAGIC ITEMS ARE RARE

Magic Items of real power tend to be very rare, and are frequently relics of a bygone (and more powerful) Age. More prevalent Magic Items tend to be lower powered and/or expendable. If a character acquires an actual Permanent Magic Item (as opposed to an Ephemeral Magic Item with limited uses) with a useful ability they should consider themselves lucky but will also likely need to defend it from the avaricious. Often a character with some pluck that is fortunate enough to acquire a useful Magic Item will go on to make a name for themselves, and many such items have well known histories surrounding them stemming from a string of notable owners.

WEAPON CONSTRUCTION IS SIGNIFICANT

Due in part to being a warrior dominated paradigm, and lacking quantities of magical and high quality weapons, subtle differences in the construction of mundane weapons is often an important subject in Sword & Sorcery campaigns. A GM should consider giving some weight to the materials used to construct weapons and a few minor pros and cons for good or shoddy craftsmanship.

SKILL TRUMPS TRICKS

The order of Sword & Sorcery should be taken literally. Magic is present but takes a back seat to muscle and skill; in a direct confrontation, a swordsman will usually defeat a Spellcaster. Magic is often insidious and capable of noteworthy effects, but powerful effects are rarely fast, or combat practical, or reliable. On the plus side however few people have any defense against Magic, or Magic Items of their own, so Magic Users have an effective near-monopoly on Magic.

Settings

Option Selected Option
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

Healing

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.

Artifice Level

The Realm of Barbarica's default Artifice Level is Low

Some 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.

Character Points

DEFAULT STARTING POINTS: 75+50

It 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

Races

The core playable races of the Realm of Barbarica are listed below.
  • Humans: Humans are by far the most prevalent playable race in the Realm of Barbarica, and there are numerous subraces to choose from.
  • Karadaka (Dwarves): a few scattered remnants of the fabled Karadakana remain across the lands of Barbarica.
  • Elves: Elves are relatively rare, but a few of them remain in Barbarica.
  • Lizardmen: a race of crocodillian humanoids lives in the swamps of Tropizia, and a race of spindly desert lizardmen live in Silizia.

Means 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.


PSIONICS

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.

SUPER 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 Knacks

MARTIAL 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.

Professions

The following Profession are considered to be "core" to the Realm of Barbarica.


Realm of Barbarica

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