Key Notes
MAGIC IS A PROVABLE CONSTANT
In the World of Generica Magic is a steady, reliable, pervasive force. It can be counted on, and almost always works. Using Magic is not usually unduly difficult or straining on a Magic User, though their ability to cast Magic over a particular period of time might be finite. However, there are a number of competing Magic Systems in use in the World of Generica, and each has its pros and cons. It is even possible for an individual to practice more than one Magic System, though it is usually inefficient to do so.
NON MAGIC USERS ARE GOOD TOO
Despite the prevalence of Magic in this paradigm, characters that don't use Magic are still generally very capable and powerful. While Magic Users have open ended capabilities via their Magic System, non Magic Users usually have abilities that are conceptually "skills" or other forms of learned or trained ability, but which are expressed as either Power Constructs or expensive implementations of Skills and Talents beyond the norm.
So for example a "Rogue" style character might be so skilled at Stealth that they are effectively invisible to a degree that violates common sense, while a "Fighter" style character might be so skilled and durable that he is effectively invincible by normal foes in a way that is clearly not realistic, but which is entirely appropriate to the sub genre.
Settings
| 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 | X | | Injury & Impairment Damage |
| Literacy Standard | | X | Literacy Not Standard |
| Super Skills Available | X | | No Super Skills Available |
| Combat Luck Allowed | X | | No Combat Luck Allowed |
| No Deadly Blow Allowed | | X | 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 |
Healing
Magical Healing is very common.Gygaxica characters get hurt with some frequency at the lower power levels, less so at higher power levels. Regardless, Magical Healing is usually accessible, and characters often have the Rapid Healing Talent.
Tech Level
The Realm of Gygaxica's default
Tech Level is
+1Some regions, where noted, are tech level 0 or perhaps lower.
Character 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 |
Means to Power
There are many different ways for characters to gain power and be recognized in the Realm of Gygaxica.
A primary distinguishing factor of the Realm of Gygaxia is the prevalence of Magic not only for Magic Users, but for non Magic Users in the form of plentiful Magic Items. Further Magic is very reliable, and is generally at least as useful in a combat situation as a weapon would be. Magic Users are often dangerously powerful.
However, non-magical extraordinary abilities are also common and non Magic Users are competitively competent and capable, particularly at higher power levels. While a powerful Magic User might be able to level mountains, a powerful Warrior might be able to slay mighty beasts or take on entire armies single-handedly and so forth.
MAGIC SYSTEMS
Numerous Magic Systems are appropriate to the Realm of Gygaxica; also many Magic Systems can be mixed and matched to good effect as well. The following Magic Systems are assumed to exist in the Realm of Gygaxica, but individual GM's might add more or take some away as they see fit.
- Vancian: The broad "Fire & Forget" Vancian style is very close to the D&D style of magic, and is one common overarching system that supports a plethora of variants and options.
- Arcane
- non-Arcane
- Dominine (Cleric Magic)
- A variant is provided for Paladin type casters
- Animine (Druid / Ranger Magic)
- Special
- Variants are provided for Bards to have magic based on Wizardry, Sorcery, or Animine
PSIONICS
This
Psionics System is usable in its entirety in the Realm of Gygaxica.
SUPER SKILLS
Realm of Gygaxica 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 (particularly non Magic Users) to distinguish themselves. The GM exercises veto privileges over all such abilities.
Here are over a hundred examples:
Heroic KnacksMARTIAL ARTS
Fighting Styles, both formal and informal, armed and unarmed, are available in the Realm of Gygaxica. 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 Gygaxia.
Non Magic Users
Magic Users