Barbarians live along a mountainous border of the Kingdom. Initially there were clashes between the various Barbarian clans and the Kingdom Defenders, but currently both sides have agreed to a truce and Barbarians are now not an uncommon sight in the Kingdom.
Barbarians are a sub-species of Human and they have a deep mistrust of all non-Human races. They also fear and hate magic and will never allow any non-Barbarian to cast on them or their possessions. Mages, at best, are considered weaklings who cannot rely on their own abilities and at worst people who are possessed by spirits hungry for power.
Each Barbarian clan has its own Witch Doctor or Shaman, responsible for spiritual guidance and protecting the clansmen from magical attack. Both Witch Doctors and Shamans use rituals to produce ‘magical’ effects, though the underlying philosophy is different from Kingdom Mages and Priests.
Roleplaying Note: Barbarians are easily identified by their Scots accents
A Barbarian Beserker must
Barbarian Beserker receive the following bonuses.
An Natural Endurance 15, which disappears when the rage ends.
The ability to use an additional use of Rage to gain an additional Natural Endurance 6. This stacks with the Natural Endurance 15 from Rage.
The ability to use an additional use of Rage to call Bounce in response to any Spell cast at the Barbarian. This should be accompanied by a suitably angry outburst.
An effective Natural Endurance 30 Life Points. (This replaces the Natural Endurance 15 from Berserk Rage.)
The ability to use an additional use of Rage to gain an additional Natural Endurance 6. This stacks with the Natural Endurance 30 from Greater Rage.
The ability to use an additional use of Rage to call No Effect in response to any Spell cast at the Barbarian. This should be accompanied by a suitably angry outburst.
The ability to use an additional use of Rage to use either the Disarm or Knockback special strikes once. The Barbarian must already have purchased at least 1 use of the strike.
The ability to use 3 additional uses of rage to use the True Strike special strike once. The Barbarian must already have purchased at least 1 use of True Strike.
Example: Ferrus, a Rank 50 Barbarian, has 10 uses of Rage per day. Upon his camp being attacked by a group of Drow, he flies into a Greater Rage to attack the invaders, using 3 uses and leaving him with 7.
The Drow Matriarch casts Dark Dart 20 at Ferrus. Letting out a blood chilling roar and expending an additional use of Rage, he calls Bounce. He has 6 uses remaining.
Charging at the Matriarch, Ferrus finds his path blocked by two Drow mages. Ferrus uses his once an hour use of Disarm to disarm and kill one, and expends a use of Rage to use it an additional time and disarm the other. He has 5 uses remaining.
Finding the Matriarch, Ferrus finds she’s Shadow Merged to evade him, becoming Incorporeal. With a final war cry, he uses his once an hour use of True Strike and 3 additional uses of Rage to use True Strike twice and kill her in the Shadow Merge. Battle over, his rage ends. He has 2 uses of Rage left for that day.
Witch Doctors use Magic Rituals from ONE School only. Most communicate with the spirits that inhabit the world (Elemental Schools e.g. Fire, Air, Water or Earth) though a few talk to their ancestors (Necromantic School) or otherworld creatures (Demonology School). The latter are more feared than respected by other Barbarians and are generally not welcomed in the Kingdom. Witch Doctors bear the same distrust/hatred of Mages. Though the effects they achieve may be similar, the Witch Doctor works in harmony with the spirits, asking them to perform tasks and offering payment rather than forcing them to do his bidding.
A Barbarian Witch Doctor must
Barbarian Witch Doctors receive the following bonuses.
1. The Witch Doctor can borrow an ability from the Fetch. Initially, the Witch Doctor can borrow only one of the following:
Life Points: 3
For every 5 Ranks, the Witch Doctor can borrow one extra ability.
The Witch Doctor can choose the ability to borrow at the beginning of the day and immediately after Meditating. The Witch Doctor gains the selected abilities and the Fetch loses them for 24 hours or until the Witch Doctor selects new abilities to borrow. The Witch Doctor cannot borrow an ability that his Fetch does not posses or for Life/Mana that would reduce the Fetches maximum or current value below 0.
Example: Fazer McFadden is a Rank 5 Witch Doctor. At the beginning of the day he decides to borrow Toughness 1 from his Fetch. His Fetch is subsequently attacked with Fire Darts, reducing the Fetches current Life to 9 (from a Max of 15). During Fazer’s Meditation he decides to borrow 3 Life instead, returning the Toughness 1 to his Fetch. Fazer gains 3 maximum Life and 3 current Life (and associated wounds). His Fetch looses 3 maximum Life (to 12) and 3 current Life (to 6). During the remaining day Fazer is attacked, reducing his current Life to 1. After 24 hours have elapsed from the beginning of the day, Fazer looses 3 maximum Life and 3 current Life (going to -2 and hence dying) which is returned to his Fetch.
2. Spell store. The Witch Doctor can teach his Fetch spells, which the Witch Doctor can then cast using the standard rules for instant spells (i.e. use 3 words per level, have required hands free, spend the required Mana and take casting damage). Note the Witch Doctor always counts as the caster of the spell, and hence it is his Mana that is used and he takes any casting damage (not the Fetch).
To teach his Fetch a spell, the Witch Doctor performs the Magic Ritual version using the standard ritual rules.
The Fetch remembers all spells until the Witch Doctor decides to teach it a new one. Initially, the Fetch can only remember one level 0 spell and one level 1 spell.
Example: Fazer McFadden decides to teach his Fetch the level 1 Fire spell Combust 2. He performs a Fire ritual to cast the Combust 2, but instead of casting the spell at a target he modifies the end to teach his Fetch the spell.
Until he replaces it, Fazer can cast Combust 2 as an instant spell as many times as he has mana to do so.
You do not have to have prerequisites stored in a Spell store.
Example: Fazer McFadden decides to teach his Fetch the level 2 Fire spell Fire Dart 4. The Fetch does not need to know Fire Dart 2.
3. The Fetch can intercept Power attacks (this does not include Enervate, Shrivel, Drain Wounds, Shocking Grasp & Mana Lace/Steal Mana), taking the damage from the attack instead of the Witch Doctor. Any Life Points lost are recovered after the Witch Doctor has slept for at least two hours. (Note that the Fetch cannot intercept only part of the damage. Intercepted damage is either all taken by the Fetch or all taken by the Witch Doctor.)
If an attack consists of Normal and Power damage, all Normal damage is taken by the Witch Doctor.
Example: Fazer McFadden is attacked by an Orc doing Sharp 7 Fire 4. He asks his Fetch to intercept the attack, which means that he takes the Sharp 7. His Fetch takes the Fire 4. The Fetch cannot take only some of the Power damage – it either takes the full Fire 4 or the Witch Doctor does.
If the Fetch is asked to intercept an attack, it cannot use its Dexterity or Toughness against the attack, only its Power protection (which includes the special protection granted by its Toughness).
Example: Fazer McFadden is attacked by a Combust 4. He orders his Fetch to intercept the attack. The Fetch has 1 Toughness (which can be used as Power protection), so the Fetch takes 3 damage.
If the Fetch is asked to intercept an attack which is purely a Power damage attack and an attached effect, then the Fetch takes the effect (even if the Fetch is unaffected).
Example: Fazer McFadden is attacked by a Unholy 6 Coma 1. He orders his Fetch to intercept the attack. The Fetch takes the Unholy 6 and is immune to the Coma 1.
A Fetch can be healed by the Witch Doctor. Every Life Point healed requires the Witch Doctor to Concentrate (and additionally cannot move or talk) for 1 minute and uses 2 Mana from the Witch Doctor. If a Fetch is reduced to less than 0 Life Points it returns to its home and will not reappear for 24 hours. During this time, the Witch Doctor loses all the benefits from the Fetch.
4. The Fetch can take on casting damage from rituals.
5. Magic Sight. The Witch Doctor can Concentrate (and additionally cannot move or talk) for 1 minute and then can look through his Fetch’s eyes. The Magic Sight lasts for 15 minutes, or until the Witch Doctor stops concentrating.
6. The Fetch provides advanced training that may not normally be available to the Witch Doctor.
Witch Doctors can change schools (equivalent to changing class) but suffer the following effects:
A Fetch will not move more than 5’ away from the Witch Doctor.
The Witch Doctor can send the Fetch away, which is usually done if he believes that the Fetch will die if it stays. The Fetch will go to its home and not return for 15 minutes, during which time the Witch Doctor loses all the benefits from the Fetch. A Fetch cannot communicate with other Fetches.
The Witch Doctor can improve the Fetch’s abilities by using his own CPs, transferring them to the Fetch via a ritual. Performing this ritual requires at least 8 consecutive hours, during which time the Witch Doctor can perform no other activity beyond the basics of living. (The character’s Rank is based on the number of CPs earned, so still includes any that have been transferred to his Fetch.
Example: Fazer McFadden, now a Rank 9 Witch Doctor, has been on a mighty adventure and has earnt 20 CPs. He decides to transfer 10 of these to his Fetch, giving it the ability to learn an additional level 0 spell (for 2 points) and Willpower 2 (for 8 points). The remaining 10 CPs he spends on his own skills. He is now a Rank 11 Character.
Note that you cannot spend CPs on your Fetch until you have called your Fetch (i.e. are at least a Rank 5 Witchdoctor and so your first 50 CPs spent must be on your character, not your Fetch).
The base abilities and CPs required to improve the Fetch are as follows.
|Dexterity||2||8 x level|
|Willpower||1||4 x level|
|Toughness||0||12 x level|
|Spells||1 level 0||2 x (l + 1)|
|1 level 1|
To buy the next level of skill, costs the next level of the skill, you do not get it cheaper if the Fetch already has an earlier level of the skill for ‘free’.
Example: Dexterity 3 costs 24 CPs, it does NOT cost 8 CPs.
A Fetch’s Toughness does reduce the damage from Power damage. This stacks with its Dexterity where appropriate.
Example: A Fetch has Dexterity 2 and Toughness 1.
It is hit by a Fire Dart 4, it only takes 1 point of damage.
It is hit by a Combust 4, it only takes 2 points of damage.
Example: If a Witch Doctor is in 2 power protection and his Fetch has 3 Toughness (effectively 3 power protection). The Witch Doctor is then hit for power 6, but has directed his Fetch to take the damage, the Fetch would take 3 points of damage.
Shamans are dedicated to one of the Paths, and typically use Religious Ceremonies to cast miracles. Most Shamans follow the Path of Balance, though any Path can be followed. Shamans also share the same distrust/hatred of Mages as other Barbarians. They view most Priests as rude and demanding children as rather than request miracles and offer sacrifices, they call on the Path hastily and without ceremony. Although Shamans do have access to instant cast miracles, they generally reserve their use for emergencies, usually preferring to use the ceremonial equivalent when the situation allows.
A Barbarian Shaman must
Barbarian Shamans receive the following bonuses.
1. The Shaman can borrow an ability from the Spirit Guide. Initially, the Shaman can borrow only one of the following:
Life Points: 3
For every 5 Ranks, the Shaman can borrow one extra ability.
The Shaman can choose the ability to borrow at the beginning of the day and immediately after Praying. The Shaman gains the selected abilities and the Spirit Guide loses them for 24 hours or until the Shaman selects new abilities to borrow. The Shaman cannot borrow an ability that his Spirit Guide does not posses or for Life/Standing that would reduce the Spirit Guide maximum or current value below 0.
Example: Morrigan von Angstine is a Rank 5 Shaman. At the beginning of the day she decides to borrow Toughness 1 from her Spirit Guide. Her Spirit Guide is subsequently attacked with Fire Darts, reducing the Spirit Guides current Life to 9 (from a Max of 18). During Morrigan’s Prayer she decides to borrow 3 Life instead, returning the Toughness 1 to her Spirit Guide. Morrigan gains 3 maximum Life and 3 current Life (and associated wounds). Her Spirit Guide looses 3 maximum Life (to 15) and 3 current Life (to 6). During the remaining day Morrigan is attacked, reducing her current Life to 1. After 24 hours have elapsed from the beginning of the day, Morrigan looses 3 maximum Life and 3 current Life (going to -2 and hence dying) which is returned to her Spirit Guide.
2. The Spirit Guide can intercept miraculous Power attacks (this does not include Enervate, Shrivel & Drain Wounds), but not any other type of Power damage.
The Spirit Guide takes the damage instead of the Shaman. Any Life Points lost are recovered after the Shaman has slept for at least two hours. Note that the Spirit Guide cannot intercept only part of the damage. Intercepted damage is either all taken by the Spirit Guide or all taken by the Shaman.
If an attack consists of several types of damage, all non-miraculous based Power damage is taken by the Shaman.
Example: Morrigan von Angstine is attacked by an Orc doing Sharp 7, Fire 4, Unholy 4. She asks her Spirit Guide to intercept the attack, which means that she takes the Sharp 7, Fire 4 and her Spirit Guide takes the Unholy 4. The Spirit Guide cannot take only some of the Unholy 4.
If the Spirit Guide is asked to intercept an attack which is purely a miraculous Power damage attack and an attached effect, then the Spirit Guide takes the effect (even if the Spirit Guide is unaffected).
Example: Morrigan von Angstine is attacked by a Unholy 6 Coma 1. She orders her Spirit Guide to intercept the attack. The Spirit Guide takes the Unholy 6 and is immune to the Coma 1.
A Spirit Guide can be healed by the Shaman. Every Life Point healed requires the Shamen to Concentrate (and additionally cannot move or talk) for 1 minute and uses 2 Standing from the Shaman. If a Spirit Guide is reduced to less than 0 Life Points it returns to its home and will not reappear for 24 hours. During this time, the Shaman loses all the benefits from the Spirit Guide.
3. The Spirit Guide can also take on casting damage from rituals, but not instant cast miracles.
4. Power Sight. The Shamen can Concentrate (and additionally cannot move or talk) for 1 minute and then can look through his Spirit Guide’s eyes. The Power Sight lasts for 15 minutes, or until the Shaman stops concentrating.
5. The Spirit Guide provides advanced training that may not normally be available to the Shaman.
Shamans can learn instant cast miracles.
A Spirit Guide will not move more than 5’ away from the Shaman.
The Shaman can send the Spirit Guide away, which is usually done if he believes that the Spirit Guide will die if he stays. The Spirit Guide will go to its home and not return for 15 minutes, during which time the Shaman loses all the benefits from the Spirit Guide. A Spirit Guide cannot communicate with other Spirit Guides.
The Shaman can improve the Spirit Guide’s abilities by using his own CPs, transferring them to the Spirit Guide via a ceremony. Performing this ceremony requires at least 8 consecutive hours, during which the Shaman can perform no other activity beyond the basics of living. The character’s Rank is based on the number of CPs earned, so still includes any that have been transferred to his Spirit Guide.
Example: Morrigan von Angstine, now a Rank 14 Shaman, has conquered several foes and has earnt 20 CPs. She decides to spend 8 of these giving her Spirit Guide Willpower 1. The remaining 12 CPs she spends on her own skills. She is now a Rank 16 Character.
Note that you cannot spend CPs on your Spirit Guide until you have called your Spirit Guide (i.e. are at least a Rank 5 Shaman and so your first 50 CPs spent must be on your character, not your Spirit Guide).
The base abilities and CPs required to improve the Spirit Guide are as follows.
|Dexterity||1||10 x level|
|Willpower||0||8 x level|
|Toughness||2||9 x level|
To buy the next level of skill, costs the next level of the skill, you do not get it cheaper if the Spirit Guide already has an earlier level of the skill for ‘free’.
Example: Toughness 3 costs 27 CPs, it does NOT cost 9 CPs.
A Spirit Guide’s Toughness does reduce the damage from Power damage from Miracles.
Example: A Spirit Guide has Toughness 1. It is hit by a Disruption 2, it only takes 1 point of damage.
Example: If a Shaman is in 2 power protection and his Spirit Guide has 3 Toughness (effectively 3 power protection). The Shaman is then hit for Chaos 6, but has directed his Spirit Guide to take the damage, the Spirit would take 3 points of damage.
Anything that looks like this is a restricted skill – check that the Barbarians teach it first before learning it, and if not discuss with the Character Ref.
Anything that looks like this is a restricted skill that needs requesting from the Character Ref.
Barbarian characters do not have access to
The Path of Anarchy is proscribed and not available to player characters.
The Paths of Death and Chaos are restricted. All characters who follow these Paths are closely monitored by the agents of the Kingdom.
Barbarian Beserker have access to
Barbarian Witch Doctors with a Fetch gain access to
The Schools of Darkness, Demonology and Necromancy are proscribed and not available to player characters.
Barbarian Shaman with a Spirit Guide gain access to
The Paths of Anarchy/Death/Chaos are proscribed and not available to player characters.
|Weapons and Shields||Beserker||Witch Doctor||Shaman|
|1H Weapon Proficiency||2||6||4|
|1H Weapon Specialisation||4||12||8|
|1H Weapon Expertise||10||30||20|
|1H Weapon Mastery||24||72||48|
|1H Weapon Advanced Mastery||58||174||116|
|1H Weapon Legendary Mastery||140||420||280|
|2H Weapon Proficiency||4||12||8|
|2H Weapon Specialisation||8||24||16|
|2H Weapon Expertise||20||60||40|
|2H Weapon Mastery||48||144||96|
|2H Weapon Advanced Mastery||116||348||232|
|2H Weapon Legendary Mastery||280||840||560|
|Fist Advanced Mastery||29||87||58|
|Fist Legendary Mastery||70||210||140|
|Dagger Advanced Mastery||29||87||58|
|Dagger Legendary Mastery||70||210||140|
|Staff Advanced Mastery||116||174||232|
|Staff Legendary Mastery||280||420||560|
|Subdue <skill>||As Weapon <skill>|
|Throwing Advanced Mastery||87||261||174|
|Throwing Legendary Mastery||210||630||420|
|Longbow Advanced Mastery||174||522||348|
|Longbow Legendary Mastery||420||1260||840|
|1H Crossbow Proficiency||6||18||12|
|1H Crossbow Specialisation||12||36||24|
|1H Crossbow Expertise||30||90||60|
|1H Crossbow Mastery||72||216||144|
|1H Crossbow Advanced Mastery||174||522||348|
|1H Crossbow Legendary Mastery||420||1260||840|
|2H Crossbow Proficiency||12||36||24|
|2H Crossbow Specialisation||24||72||48|
|2H Crossbow Expertise||60||180||120|
|2H Crossbow Mastery||144||432||288|
|2H Crossbow Advanced Mastery||348||1044||696|
|2H Crossbow Legendary Mastery||840||2520||1680|
|Favoured Weapon||As Weapon Expertise|
|Chosen Weapon||As Advanced Weapon Mastery|
|Weapon Adept (per level)||10 x level||30 x level||20 x level|
|Small Shield Proficiency||2||6||4|
|Small Shield Specialisation||4||12||8|
|Small Shield Expertise||10||30||20|
|Small Shield Mastery||24||72||48|
|Small Shield Advanced Mastery||58||174||116|
|Small Shield Legendary Mastery||140||420||280|
|Medium Shield Proficiency||4||12||8|
|Medium Shield Specialisation||8||24||16|
|Medium Shield Expertise||20||60||40|
|Medium Shield Mastery||48||144||96|
|Medium Shield Advanced Mastery||116||348||232|
|Medium Shield Legendary Mastery||280||840||560|
|Large Shield Proficiency||8||24||16|
|Large Shield Specialisation||16||48||32|
|Large Shield Expertise||40||120||80|
|Large Shield Mastery||96||288||192|
|Large Shield Advanced Mastery||232||696||464|
|Large Shield Legendary Mastery||560||1680||1120|
|Furs/Leather Advanced Mastery||16||48||32|
|Furs/Leather Legendary Mastery||32||96||64|
|Studded Leather Proficiency||2||6||4|
|Studded Leather Specialisation||4||12||8|
|Studded Leather Expertise||8||24||16|
|Studded Leather Mastery||16||48||32|
|Studded Leather Advanced Mastery||32||96||64|
|Studded Leather Legendary Mastery||64||192||128|
|Chain Advanced Mastery||64||192||128|
|Chain Legendary Mastery||128||384||256|
|Banded Advanced Mastery||96||288||192|
|Banded Legendary Mastery||192||576||384|
|Plate Advanced Mastery||128||384||256|
|Plate Legendary Mastery||256||768||512|
|Dexterity (per level)||8 x level||10 x level||10 x level|
|Manoeuvre in Armour (per level)||4 x level||16 x level||8 x level|
|Toughness (per level)||10 x level||20 x level||15 x level|
|Willpower (per level)||12 x level||8 x level||12 x level|
|Set Broken Bone||9||6||3|
|Discern Spiritual Influence||9||3||3|
|l = spell level|
|Magic Adept (per level)||-||-||-|
|Create Talisman||12 + l||2 + l||12 + l|
|l = level|
|Transcend Armour||24 + l||4 + l||24 + l|
|l = level|
|Enchant Item||48 + l||8 + l||48 + l|
|l = level, Level 5+|
|Magic Ritual||48 + l||8 + l||48 + l|
|l = ritual level, Level 5+|
|Work with Cabal||48 + l||8 + l||48 + l|
|l = ritual level|
|Read/Write Temple Runes||3||3||1|
|Learn Miracle||18 x (l + 1)||18 x (l + 1)||6 x (l + 1)|
|l = miracle level, Level 5+|
|Miracle Adept (per level)||30 x level||30 x level||10 x level|
|Create Holy Symbol||6 + l||6 + l||2 + l|
|l = level|
|Consecrate Item||p x (24 + l)||p x (24 + l)||p x (8 + l)|
|l = level, p = principles, Level 5+|
|Religious Ceremony||p x (24 + l)||p x (24 + l)||p x (8 + l)|
|l = ceremony level, p = principles, Level 5+|
|Work with Conclave||24 + l||24 + l||8 + l|
|l = ceremony level|
|Recognise Creature Proficiency||free||free||free|
|Recognise Creature Specialisation||6||6||9|
|Recognise Creature Expertise||12||12||18|
|Recognise Creature Mastery||24||24||36|
|Recognise Creature Advanced Mastery||48||48||72|
|Recognise Creature Legendary Mastery||96||96||144|
|Creature Lore Proficiency||15||15||20|
|Creature Lore Specialisation||22||22||30|
|Creature Lore Expertise||33||33||45|
|Creature Lore Mastery||49||49||67|
|Creature Lore Advanced Mastery||74||74||100|
|Creature Lore Legendary Mastery||110||110||150|
|Recognise Smell Proficiency||3||3||5|
|Recognise Smell Specialisation||6||6||9|
|Recognise Smell Expertise||12||12||18|
|Recognise Smell Mastery||24||24||36|
|Recognise Smell Advanced Mastery||48||48||72|
|Recognise Smell Legendary Mastery||96||96||144|
|Forager Lore Proficiency||4||4||6|
|Forager Lore Specialisation||9||9||12|
|Forager Lore Expertise||18||18||24|
|Forager Lore Mastery||36||36||48|
|Forager Lore Advanced Mastery||72||72||96|
|Forager Lore Legendary Mastery||144||144||192|
|Recognise Tracks Proficiency||3||3||5|
|Recognise Tracks Specialisation||6||6||9|
|Recognise Tracks Expertise||12||12||18|
|Recognise Tracks Mastery||24||24||36|
|Recognise Tracks Advanced Mastery||48||48||72|
|Recognise Tracks Legendary Mastery||96||96||144|
|Create Trap Level 5+||4 x Level||6 x Level||6 x Level|
|Backstab Advanced Mastery||320||480||480|
|Backstab Legendary Mastery||640||960||960|
|Sniping Advanced Mastery||640||960||960|
|Sniping Legendary Mastery||1280||1920||1920|
|Make Light Armour||10||30||20|
|Make Superior Light Armour||20||60||40|
|Make Heavy Armour||50||150||100|
|Make Superior Heavy Armour||100||300||200|
|Make Melee Weapon||50||150||100|
|Make Superior Melee Weapon||100||300||200|
|Make Missile Weapon||50||150||100|
|Make Superior Missile Weapon||100||300||200|