Barbarians Brutes are almost invariably from uncivilized lands and rely on unbridled physical strength and intimidation to make their way in the world. Famed and feared for their boundless potency Barbarians Brutes are frightening and dangerous opponents. |
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Cost | Ability |
55 | Savage Package Deal |
7 | Brutish: +7 STR |
10 | Intense: +10 PRE |
5 | Fearsome: +10 PRE; Offensive Use Only |
3 | Reknowned: 3 points worth of Reputation Perk |
80 | Total Ability Cost |
Value | Disadvantages |
-5 | Social Limitation: Barbarian (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures) |
+75 |
Total Cost of Package |
Cost | Options |
10 | Devastating: Deadly Blow: +1d6 Killing, any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2)) |
10 | Uncanny Dodge: Defense Manuever IV |
-15 | Psychological Limitation: Might Makes Right (Common, Strong) |
-5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
-5 | Psychological Limitation: Barbarian Code (Uncommon, Moderate) |
-10 | Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
-10 | Rivalry with other Brutes (More Powerful, Group, Professional, Unaware, Outdo) |
-5 | Distinctive Features: Barbarian (Concealable with Effort, Noticed, Not Distinctive in some Cultures) |
Savage | |
Savages are warriors from more primitive and / or less civilized lands who rely on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages tend to focus on survival and overall fitness. | |
Savages can be somewhat similar to Light Foot but without concentrating overly much on the mastery of a specific weapon (to a Savage everything is a weapon), and with more concentration on raw athletic ability. | |
Despite the connotation of the word "savage", Savages are not ravening brutes by default; they are simply primal and unspoiled by more advanced modicums of behavior. Many Savages follow a personal or cultural Code of behavior that, while typically more practical and/or direct, is nevertheless as binding to them as a well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights. This is a concept often referred to as "the Noble Savage". | |
Cost | Ability |
3 | Strong: +3 STR |
3 | Quick: +1 DEX |
10 | Nimble: +1 SPD |
6 | Durable: +3 CON |
6 | Resilient: +3 BODY |
16 | Choose One: |
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2 | AF: Light Armor Proficiency |
1 | AF: Shield Proficiency |
6 | WF: Common Melee, Common Missile, Uncommon Melee |
2 | Survival: Any 1 Environment |
55 | Total Ability Cost |
Value | Disadvantages |
0 | None |
+55 | Total Cost of Package |
Cost | Options |
12 | Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
5 | Frightening Intensity: +10 PRE; Offensive Use Only (-1) |
5 | Fearless: +10 PRE; Defensive Use Only (-1) |
4 | Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima (-1/2) |
10 | Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon |
6 | Shifty: Combat Luck (3 PD/3 ED) |
4 | Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2) |
4 | Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2) |
5 | Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
10 | Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
-5 | Physical Limitation: Old Injury (Infrequently, Slightly Impairing) |
-5 | Psychological Limitation: Savage Code (Define) (Uncommon, Moderate) |
-10 | Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
-10 | Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-5 | Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently; Minor; Not Limiting In Some Cultures) |