This paradigm represents a generic High Fantasy implementation with all the basic
tropes of the subgenre. While at its most basic this paradigm should be very familiar
to players and GM's alike, it can be expanded in a variety of directions making
it a powerful starting point for a campaign.
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A primary distinguishing factor of the World of Generica 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.
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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 singlehandedly and so forth.
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EXAMPLE SOURCE MATERIAL
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High Fantasy is most often found in role-playing; the most prevalent example is
most of the various D&D settings such as Greyhawk, Forgotten Realms, Planescape,
Ebberon, and so forth. Competing or derivative products such as World of Warcraft,
Everquest, Earthdawn, Lodoss, Exalted, and Battlechasers can fall into this category
as well with some minor modification. A few recent literary forays into the realms
of High Fantasy include the Wheel of Time series by Jordan, and the Rune Lords series
by Farland.
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KEY NOTE: MAGIC IS A PROVABLE CONSTANT
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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.
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KEY NOTE: NON MAGIC USERS ARE GOOD TOO
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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.
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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 subgenre.
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ASSUMPTIONS
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The following options are assumed to be in effect for the World of Generica paradigm.
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No Formal Race Package or NCM
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X
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Formal Race Package with NCM
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END Cost = Active Points / 10
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X
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END Cost = Active Points / 5
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Knockback
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X
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Knockdown
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Generalized Damage
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X
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Hit Location Damage
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No Long Term Damage
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X
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Injury & Impairment Damage
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Literacy Standard
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X
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Literacy Not Standard
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Super Skills Available
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X
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No Super Skills Available
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Combat Luck Allowed
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X
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No Combat Luck Allowed
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No Deadly Blow Allowed
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X
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Deadly Blow Allowed
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No Armor Proficiency
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X
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Armor Proficiency
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No Skill Maxima
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X
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Skill Maxima
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No STR Minima
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X
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STR Minima
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Equipment Costs Points
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X
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Equipment Doesn't Cost Points
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Bases & Vehicles Cost Points
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X
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Bases & Vehicles Don't Cost Points
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Followers Cost Points
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X
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Follower Don't Cost Points
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Superheroic CSL Conversion
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X
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Heroic CSL Conversion
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No Encumbrance
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X
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Encumbrance
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No Long Term Endurance
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X
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Long Term Endurance
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Normal Damage Default
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X
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Killing Damage Default
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HEALING: COMMON
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World of Generica characters get hurt with some frequency at the lower power levels,
less so at higher power levels. Regardless, Magical Healing is usually fairly accessible,
and characters often have the Rapid Healing Talent.
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STARTING POINTS: 75+50
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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.
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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
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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.
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Sheltered Neophyte
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50
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25
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0
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75
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Neophyte
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50
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50
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0
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100
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*Youngblood
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75
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50
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0
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125
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Seasoned Youngblood
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75
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50
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25
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150
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Veteran
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75
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50
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50
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175
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Seasoned Veteran
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75
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50
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75
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200
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Hero
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75
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50
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125
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250
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Champion
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75
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75
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150
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300
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Famous
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75
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75
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200
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350
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Legend
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75
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100
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225+
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400+
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* Assumed Default
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RACES: CLASSIC FANTASY
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Many different Races are appropriate to High Fantasy, but for purposes of convenience
it is assumed that the following classic fantasy Races exist and are available for
play as PC's in the World of Generica paradigm. Note that individual GM's might
add or remove Races, branch Races in to multiple subtypes, and that they might keep
some or all of the listed Races but with a different Race Package.
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MEANS TO POWER: MANY
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MAGIC SYSTEMS
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Numerous Magic Systems are appropriate to the World of Generica; also many Magic
Systems can be mixed and matched to good effect as well. The following Magic Systems
are assumed to exist in the World of Generica, but individual GM's might add more
or take some away as they see fit.
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PSIONICS
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The Psionics System described on
this site is usable in its entirety in the World of Generica.
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SUPER SKILLS
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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.
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MARTIAL ARTS
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Fighting Styles, both formal and informal, armed and unarmed, are available in the
World of Generica. The GM exercises veto privileges over Martial Arts Packages,
Damage Classes, and so forth.
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PROFESSIONS: CLASSIC ADVENTURING
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A very broad variety of Profession are appropriate to High Fantasy. In general High
Fantasy Professions tend to be very powerful, with individual characters being quite
competent. While all manner of Professions are likely to fit well in a High Fantasy
campaign, the following Professions are assumed to exist in this Paradigm. This
list can be expanded or modified by individual GM's as they see fit.
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