Human Barbarian
Cost Ability
0 Athletic Human
78 Barbarian Brute; remove Survival
12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Mountain) +2
10 Studly: +6 COM plus Seduction +2
4 Extra Durable: +2 CON
4 Extra Resilient: +2 BODY
12 Extra Quick: +4 DEX
5 Extra Nimble: Round off figured SPD

125

Total Cost of Template

Race Package Deal
Human (Athletic)
Some Human subgroups tend to focus on Physical endeavors and favor athleticism. Some "barbarian" or martial cultures might encourage the development of the warrior arts from a very young age for example.
The following Package Deal might be more appropriate for some Characters than the more skill oriented standard Human Package above.
This Package contains many "Choose X:" groupings and categories of abilities. When selecting this Package Deal, simply make choices where indicated to tailor the Package to your Character's concept.
Cost Ability
6 Human Might*: Choose One:
 
  • Burly: +2 STR +1 CON +1 BODY
  • Potent: +3 STR +1 DEX
  • Tough: +3 CON
  • Sturdy: +3 BODY
  • Quick: +2 DEX
6 Human Talent: Choose Two:
 
  • Absolute Range Sense
  • Ambidexterity (Off Hand at -2)
    {or Off Hand at -1 if taken twice}
  • Bump of Direction
  • Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
    {or Eidetic Memory and +1 INT* if taken twice}
  • Environmental Movement (3 points worth)
  • Lightning Reflexes +2 for all Actions
  • Lightsleep
  • Resistance (3) (Resist Interrogation)
  • Incorruptible (3) (Resist Bribery)
  • Immovable (3) (Reist Persuasion)
  • Unfriendly (3) (Resist Seduction)
  • Hard Bargainer (3) (Resist Trading)
  • Acrobatics
  • Breakfall
  • Climbing
  • Fast Draw
  • Riding
  • Survival
  • Tracking
  • +1 PER All Senses
4 Human Athleticism: Choose Two:
 
  • +1 PER with 1 Sense Group
  • +1" Running
  • +2" Swimming
  • +2" Leaping
  • Trackless Stride
  • +1 OCV w/ one Weapon
5 Basic Combat Skill: Choose One:
 
  • +1 HtH
  • +1 Ranged
  • +1 DCV
1 Basic Combat Skill: Choose 1 Point of Weapon Familiarity
3 Human Diversity: 3 points worth of Knowledge Skills, or Area Knowledges, City Knowledges, or Cultural Knowledges
*Not affected by NCM
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package

Package Deals

Barbarian (Brute)

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.

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)

Basic Package Deals
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:
 
  • Combat Skill Levels: +2 All Combat
 
  • Combat Skill Levels: +2 DCV and
    +2 OCV w/ Tight Group
 
  • Skill Levels: +1 Overall Level and
    +2 OCV w/ Tight Group
 
  • Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
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)