Difference between revisions of "Outlander"
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==Overview== | ==Overview== | ||
[[File:Barbarian Makeup Example 1.jpg|thumb| | [[File:Barbarian Makeup Example 1.jpg|thumb|Outlander Makeup Example 1|right]] | ||
[[File:Barbarian Makeup Example 2.jpg|thumb| | [[File:Barbarian Makeup Example 2.jpg|thumb|outlander Makeup Example 2|right]] | ||
Barbarians are a subcategory of humans with their own unique racials granted them by cultural practices. The term "barbarian" comes from the latin word for "outlander", barbarus, and we have purposefully kept this term to indicate the indigenous tribal civilizations the Thracians encountered as they conquered much of the known world. They are distinct from humans by the usage of tribal marking on their faces. | Barbarians are a subcategory of humans with their own unique racials granted them by cultural practices. The term "barbarian" comes from the latin word for "outlander", barbarus, and we have purposefully kept this term to indicate the indigenous tribal civilizations the Thracians encountered as they conquered much of the known world. They are distinct from humans by the usage of tribal marking on their faces. Outlander cultures are often considered primitive by outsiders, despite having some incredibly sophisticated advancements. All Human cultures have barbaric roots. As the cultures advanced to more agriculture based societies, and villages grew into cities, the Barbarian spirit that once gripped the societies pacified, leaving the Human peoples that occupy various lands today. Most lands still have some remote regions that still live in the traditional lifestyle of their Barbarian ancestry, but there are some entire cultures where the Barbarian spirit never surrendered. | ||
==Culture & Customs== | ==Culture & Customs== | ||
Outlanders are not one specific culture, but rather can be members of any tribal culture from around the world, as long as it is placed in the correct analog country. Areas that were never conquered by massive uniting empires like [[Thracia]], [[Uthmanli]], or [[Shalkara]] often have a much larger Outlander populations. The biggest key to the preservation of these cultures is their dedication to their traditions, and limited interaction with outside cultures, either by choice or isolation. Examples of Outlander cultures within Legacies are: | |||
*Viking | *Viking | ||
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*Zulu (or other African tribal peoples) | *Zulu (or other African tribal peoples) | ||
Outlanders live in tribes or clans, occupying steadings or villages numbering usually no more than several hundred, rather than forming large towns and cities. Agriculture typically plays a much smaller role in the society, though livestock and animal husbandry are quite prevalent. Barbarians, regardless of culture, tend to be a very martially oriented society, with a much higher percentage of the society being familiar with the handling of weapons. They tend to be an incredibly honest and forthright people, open in who they are, who they like, and who they don’t like. They also tend to have very strong traditions and sense of community. Regard for cultural outsiders typically ranges from mere disinterest all the way to visceral hatred. | |||
==Population Centers== <!--possibly change to Life in Warwick--> | ==Population Centers== <!--possibly change to Life in Warwick--> | ||
As mentioned before, areas that were never conquered by the big historical empires tend to have more barbarians, which means there are clusters of barbarian countries on the edges of the maps. Most of Southern [[Meridia]] is full of various Native American cultures, with some African tribal cultures in [[Limpopo]] and [[Katagonia]]. Most of [[Boreas]] is also a cluster for barbarians, with the exception of [[Sylvanator]] and some of the larger cities in [[Ruslav]]. Additionally [[Millmeran]] is populated largely by Barbarians and mongrels. Otherwise Barbarians are scattered in isolated pockets throughout the world, providing a glimpse into the tribal pasts of humans everywhere. | As mentioned before, areas that were never conquered by the big historical empires tend to have more barbarians, which means there are clusters of barbarian countries on the edges of the maps. Most of Southern [[Meridia]] is full of various Native American cultures, with some African tribal cultures in [[Limpopo]] and [[Katagonia]]. Most of [[Boreas]] is also a cluster for barbarians, with the exception of [[Sylvanator]] and some of the larger cities in [[Ruslav]]. Additionally [[Millmeran]] is populated largely by Barbarians and mongrels. Otherwise Barbarians are scattered in isolated pockets throughout the world, providing a glimpse into the tribal pasts of humans everywhere. | ||
==Racial Trait & Abilities== | <!-- commenting this out because it's in the rulebook. ==Racial Trait & Abilities== | ||
*Race Trait: Rugged Characters with this Race Trait are hardy, and more resistant to harm. | *Race Trait: Rugged Characters with this Race Trait are hardy, and more resistant to harm. | ||
Races: [[Barbarian]], [[Dverg]]. [[Orc]] or [[Half Orc]], Optionally [[Mongrel|Mongrels]] | Races: [[Barbarian]], [[Dverg]]. [[Orc]] or [[Half Orc]], Optionally [[Mongrel|Mongrels]] | ||
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System: The character may use a purchase of this Racial Ability and recite the Signature Call “Wrath” to enter a state of rage for 5 minutes, during which time they reap the following benefits: | System: The character may use a purchase of this Racial Ability and recite the Signature Call “Wrath” to enter a state of rage for 5 minutes, during which time they reap the following benefits: | ||
**The character receives an additional 200 Resilience while in Wrath. Once the character is no longer under the effects of Wrath they lose these temporary Resilience Points. | **The character receives an additional 200 Resilience while in Wrath. Once the character is no longer under the effects of Wrath they lose these temporary Resilience Points. | ||
**The character, and their equipment, has an Immunity Countermeasure to all Spells from the Confinement and Corruption Spell Schools, Alchemy in the Alchemy Discipline Poisons and the compound Corpus Terra, strikes from the Assassin and Duelist Skill categories that do not deal numeric damage (e.g. | **The character, and their equipment, has an Immunity Countermeasure to all Spells from the Confinement and Corruption Spell Schools, Alchemy in the Alchemy Discipline Poisons and the compound Corpus Terra, strikes from the Assassin and Duelist Skill categories that do not deal numeric damage (e.g. Fracture, Stagger, Disarm), Crush Damage from the Racial Ability Strength, and Mind-Altering Effects. (For new players trying to remember what effects they are immune to while in Wrath, a generally accurate metric is that if the weapon attack did not convey a numeric quantity of damage, they are immune, and if the offensive Spell didn’t do a numeric quantity of damage they are immune. This is not a perfect criterion but will likely be good enough while new players become more familiar with the particular abilities they are immune to). For the specific Spell Suppress from Confinement, the character is immune to the Quell Spell Effects delivered by that Spell, rather than the Spell itself. | ||
The player must constantly display the enraged state of their character. If they stop portraying their Wrath, which they may choose to do, the Wrath ends. When the Wrath ends, by duration or by choice, the character is Unconscious and must lie prone on the ground for 5 minutes. During that time they may only use Resistance and Immunity Countermeasures, may perform no conscious actions, and are considered prone for the purposes of Counted Actions. A character may be restored to consciousness via the Alchemy Panacea, the Skill Medic, or any Racial Ability that is a Healing Effect (For Example: Renewal, Recovery, or Regeneration). | The player must constantly display the enraged state of their character. If they stop portraying their Wrath, which they may choose to do, the Wrath ends. When the Wrath ends, by duration or by choice, the character is Unconscious and must lie prone on the ground for 5 minutes. During that time they may only use Resistance and Immunity Countermeasures, may perform no conscious actions, and are considered prone for the purposes of Counted Actions. A character may be restored to consciousness via the Alchemy Panacea, the Skill Medic, or any Racial Ability that is a Healing Effect (For Example: Renewal, Recovery, or Regeneration). | ||
Characters may consume an additional usage of Wrath while already under its effects to extend the duration by an additional 5 minutes. Doing so also refreshes the Resilience granted by this ability. | Characters may consume an additional usage of Wrath while already under its effects to extend the duration by an additional 5 minutes. Doing so also refreshes the Resilience granted by this ability. | ||
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*Sense Deception: This Racial Ability enables a character to detect when they are being misled by another character. | *Sense Deception: This Racial Ability enables a character to detect when they are being misled by another character. | ||
System: For each purchase of this Racial Ability, when a character with this ability believes someone is being deceptive, they may say the Signature Call “Sense Deception” and the target must respond with either “Deception” if they were lying or otherwise being deceptive or “No Deception” if they were being completely truthful and not trying to hide anything. Sense Deception does not determine the factual accuracy of the statement but rather the intent of the target. If a target believes an answer true, but is incorrect, Sense Deception would reveal that the target was being truthful. If the target answered with something that was a literally true statement, but was intentionally being evasive, the target should respond with “Deception” as they are trying to be disingenuous. When responding to the Sense Deception call, the exchange should be considered Out of Game with regard to other observers, however the player using Sense Deception is aware of the information In Game. | System: For each purchase of this Racial Ability, when a character with this ability believes someone is being deceptive, they may say the Signature Call “Sense Deception” and the target must respond with either “Deception” if they were lying or otherwise being deceptive or “No Deception” if they were being completely truthful and not trying to hide anything. Sense Deception does not determine the factual accuracy of the statement but rather the intent of the target. If a target believes an answer true, but is incorrect, Sense Deception would reveal that the target was being truthful. If the target answered with something that was a literally true statement, but was intentionally being evasive, the target should respond with “Deception” as they are trying to be disingenuous. When responding to the Sense Deception call, the exchange should be considered Out of Game with regard to other observers, however the player using Sense Deception is aware of the information In Game.--> | ||
==Costuming== | ==Costuming== | ||
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what sort of reception they have in Warwick--> | what sort of reception they have in Warwick--> | ||
<!--Costuming--> | <!--Costuming--> | ||
[[Category:Races]] | [[Category:Races]] |
Latest revision as of 06:15, 7 May 2024
Overview
Barbarians are a subcategory of humans with their own unique racials granted them by cultural practices. The term "barbarian" comes from the latin word for "outlander", barbarus, and we have purposefully kept this term to indicate the indigenous tribal civilizations the Thracians encountered as they conquered much of the known world. They are distinct from humans by the usage of tribal marking on their faces. Outlander cultures are often considered primitive by outsiders, despite having some incredibly sophisticated advancements. All Human cultures have barbaric roots. As the cultures advanced to more agriculture based societies, and villages grew into cities, the Barbarian spirit that once gripped the societies pacified, leaving the Human peoples that occupy various lands today. Most lands still have some remote regions that still live in the traditional lifestyle of their Barbarian ancestry, but there are some entire cultures where the Barbarian spirit never surrendered.
Culture & Customs
Outlanders are not one specific culture, but rather can be members of any tribal culture from around the world, as long as it is placed in the correct analog country. Areas that were never conquered by massive uniting empires like Thracia, Uthmanli, or Shalkara often have a much larger Outlander populations. The biggest key to the preservation of these cultures is their dedication to their traditions, and limited interaction with outside cultures, either by choice or isolation. Examples of Outlander cultures within Legacies are:
- Viking
- Native American
- Mongols
- Celts
- Zulu (or other African tribal peoples)
Outlanders live in tribes or clans, occupying steadings or villages numbering usually no more than several hundred, rather than forming large towns and cities. Agriculture typically plays a much smaller role in the society, though livestock and animal husbandry are quite prevalent. Barbarians, regardless of culture, tend to be a very martially oriented society, with a much higher percentage of the society being familiar with the handling of weapons. They tend to be an incredibly honest and forthright people, open in who they are, who they like, and who they don’t like. They also tend to have very strong traditions and sense of community. Regard for cultural outsiders typically ranges from mere disinterest all the way to visceral hatred.
Population Centers
As mentioned before, areas that were never conquered by the big historical empires tend to have more barbarians, which means there are clusters of barbarian countries on the edges of the maps. Most of Southern Meridia is full of various Native American cultures, with some African tribal cultures in Limpopo and Katagonia. Most of Boreas is also a cluster for barbarians, with the exception of Sylvanator and some of the larger cities in Ruslav. Additionally Millmeran is populated largely by Barbarians and mongrels. Otherwise Barbarians are scattered in isolated pockets throughout the world, providing a glimpse into the tribal pasts of humans everywhere.
Costuming
Barbarians must have totemic or runic drawings or symbols across their faces.