Wyldling Path ( Barbarian, Berserker, Savage, etc.)

How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse

The Incarna Multiverse ('iVerse™') is a structure of reality based on the Incarna Game Mechanics. This reality unfolds in the multitude of Setting as "The Pattern".

  • Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).

The Wyldling are dwellers in the outdoors and revel in acting as raw and primitive, as much in the ways of the natures beasts and their social organizations as possible. They take from the pathway of Warriors seek to meld with the raw mystic power of nature in The Pattern – many seeking through the veneration of the natural world seen as Primeval Chaos. The wylding way is that of the natural beast and/or the elements – the wind, sand, storm, wave and sun that rips the flesh of those who stand in its path. Civilization is a temporary construct as it will always vanish. Wyldings were meant to take their place as apex predators. Manners, tradition, culture – all will be scoured away ultimately; They are transient and unimportant compared to what nature provides to survive and thrive. Reasonableness and courtship, politics and towers – wylding power takes what it wants regardless of civilized constructs. Fight, fuck and feast, live in the moment with your tribe or pack. Howl, snort, and fling yourself about in revelry, song, and dance; Celebrate freedom and change, living, the goings and comings of seasons, flora and fauna, warmth and elements.

Associated Character Concepts / Aspirations: Nature, outdoors, tribal, barbarian, berserker, fighting, savage, anima, totemic; These characters typically use unique Features, most Weapons, some Armor, all Shields & Braces, and very limited Mystic powers in Combat Activity.

> Typical Behavior(s) for @Role-Play Impact:

Wyldling Details

i20™ Archetype/Path Details

i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.

Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.

=> The following Replaces "SRD multi-class requirements"

Multi-Classing: Unless the GM approves: They must meet the Accomplished Attribute Dispositions in all archetypes; Spell Casting is by individual class, not combined; Familiarity with Martial Weapons & Heavy Armor and the Foundational Power are not gained until 2nd level; Does not gain the benefits marked as "@Character Inception".

This corresponds to the d20/PHB BARBARIAN (Class)

Foundational Power: RAGE

The following aspects deviate from, replace, and/or add to the base d20/PHB, though may also vary by setting, back story, and/or cultural experience; 'Baseline' values are just average/defaults to be used * without specific reference checks. *

Making a Wyldling Character @1st Level

Are you using Best Practice guidelines? (ask your Game Master)

Is your Game Master allowing a Committed Pathway?

Select your character's Race/Species and Background (and/or choose from a some other Character Experience) from those available in your Setting (ask your Game Master); Note that these may set or adjust all other aspects of Character Creation.


Pathway Character Creation Parameters

Default Aptitude Minimum Aptitude Optimal Aptitude
Kinetic 4 Kinetic 1
Baseline if Aptitude is not emphasized.
Kinetic 4 (Berserker)
Kinetic 3, Divine 1
= Begin play with Chi Reservoir (if Aptitude is emphasized)
  1. Essence is by race/species @Character Inception (baseline = 7 for most).
  2. The standard 8 Character Attributes, generate them using the preferred method allowed by your Game Master.

    @Character Inception, Characters gain an Attribute Score Increase (ASI), as defined by their Background's Vocational ASI OR as a Archetype's Pathway ASI explicity assigned or by Attribute Group(s):
    PATHWAY = In either Power or Body groups

    Accomplished Attribute Disposition = 13 in: Strength and Constitution; Additionally, they gain:

  3. Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used).
    Wounds can temporarily reduce the character's normal maximum.
  4. Skills are something you can do in ALL situations, activities are what you run them through to get outcomes.
    Grants proficiency in and/or adds the indicated level(s) to…
    @Character Inception: 4 levels to distribute among (at least 2) Mobility Expressions; Survival +2, Zoology +2, Botany +2 > Native Habitat @+2

    i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

    A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

  5. Accomplished Activity: Intimidation (when using Unarmored Defense)
  6. Combat Activity for Defense: Light Armor Familiarity, Medium Armor Familiarity, Simple Shield Familiarity, and Brace Familiarity.
  7. Combat Activity for Offense: Simple Melee Weapon Familiarity, Simple Ranged Weapon Familiarity, Martial Melee Weapon Familiarity, and Martial Ranged Weapon Familiarity.
  8. The character is NOT a spell caster, and is not granted a Mystic Reservoir to manipulate Formulae (spells). They are not a Practiced Ritualist in any regard.
  9. Intimidating Appearance: +2 as an Accomplished Activity when using Unarmored Defense | +4 when Raging | Menacing Bearing if Berserker subclass > When attempting to Intimidate
  10. Equipment: Each iVerse Setting has a Cost Portion which a character starts with to buy goods with; Also see the "Characters" document for the setting. In addition to general purchasable gear, PC characters are assumed to come from "Middling" circumstances and begin play with equipment (portable Toolkits and/or stationary Work Stations) related to their capabilities granted by Race/Background/Archetype/Cultural experiences.
  11. Remaining CP to spend on Features:
    Accomplished Attribute Disposition: Exceeds = +2 @Character Inception
    > Usually taken as a level or two in a Lore (ex: regional history) of choice.
  12. A Wyldling’s Actuated Threshold (subclass choice) happens at 3rd level.

Further Developing a Wyldling Character

Currently Supported Subclasses: (Others are at GM discretion/approval.)

  1. Beast
    Grants proficiency in and/or adds the indicated level(s) to… Zoology +1, Animal Handling +1
  2. Berserker
    Grants proficiency in and/or adds the indicated level(s) to… Toughness +1, Martial Shield Familiarity
  3. Totemic Warrior – The “totem object” is a form of Focal Point Item.
    Grants proficiency in and/or adds the indicated level(s) to… Divine Phenomenology +1, Survival +1

  • A Wyldling’s Actuated Threshold (subclass choice) happens at 3rd level.
  • The Primal Knowledge (Optional @3rd) skill is replaced by the use of Character Points.

    i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

    A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

  • The Spirit Seeker (Totemic Warrior @3rd) allows the character to channel their wyld bond as though they were an Expert Ritualist (not a true practicing Ritualist – their “totem object” is required) only for the spells noted, which are essentially Estranged Formulae.
  • The Totem Spirit (Totemic Warrior @3rd) – the following is NOT optional: “…you also gain minor physical attributes that are reminiscent of your totem spirit.”
  • The Instinctive Pounce (Optional @7th) is used.
  • => The following Replaces “Brutal Critical”
    Savage Attacker: @9th Savage Attacks 1 Measure at 9th, 13th, & 17th levels.
  • The Intimidating Presence (Berserker @10th) adds in the noted Intimidating Appearance modifiers.
  • The Spirit Walker (Totemic Warrior @10th) – same mechanics as Spirit Seeker.
  • => The following Replaces “Relentless Rage”
    Relentless Rage: @11th Relentless Aggression that requires the condition of Rage and a DC 10 Vigor (Constitution) check; If the character has multiple measures, after the first use the DC increases by 5 and resets after any full rest cycle.
  • The Primal Champion (@20th) only grants a +1 Attribute increase while Raging, and an additional +1 if using Unarmored Defense.

LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.

iCore iCore™ Archetype/Path Details


Becoming a Wyldling

Wyldlings are bonded to the primal aspect of the world. They are not sedentary, they are active and mobile. While they build communities, they mostly manifest behaviors of hunter-gatherers – living off the land in mostly in balance with the herds they follow and making local gardens to harvest as they move by season. They tap into the deep sparks of nature, and instead of elements and the planet it is that of the vital beast.

Primitive Appetites:

Live in the Now:

Continuing as a Wylding

Apex Perspective:

Unending Fight to Survive: Life is always contested. Only through challenge and victory can new power be gained. Hiding behind the walls of cities is to protect the weak and unfulfilled.

A Wylding’s Roles:


The Wyldling in Your Game

Cultural/Literary/Historical Examples: Vandals, Gauls, Scythians

Primary Setting Types: Fantasy

An Archetype character can come from any experience, background, culture/social norms, gender, race, or regional issue unless prohibited by Settings or Game Master.

This Character Pathway is commonly found in associated Settings as a Class/Path option. A Setting may implement this with changes that align with the setting's flavor and properties - including the title by which it is known. GMs and Players may customize as needed. Knowledge of this Pathway as it appears in a Setting is covered under the Lore of the setting's World History and/or more specific Lores, if applicable.

Story Emphasis: It is strongly suggested that all Players have a full set of Stories for the important elements of their characters; These can explain any feature that deviates from normal rule/play limits. GMs often reward this.

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.