Posted on July 17, 2022 in Character-Experience
The Magi of Gloom is an agent of the Cult of Gloomfader.
Bound to Gloombringer:
Aura Taint: -2 Essence (1 each to mask their association with primal Darkness and Gloomfader).
Essence for Their Holy Symbol: The Holy Symbol of the Magi of Gloom is a mirrored brand of the Order of the Broken Sun on both the insides of the thighs. It only needs to be paid for once, and there is no opportunity for a greater Holy Symbol – the price of keeping their identity as a cult member secret. The Acolyte (Magi) of Gloom use a Item of Focus, created/crafted and imbued by the Order of the Broken Sun.
The Magi of Gloom is a combination of both d20 Background AND a Cleric Domain. The Skulker Feat is strongly recommended. Though they have proficiency in Light and Medium armor, it is strongly recommended they wear no more than Light, in order to keep up the appearance of a Wizard.
Essence for Their Holy Symbol: Additionally, it requires the permanent sacrifice/cost of -1 HP.
Skills: Deception, Religion
Communication: +1 language (of the civilized lands of the Steel Realms) – both spoken and literate.
Aptitude: Divine 1/5 Essence
Required Skills: @ 1st Level the character must take Arcana.
Channel Divinity: Fizure (Lovigdral); while in the area of effect, if the caster possess the Skulker Feat, they are in optimal circumstances and gain the advantages of Cunning Action while within it.
Shrouded Casting @2nd: A Magi of Gloomfader can cast their priest spells and have them appear as a Wizard with the following components: Arcana (skill), Religion (skill), Deception (skill), Prestidigitation (cantrip) + a (fake) Arcane Focus. Spells that obscure or darken affect x2 area; spells of light or with radiance damage half effect/illumination.
Posted on July 28, 2021 in Character-Experience Steel-Realms
Nakria is ruled as a Empire when forces from without put pressure on it. Like anywhere else, geographical locations have different societies and cultural specifics, but the tribes can be summed up as 2 distinct paths for Nakrian Characters: Those who have succumbed to giving up the path, and Those who practice the nearly forgotten old ways and are trying to achieve a “Higher Order”. ONLY characters belonging to the later have access to becoming the Bezerkoi Nhakti. Warp Spasm
Bezerkoi must inhale the breath of a wild animal to awaken the Merovin related sparks within.
Posted on May 28, 2021 in Character-Experience D20 iCore
A character can realistically be just about any background and race allowed by the rules, limited by geolocation availability and/or cultural norms. However, many places have a society that produces a preponderance of a specific outlook and qualities that reflect an archetype or stereotype. Adopting this confers some small advantages, excludes some backgrounds and alters others – including characteristics, values and behaviors. It may also impose stat adjustments. The experience can help to inform the Character Stories and roleplaying opportunity during the game. Experiences are Advanced/Complex Concepts and Mechanics.
Requirements: Cultural Experience (and any benefits) can only be taken at the time of character creation – it assumes that the character was immersed in the culture as they were raised.
Aptitude Affinity: The character has specific which may be purchased with Essence at a decreased cost.
Disposition/Ability Adjustments:
Ability Emphasis:
Knowledge/Lores: Lores (Knowledge)
Ignorance/Bias: Lores (Knowledge);
Toughened:
Assets:
Social Standing: [linked]
Primary Education:
Secondary Education Starts at an older age.
Backgrounds Excluded or Altered:
Skills Excluded or Altered:
Traits Excluded or Altered:
Features Excluded or Altered:
Faith/Divine Experience:
Institutional Experience:
Personality Parameters: No X/Y, Only X/Y, etc.
Ideal Parameters: No X/Y, Only X/Y, etc.
Bond Parameters: No X/Y, Only X/Y, etc.
Flaw Parameters: No X/Y, Only X/Y, etc.
Posted on April 6, 2021 in Character-Experience Steel-Realms
Approximately 1.65m – 2m tall, human
@RP Impact:
Unwelcome:
Accepted:
Welcomed:
There are the secret ways of the ancient Bronzemen, though now only fragments remain. These simple (1st level) teachings of The Bronzemen are used to enhance the performance fighting of the renowned dramatic acting troupe of The Freewheelers (an opera/circus combination).
Posted on January 13, 2021 in Character-Experience Steel-Realms
The Freewardens of the Halfing Free States were formed out of a need to produce unmatched scouts and watchers to defend the free lands of the halflings. It is a ‘recognized evil’ that such is required for the happy, casual, and fun perspective of their communities to flourish. Much responsibility is heaped upon them – they are constantly on the move, searching out incursions from outside forces, and unnatural things which will divide them internally. They love the freedoms of the outdoors, though will balk at nothing in service to their mission. Each endures a naked trial of endurance where weather, predators, terrain, and other conditions that hardens them, and teaches them never to stay in one place and get overwhelmed. They report to no one in particular (though work close with local druids) and have no strict [order] hierarchy. New wardens are apprenticed to the older ones, and generally each warden serves 20 years and retires in any halfling community they want, protected by the community they settle in (‘once a warden, always a warden’ in times of threat). All of them seek out a druid to tattoo the backs of their hands, one says “free”, the other “warden”. There is no correct or incorrect way of placing it on either hand – it is the whim of the warden.
Word of Laughing: Every Freewarden chooses a nonsense “word” (or just a string of sounds and/or syllables) that make them chuckle every time they hear it and identify themselves. It is their signature in all that they do. It is inscribed on their gear as best as they know how (even if illiterate, they learn the signs for it). It is often the name they go by when going from one halfling steading to another. It is said that two wardens greeting each other can make each other fall to the ground laughing. “If only our enemies knew how funny it is, we could use words alone to defeat them!”
Repressed Nature/Customs: In the outdoors, they wear camouflage colors, but you can see a bright yellow, red or blue splash seeping through in a few places – usually a color found on birds. They suppress their natural tendencies of the more easygoing nature of Flight of Fancy in service to their greater responsibility. In cities, they are truly humorously horrible. Their repressed Flight of Fancy goes off the rails. Garish colors, sparkling cheap jewelry, buckles and buttons, endless bad jokes, etc.
Soilbound: The Halflings, especially the Freewardens, still have a latent bond to the land, albeit weaker than their Skraeling kin. Those dedicated to protecting and maintaining constant vigilance against evil may pledge themselves to the powers of the earth. This is why many halflings, and especially the wardens go without footwear. Their feet are calloused, strong, and bear temperature extremes without damage. As long as their feet can touch the soil each healing rest, they gain a bonus. And through their Essence sacrifice, they are gifted with additional powers depending on where their bond was formed. All Soilbound wardens have a natural mixed scent of grain, verdant leaf and soil from their land.
Other Races: Other races besides halflings can become Freewardens, though it is rare. Many are raised or adopted by the halfling communities where all are welcome. However, every warden must apprentice at least one true halfling warden during their tenure. Only halflings can use Soilbound powers.
Moonlit Bonds: Freewardens can use Moonlit Weapons without repercussions though cannot make them. They are often gifted them, though they never ask. When they initially bond to the weapon, they may sacrifice an amount of Essence equal to their Proficiency Bonus to give the item an equal amount of additional Resilience. This resilience ‘heals’ if the item rests with the character over time.
Proficiencies: Stealth [skill], Perception [skill], Fletching [toolkit]
In Tune with the Land: Knows the Druidcraft cantrip (Wisdom used for spell casting). The wardens are expert in small insights into weather, and drawing out natural processes to aid in growing, concealment, and to mask their tracks.
Scoot and Shoot: Using either a sling, bow, or thrown (javelin or atlatl usually) they can make an DC 10 Acrobatics or Athletics check after they make a ranged attack and use their Reaction to gain half their normal movement which MUST be used to maneuver to shoot an enemy as a follow up. This cannot be used if the warden was knocked prone in the same round. None of this movement will provoke an attack of opportunity. If the Freewarden is using either a Moonlit Weapon or small self bow (d4; they must have made this themselves from trees grown in their home soil; it can be pulled with their teeth – i.e. one armed) when they do this, they can get another ranged attack at the end of the movement.
There are a few Freewardens of Loamwold in direct service to Yormungdae, The Spider Woman of Loamwold. She sees dangers to Loamwold in her web weavings and sends the Freewardens to counter them. Immune to Web effects.
Forms: Options: Juniper Cones for sling (d3), “toothpick thrower” – a compact atlatl the Freewardens make from the Juniper tree (min Dex 12; 40′; d6 – tiny fulcrum, heavy dart)
Berry Bud Behaviors: (The projectile twists and unwinds its bark lash as it speeds to its target.)
The resilience created through Moonlit Bonds heals at the rate of 1/Long Rest.