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Category: Trait

Nightmares

Posted on May 6, 2021 in iCore Trait

A character suffering from Nightmares cannot Meditate. Generally, they only heal at half the normal rate and any powers or capabilities that recover during a Short Rest do no until the nightmares end.


D20 Feature Mechanics

COST/REQ: [contentblock id=essence1]

d20 version INCOMPLETE

iCore Feature Mechanics

COST/REQ: -5 CP
Type: Physical

If you are having trouble thinking how this might play out after reading this, check out the Players Roleplaying Guidance content.

Natural Hunter

Posted on May 6, 2021 in iCore Trait

Mana Reservoir (Occult Anima)

Posted on May 6, 2021 in D20 Feature iCore Trait

The character gains a Well (and supplementary Pool) of Anima associated with divine energy called Mana. This energy is also used to make and/or trigger Occult Empowered Items and Places. The reservoir can suffer Mana Corruption from several external sources. The act of manifesting specific Occult Power/Capability using Synergy (see hereafter) is referred to as Casting.

Learning: In addition to other requirements, the entity acquiring it must find some way to learn to do so; The Anima Reservoir’s have a standard means of doing this. Natural [Aptitude] Talents automatically gain this Feature if they have Occult Talent.


D20 Mana Pool Mechanics

COST/REQ: 1 [contentblock id=essence1] or Inherent by Species, an Actuated Awareness trigger; Channeler: 1 Essence

Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

A character may empower a casting to substitute for the Pervasive/Common materials (1% Cost Portion) or increase the material empowerment by 1 + a [related Aptitude]. Example: A character without any materials or Mystic Focus Point Item may use 1 anima {Mana} to substitute or increase the material empowerment to the Uncommon (10% Cost Portion). If they have {Occult} Aptitude, they may increase the material empowerment 1 level for each point of Anima (maximum 5 {Mana} for level of Cost Portion).

Starting, Gaining, and Losing Mana

Channeling: Whenever the character Releases Potential, they gain an extra 1, 2 if done during Actuated Awareness.

Starting:

  • Character Creation:
    • Initial Essence: Proficiency Bonus + 1 Point per Occult Aptitude
    • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)
  • Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Occult Aptitude (min. 1); If spent during a moment of Actuated Awareness, increase by 1.
  • Reward: A direct Reward granted by the Game Master based on unusual circumstances or particularly adroit actions. This may be related to personal or institutional service.
  • Losing:

  • Essence:
  • iCore Feature Mechanics

    COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
    Type: Occult

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    Light Sleeper

    Posted on May 6, 2021 in D20 iCore Trait

    [Desc]


    D20 Feature Mechanics

    COST/REQ: [contentblock id=essence1]

    d20 version INCOMPLETE

    iCore Feature Mechanics

    COST/REQ: -5 CP
    Type: Physical

    If you are having trouble thinking how this might play out after reading this, check out the Players Roleplaying Guidance content.

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    Iron Will

    Posted on May 6, 2021 in iCore Trait

    Type: Physical

    Iron Will indicates the character has a reserve of will (developed as a High Cost learned ability) they can tap to increase abilities in some life and death situations.


    D20 Iron Will Feature Mechanics

    COST/REQ: 1 Essence, Sanity 8
    • A Bonus to any Save that would mean the immediate direct death or Incapacitation or similar condition – including ALL Death Saves.
    • If fatigue damage would make the character unconscious, each point of Iron Will grants them a round of additional consciousness and activity.
    • A modifier to any check that would allow them to fulfill allegiance to the Cause or Higher Purpose through self sacrifice.
    • Spending 5 Chi as an Action can negate the affect of Charmed, Stunned, Frightened, or Incapacitated for a number of rounds = the character’s Iron Will score.

    iCore Iron Will Feature Mechanics

    COST/REQ: -5 CP

    The character has a reserve (developed as a High Cost learned ability) of will they can tap to increase abilities in some life and death situations. If fatigue damage would have caused unconsciousness, a single check staves that off for an encounter or Iron Will level x hours if not in an encounter (or until another wound). Abilities or resistance ratings can be increased for a single check to a maximum of the Iron Will level, at a cost of 5 point of Chi per level increased. Spending chi and making an Iron Will check can negate the effects of exhaustion from encumbrance (not illness) for an encounter; 10 points per measure. Spending 20 chi and making an Iron Will check can negate the effects of Incapacitation for an encounter.

    Having trouble thinking how this might play out after reading this? Check out the Players Roleplaying Guidance or ask the Game Master how it is best expressed in the setting.

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