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Category: Trait

Good Luck

Posted on May 6, 2021 in iCore Trait

Type: Transcendent

Good Luck represents a character’s positive accordance with The Pattern. With Good Luck, the character generates a series of happenstances leading to a better outcomes. It takes no time or specific activity to trigger. This aspect is visible with Aura Sight.

Fortune’s Favorite: In addition to the normal benefits of the personal luck, the character can positively influence random checks being made for them by the GM. This does not include any other character’s biased, direct actions. For example, the character could force the GM to re-check a result wherein a random weather check provided cover for the enemy they are tracking, or if a random check indicated a grenade bounced in their direction. They could not influence an opponent’s attack.


Incarna d20™ Good Luck Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

d20 [specific] Requirements: 1 Essence

Luck in basic d20 is to essentially be granted an improved, unearned inspiration three times a day, and goes against everything the game designers planned for inspiration itself.

Good Luck: This Represents a change to the d20 Rules. More reflective of the Good Luck and Bad Luck represented as Bane and Bless. Good Luck is changed to each instance providing a bonus of +4 to every attack and saving throw or any ability check for a single round from the point it is invoked until the end. Alternately, it can be used to gain an a automatic Simple Outcome on a single check if announced before its made, OR Advantage after a check (a new check, take the best of the two). It does not effect opponents actions. Use of personal Good Luck is once per Short Rest. The character can use the indirect Fortune’s Favor once per Long Rest.

Losing the Feature: The character adjusts their Essence as long as they possess this trait; returning towards their normal base 1 per Long Rest after they rid themselves of it.

iCore Good Luck Details/Mechanics

COST/REQ: -5 CP

Once, during the course of any session of gaming, the GM may allow the character to gain a free minor (AP cost) Infused Feat – applying an automatic Simple result, +4 , +1 MQ on success, or re-check the result of an action after. The character loses Essence as long as they possess this trait; returning 1 per month after they rid themselves of it.

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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Focus Reservoir (Psychic Anima)

Posted on May 6, 2021 in D20 Feature iCore Trait

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

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 Psychic Talent.


D20 Focus 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 {Focus} to substitute or increase the material empowerment to the Uncommon (10% Cost Portion). If they have {Psychic} Aptitude, they may increase the material empowerment 1 level for each point of Anima (maximum 5 {Focus} for level of Cost Portion).

Starting, Gaining, and Losing Focus

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 Psychic 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 Psychic 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: Psychic

    Starting, Gaining, and Losing Focus

    Starting:

    • Character Creation:
      • Essence: 1 = 1 + 1 Point per Psychic Aptitude (min. 1)
      • 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 Psychic Aptitude (min. 1)
    > 1 spent during a moment of Actuated Awareness = +1
  • Reward:
  • Losing:

  • Essence:
  • Super Senses

    Posted on May 6, 2021 in iCore Trait

    Super Sensory capability relies on a specific mystically enhanced physiology or aptitude based sensory enhancements.It is typically extended through the fundamental elemental faculties or an developed aptitude expression combined with elements of Meditation and/or a specific expression similar to Aura Sight. Aura Sight is a capability that is developed for altering the perception and seeing an individual entity or object’s aura – which reflects their attunements, alignments, and expressions within them or attached to them. It is different than Super Sensory capability which reads an area through filters of understanding – either conscious or innate.


    D20 Feature Mechanics

    COST/REQ: [contentblock id=essence1]

    d20 version INCOMPLETE

    iCore Feature Mechanics

    COST/REQ: -5 CP
    Type: Physical

    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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    Deep Sleeper

    Posted on May 6, 2021 in iCore Trait

    Deep Sleep is a condition in which the character is deeply in a trance or dream-like state in which disconnects the user from their surroundings.


    D20 Feature Mechanics

    COST/REQ: [contentblock id=essence1]

    Any attempt to wake them takes 2 rounds. The first round, the character is unaware of what is going on. The second round the character is aware of what’s going on, but can only take defensive actions. Any chance to detect assassins or Stealthed opponents suffers Disadvantage.

    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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    Fates Warning

    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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