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".
Associated Character Concepts / Aspirations: {}; These characters typically use unique Features, {} Weapons, {} Armor, {} Shields & Braces, and {} Mystic powers in Combat Activity.
> Typical Behavior(s) for @Role-Play Impact:
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 DRUID (Class)
Foundational Power: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. *
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.
Default Aptitude | Minimum Aptitude | Optimal Aptitude |
---|---|---|
Kinetic 3, Occult 1 | Kinetic 1, Occult 1 Baseline if Aptitude is not emphasized. |
Kinetic 3, Occult 1 = Begin play with Chi Reservoir (If they are using the aptitude) |
Signifiers of Faith: An Empowered Bond COST = 1 Essence; It is common for the Follower to mark their Rite of Passage or signify their state of State of Grace; Tattoos, scars, personal grooming and fashion styles, symbolic adornments, etc. should become part of the character's description.
@Character Inception they get or are inspired to make a “Sacred Focus” (Focal Point Object) – a sanctified symbolic charm, tattoo or scar with embedded materials, etc. from their purification and indoctrination.
@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 Emotion or Body
Accomplished Attribute Disposition = 13 in: Perception and Wisdom; Additionally, they gain:
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).
Currently Supported Subclasses: (Others are at GM discretion/approval.)
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.
Additional Essence: 2 (one for each oath).
Those who cannot see organization, hierarchy, and a natural rhythm and flow to the world are fools. Law, chaos, good and evil are mostly ideas given by those who cannot see the natural flow of the world; nature cares not for those except where they motivate creatures to build or destroy outside of instinct or overwhelming intentions which could upset the natural order. Higher Order beings or greater power come closer to the raw power of nature itself and have a natural tendency to exert their own ‘natural order’ – this is a false and potentially greatly harmful perspective. High Order entities must be reminded they exist within the natural multiverse and must coexist with other primeval entities and powers or upset the balance that keeps all living beings healthy as appropriate to their nature and environment. Ebbs and flows, change and order are all part of this, but there is a quality of ‘naturalness’ which must be stewarded and imposed where such balance is broken.
Once the “Green Passage” is complete, the bond (a major Green Temperament for them) with the world is secure. From that moment forward, as long as they are standing upon a natural feature/surface, they very land around them will support them and enhance their survival. If they find themselves on land, in water, or in the clouds, the world around them is an extension of their sense as long as the bond is adhered to. Some world souls are greater than others, and may grant additional capabilities. A ‘passage’ only applies to the world on which it was taken. A character can have an active bond with no more worlds than their Divine aptitude.
Cultural/Literary/Historical Examples:
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.