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".
The paladin is the icon, the warrior champion, the sword. The ax The shield the opener of ways. A blazing effigy of power that strikes aside damage, poison, disease. All the things that will pull a body down the paladin bolsters with their faith as a shield or deterrent. They can be either the anvil upon which their foes batter themselves, or the hammer that breaks the malaise and malingering wounds of the faith and presence of their foes.
The representation of all that ails is manifested in the foe. The paladin is the armor against this. Paladin is the ultimate in remedies. Whereas the priest relies on worship and being a representative within the community, the paladin is the Lansing of the Boyle, the surgical , unflinching strike into the heart of the foe.
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 PALADIN (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 = Any except Intellect
Accomplished Attribute Disposition = 14: in Intuition (Wisdom) OR Charisma (Will); 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.
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.