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Category: Character-Experience

Culture, Education & Traditions of Nakria

Posted on July 28, 2022 in Character-Experience

Steel Realms
Realm's Aptitude Powers: Divine, Occult, and Psychic

Grollen Dark Spirit Totemic Warrior

Posted on July 26, 2022 in Character-Experience

Steel Realms

Under the surface of their choice to walk out of the darkness lurks a defiant, savage spirit so fierce it defied the gods of darkness. In becoming Grollen, they burned away that darkness but its embers still burn deep inside of them. This often happens when a tribal member goes feral, insane, or is cut off from the tribe and must survive alone far from help.


Incarna d20™ Dark Spirit Details/Mechanics

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

The template for the dark spirit is the Totemic Warrior template that taps into the DnD Gnoll past.

Source: Player’s Handbook – Everything is the same unless noted.

Totem Spirit (Gnoll): This requires NO physical totem for the Grollen. It is part of their soul. Rampage: While raging, when the gnoll reduces a creature to 0 Hit Points with a melee Attack on its turn, the gnoll can take a bonus Action to move up to half its speed and make a bite Attack.

Aspect of the Beast (Gnoll): While raging, 1/round on a [major/full] successful bite attack, the character will gain a number of HP equal to their bite damage (though no more than a 1st level False Life spell/6 HP maximum). These temporary HP fade when the rage ends.

Totemic Attunement (Gnoll): Their features take on a darker hue, and their aspect becomes more infernal. They gain Advantage on any attempt to use the Intimidate skill or to track a creature that can be using scent. 1/Short Rest they can, as a Bonus Action, bark a howl of fear at a single target within 5m, requiring the target to make a DC 20 Sanity save or be affected by the Frightened condition for 3 rounds – this is not just in relation to the character.

iCore Dark Spirit Details/Mechanics

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Acolyte (Magi) of Gloom

Posted on July 17, 2022 in Character-Experience

Steel Realms

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.


Incarna d20™ Acolyte (Magi) of Gloom Domain Details

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

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.

Magi of Gloom Background

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

Cleric Class (Gloom Domain)

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.

  • These priests CANNOT Turn or Destroy Undead.
  • If wearing Light armor or less than their Encumbrance Capacity, they gain the advantages of Unfettered encumbrance.

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.

Domain Spells

  • Cantrips: Prestidigitation, Sacred Flame (does cold damage)
  • 1st: Fog Cloud, Armor of Agathys
  • 2nd: Invisibility, Darkness
  • 3rd: Gaseous Form, Stinking Cloud
  • 4th: Blight, Phantasmal Killer
  • 5th: Contagion, Mislead

iCore Acolyte (Magi) of Gloom Details

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Bezerkoi Nhakti (Nakrian experience)

Posted on July 28, 2021 in Character-Experience Steel-Realms

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.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Cultural/Regional Experience Template

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.


Incarna d20™ Cultural/Regional Experience Details/Mechanics

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

Essence/Aptitude Requirements: Occult 1 OR 5 [Occult] Allotted Essence

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.

iCore Cultural/Regional Experience Details/Mechanics

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