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Decrepitude (Accelerated/Delayed)

Posted on December 28, 2017 in D20 iCore Trait

Decrepitude Relating to the impact of age on Character Life Cycle. It applies to physical and mental unless noted otherwise. Permanent conditions imposing changes to decrepitude are rare.

This trait is restricted by race for PC characters; The Game Master, Setting, and/or story elements will determine what is relevant and/or appropriate by species; This can only be taken once at the time of @Character Inception; If a race grants one aspect, a player can pay the diff. in CP for the next.

Accelerated Decrepitude

This is a serious weakening of the body’s normal regenerative and restorative processes that occurs as part of normal aging. A creature’s normal arc of degeneration is accelerated. Characters affected have their overall life span reduced by 10%. Additionally, the last half of their Adult life cycle is considered Elderly now.

Extreme Acceleration: The last 3/4 of their Adult life cycle is considered Elderly now.

Delayed Decrepitude

Delayed Decrepitude is a biological condition that suspends the normal imperfect process of aging until the last few days or months of a creatures normal life span. It does not extend lifespan beyond normal for a species. The first half of their Elderly life cycle is considered Adult now.

Extreme Delay: The entire Elderly life cycle is considered Adult, until the last 10 [daily] cycles of their life. The character catches up in the last .001 or .0001 percent of their normal allotted years.


i20™ Details

i20 [specific] Requirements:

iCore iCore™ Details

iCore [specific] Requirements:

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.

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Challenged Communicator

Posted on December 28, 2017 in D20 iCore Trait

[ Feature Impact ] > Negative

These characters learned to communicate in an insular and limited fashion of a typically localized (slum, area, community, etc.) birth or dominant culture. Their primary language is spoken with a thick accent and localized style (-1 on effective level of communication; including Charisma based abilities and social interaction with those not part of the locale). Abilities requiring literary (incl. encryption/cipher) and verbal fluency are all penalized, while understanding others is not.

Cost: EssenceReq/Limit: By Species/Supernatural*/Spark

Even a character possessing rudimentary skills can use them to persuade, deceive, etc. within the context of what they can express, because they have the basic social cues and context to make their skills apply. A challenged/poor communicator lacks this, and/or has a speech pathology or grasp of the language structure that is completely lost on the communicator and actually inhibits communication.


i20™ Details

i20 [specific] Requirements:

iCore iCore™ Details

iCore [specific] Requirements:

on all attempts to resist communication based effects, or the communicator gains Disadvantage on all communication based skill and power checks.” icore-text=””]

Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.

Bound Fates

Posted on December 28, 2017 in D20 iCore Trait

Cost: EssenceReq/Limit: By Species/Supernatural*/Spark

[Desc]

D20 Trait Mechanics

Incarna Core Trait Mechanics

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Blood Deficiency

Posted on December 28, 2017 in D20 iCore Trait

Cost: EssenceReq/Limit: By Species/Supernatural*/Spark

[Desc]

D20 Trait Mechanics

Incarna Core Trait Mechanics

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Bad Luck

Posted on December 28, 2017 in D20 iCore Trait

Type: Transcendent

Bad Luck represents a character’s negative accordance with The Pattern. With Bad Luck, the character generates a series of happenstances leading to a bad outcomes. The point is not to kill the character, but to make them suffer from their misfortune. It takes no time or specific activity to trigger. This aspect is visible with Aura Sight.

Ill Fortune: In addition to the normal implications of personal luck, the character will suffer negative influence random checks being made for them by the GM. This does not include their character’s biased, direct actions. For example, the GM could force the character to re-check a result wherein they foraged successfully for food for their whole group, or if a random check indicated a grenade bounced in their direction. It could not influence an opponent’s attack.


D20 Bad Luck Feature Mechanics

COST/REQ: Cannot willingly be acquired

Personal Bad Luck: More reflective of the Good Luck and Bad Luck represented as Bane and Bless. Bad Luck is each instance providing a penalty 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 change a better than average success into an automatic Simple Outcome on a single check OR Disadvantage – a new check, take the best of the two. The use of this is decided upon by the GM. One instance of personal Bad Luck is imposed once per Short Rest. The character can be caused to suffer indirect Ill Fortune’s 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 Bad Luck Feature Mechanics

COST/REQ: -5 CP

The character is negatively connected to The Pattern. Once, during the course of any session of gaming, the GM may force the character to impose a measure of low probability on an action being attempted (-4/-1 MQ) or re-check the results of an action after, taking the worst result. The character gains Essence as long as they possess this trait; draining away 1 month after they rid themselves of it.

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