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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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Aura of Luck

Posted on December 28, 2017 in D20 iCore Trait

[ Feature Impact ] > Positive
Cost: EssenceReq/Limit: By Species/Supernatural*/Spark

[Desc]


D20 Trait Mechanics

Incarna Core Trait Mechanics

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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Assets

Posted on December 28, 2017 in D20 iCore Trait

[ Feature Impact ] > Positive
Cost: EssenceReq/Limit: By Species/Supernatural*/Spark

Assets is a Feature that grants improved and expanded items of wealth and value for characters (ex: Common Trekking Kit)…

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D20 Trait Mechanics

Incarna Core Trait Mechanics

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Armored Skin

Posted on December 28, 2017 in D20 iCore Trait

[ Feature Impact ] > Positive

[Desc]


D20 Armored Skin Mechanics

COST/REQ: [contentblock id=essence1]

iCore Feature Armored Skin

COST/REQ: -5 CP
Type: Physical

The character is covered by a naturally tough skin, hide, or fur. The PV for the species is persistent, and never changes. The armor cannot be removed, and has no resilience for it to be rendered useless. It has no Fit/ENC value and never needs repair – it is part of the physiology of the species. Unless noted, it can be used in addition to other Layered armors (having multiple Layered armors in effect).

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Anemia

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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