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Anima Energy Reservoirs

Posted on September 28, 2022 in Feature

Anima Energy Reservoirs represent an energy used to tap into and make related (Divine, Kinetic, Occult, Psychic, etc.) aspects of The Pattern evident. It allows a character to make, boost, leverage, reveal, express, channel, and remember aspects and the flows of related capabilities – creating and tapping into Empowered Items and Empowered Places. Anything with the potential to have Anima (generally anything possessing Essence) may develop these reservoirs of power. Almost everything has minimal latent energy, locked away and unavailable for conscious use. These reservoirs are what can be tapped into and actively directed.

Learning: Actuating [acquiring] an Anima Well requires either a Primer or a tutor. A tutor is done as institutional or personal [instruction]. It takes time and is a service often charged for. If through a Primer, it requires related Phenomenological Lore. Learning powerful and difficult Rituals and Ceremonies may Actuate and/or contribute to the energy pools for Chi, Focus, Mana, and/or Synergy.

  • Some characters who command this energy are also Channelers, sensitive to its roots and flows and efficient in its development.
  • All Anima types may be used to replace or enhance Materials for Casting.
  • Such reservoirs can also be corrupted.
  • Anima Reservoirs have both a Well and Pool aspect. They can exist in Anima Objects as well.
These are key to unlocking capability & powers: Meditation, Features acquired (using CP) through Skills and Traits, & Foundational Aptitudes.

Anima Well

A reservoir of aptitude/spark based energy that replenishes over time by itself. Natural [Aptitude] Talents automatically gain this Feature, related to the Aptitude in which they possess the Natural Talent, without having to pay any extra cost.

Anima Pool

A reservoir of aptitude/spark based energy that does not replenish over time by itself. It can be refilled/replaced, but generally, anything in it once used, is gone forever. Any character with a Anima Well, has a related Anima Pool of the same type.

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Negation Reservoir (Void)

Posted on July 14, 2021 in D20 Feature iCore Trait

Negation is a manifestation of a form of Void anti-Anima. Only entities with [permanent] Void Aptitude may develop a Negation Reservoir – a reservoir of Void power from which they may activate power and effects that leverage that type of Anima. Like all reservoirs, a Well (and supplementary Pool) is gained. Natural [Aptitude] Talents do not exist for the >Void Aptitude.

Learning: In addition to other requirements, the entity acquiring it must find some way to learn to do so; The Anima Reservoir’s have a standard means of doing this.


D20 Feature Mechanics

COST/REQ: Inherent by Species

Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

d20 version INCOMPLETE

iCore Feature Mechanics

COST/REQ: Inherent by Species

Actuated Mind

Posted on July 5, 2021 in D20 Feature iCore

[ Feature Impact ] > Positive

The Actuated Mind is one that exists outside of the ego and mental fortress of the typical psychic-capable entity. It has evolved and/or developed into something that is active and exposed all the time. This leaves it vulnerable to some psychic powers, but among the non-psychic ones it has significant advantages.

The Actuated Mind is a form of [Latent] psychic capability (a Focus Well is required). It allows the character to tap into Psychic Wavelengths with others. It can be developed into Psychic Articulations. This opens a character’s communication capability in one of three ways:



D20 Actuated Mind Mechanics

COST/REQ: Inherent by Species or an Actuated Awareness trigger.
  1. Wavelength Attunement: An Actuated Mind can attune itself to others and perform rudimentary mental communication when within 120′. The communication goes to one or more minds of the Attuned Wavelength, the Actuated Mind gets to choose any number of valid targets. Replies only are understood by the sending Actuated Mind, none of the others on the Wavelength (unless they have an Actuated Mind themselves and the sender desires it). An Actuated Mind can recognize a character in Attuned Wavelength – no manner of illusions or shape shiftings can hide the Wavelength signature.
    > Maximum # of Attunements: Proficiency bonus + Sanity bonus; If a character has Psychic Aptitude, they can add a number of Attunements equal to twice their Psychic Aptitude.
  2. Wavelength Communication: The contents of Wavelength communication are as follows:
    1. A character can project a basic emotion or use a simple 1 or 2 word communication for no cost, just like they can a physical utterance under normal d20 ‘other activity’ description.
    2. Minds on the same Wavelength can use an Open Action (and respondents can answer as an Open Action). Any individuals communication can consist of no more than 5 x their Sanity Ability score in total # of words.
  3. Thought Awareness: Any attempt at Detect Thoughts on the Actuated Mind instantly knows that it is being done if the source if within 120′ (a Psychic Aptitude of 4 allows the spending of 1 Focus to instantly know the source), has Disadvantage on their Wisdom save to resist, and Advantage on their Intelligence check to sever/end the effect. If the thought reading as empowered using anima, the effects work as normal.
  4. Psychic Exposure: An Actuated Mind is automatically Vulnerable to Psychic Damage. If they have a Psychic Aptitude score of 4, they only take a single point of extra damage per effect use or trigger on them.

Focus Cost Powers

The character can use an Open Action and expend Focus from their Focus Pool to activate the following powers:

  • [1 Focus] Group of Friends: The Actuated Mind can affect the equivalent of a Friends spell on a target of Attuned Wavelength.
  • [2 Focus] Clear Mind: The Actuated Mind gains Advantage on any Illusion effects of 2nd Level or less. This lasts for 3 Rounds.
  • [4 Focus] Hardened Mind: The Actuated Mind gains advantage on Charm and Fear effects of 2nd level or less. This lasts for 3 Rounds.

Incarna iCore Actuated Mind 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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Synergy Reservoir (Divine Anima)

Posted on May 6, 2021 in D20 Feature iCore

The character gains a Well (and supplementary Pool) of Anima associated with divine energy called Synergy. This energy is also used to make and/or trigger Divine Empowered Items and Places. The reservoir can suffer Synergy Corruption from several external sources. The act of manifesting specific Divine Power/Capability using Synergy (see hereafter) is referred to as Adjuration.

Learning: In addition to other requirements, the entity acquiring it must find some way to learn to do so; The Anima Reservoir’s have a standard means of doing this. Natural [Aptitude] Talents automatically gain this Feature if they have Divine Talent.


i20 Synergy Reservoir Details

COST/REQ: 1 [contentblock id=essence1] or Inherent by Species, an Actuated Awareness trigger; Channeler: 1 Essence

Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

A character may empower a casting to substitute for the Pervasive/Common materials (1% Cost Portion) or increase the material empowerment by 1 + a [related Aptitude]. Example: A character without any materials or Mystic Focus Point Item may use 1 anima {Synergy} to substitute or increase the material empowerment to the Uncommon (10% Cost Portion). If they have {Divine} Aptitude, they may increase the material empowerment 1 level for each point of Anima (maximum 5 {Synergy} for level of Cost Portion).

Starting, Gaining, and Losing Synergy

Channeling: Whenever the character Releases Potential, they gain an extra 1, 2 if done during Actuated Awareness; Channeler: 1 Essence.

Starting:

  • Character Creation:
    • Initial Essence: Proficiency Bonus + 1 Point per Divine Aptitude
    • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)
  • Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Divine Aptitude (min. 1); If spent during a moment of Actuated Awareness, increase by 1.
  • Reward: A direct Reward granted by the Game Master based on unusual circumstances or particularly adroit actions. This may be related to personal or institutional service.
  • Losing:

  • Essence:
  • iCore Synergy Reservoir Details

    COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
    Type: Divine

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    Mana Reservoir (Occult Anima)

    Posted on May 6, 2021 in D20 Feature iCore Trait

    The character gains a Well (and supplementary Pool) of Anima associated with divine energy called Mana. This energy is also used to make and/or trigger Occult Empowered Items and Places. The reservoir can suffer Mana Corruption from several external sources. The act of manifesting specific Occult Power/Capability using Synergy (see hereafter) is referred to as Casting.

    Learning: In addition to other requirements, the entity acquiring it must find some way to learn to do so; The Anima Reservoir’s have a standard means of doing this. Natural [Aptitude] Talents automatically gain this Feature if they have Occult Talent.


    D20 Mana Pool Mechanics

    COST/REQ: 1 [contentblock id=essence1] or Inherent by Species, an Actuated Awareness trigger; Channeler: 1 Essence

    Return Rate: 1/Short Rest, All/Long Rest, enhanced by Meditation

    A character may empower a casting to substitute for the Pervasive/Common materials (1% Cost Portion) or increase the material empowerment by 1 + a [related Aptitude]. Example: A character without any materials or Mystic Focus Point Item may use 1 anima {Mana} to substitute or increase the material empowerment to the Uncommon (10% Cost Portion). If they have {Occult} Aptitude, they may increase the material empowerment 1 level for each point of Anima (maximum 5 {Mana} for level of Cost Portion).

    Starting, Gaining, and Losing Mana

    Channeling: Whenever the character Releases Potential, they gain an extra 1, 2 if done during Actuated Awareness.

    Starting:

  • Character Creation:
    • Initial Essence: Proficiency Bonus + 1 Point per Occult Aptitude
    • Test: DC 10 generic check (+ Proficiency Bonus) = 1 Point (adds 10% to starting age, character may become Hardened)
  • Gaining:

  • Releasing Potential: 1 Essence = 1 Point per Occult Aptitude (min. 1); If spent during a moment of Actuated Awareness, increase by 1.
  • Reward: A direct Reward granted by the Game Master based on unusual circumstances or particularly adroit actions. This may be related to personal or institutional service.
  • Losing:

  • Essence:
  • iCore Feature Mechanics

    COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
    Type: Occult

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