Posted on March 28, 2024 in Feature
Presence of the Hale is a combination of Presence Expression and Heath Expression that triggers as long as the practitioner stays Hale. This can only be acquired by those with a Material Presence, and only affects others of a similar nature with material health.
Requires: Kinetic Aptitude
Any ability they use that rallies, inspires, or invokes the power of leadership to grant temporary Health, gains plus one (+1) on all recipients.
Posted on January 18, 2023 in Feature
“Classes” are a type of Character Path. Class choice identifies your character with some broad vision, which reflects specific capabilities. It often leads to role-play challenges with which to based reward on. Any class is possible (with GM approval) in the right situation, regardless of limitations of background, race, culture, gender, regional issues, social norms of the setting and provisions of the Game Master. A full set of Character Stories can explain nearly anything, even complete deviation from any setting, rule and/or play restrictions in a Class Templates.
Limitations: Classes adhere to the Character Calling provisions. Multi-classing after character creation has only the limits the story, setting, and GM apply (aside from any normal rules-based limits). Individual settings and GMs may limit certain character paths to specific upbringings or experiences.
Aptitude Disposition is the factoring of Aptitude in class capabilities. Characters do not need to acquire specific aptitude at the time of character creation (though it maximizes the impact), but must set aside enough Essence for 1 measure of Aptitude, and can be converted into it when a character chooses their first Aptitude.
As a character’s Class Incentive rank/levels meet and exceed their Aptitudes related to their primary class, they gain even more improvements in their “Acquired Capabilities”.
Posted on September 28, 2022 in Feature
Anima Energy Reservoirs represent an anima energy used to boost, leverage, reveal and express related aptitude (Divine, Kinetic, Occult, Psychic, etc.) powers of The Pattern. Reservoirs are the foundation of Aptitude Talent. Entity’s with Essence, Anima Objects, or Empowered Items and Places may possess these reservoirs and can be tapped into consciously. Almost everything has minute traces of anima locked away and unavailable for conscious use. Reservoirs may be modified through Saturation and corruption factors. Natural [Aptitude] Talents automatically gain this Feature in their related Aptitude, without having to pay any extra cost. Phenomenological Lores grant an awareness of related Anima Reservoirs.
Anima Reservoirs have both a Well and Pool aspect.
Acquiring: 2 CP OR 1 Essence cost; Inherent by Species; An Actuated Awareness trigger.
Learning this Feature typically requires either a Primer or an Instructor (personal or Institutional) or must be unlocked through powerful Meditation. The Meditative elements that empower it are tied to the Good Standing status of Institutional members, and once a member leaves they cannot continue affixed them. It takes time and is a service often charged for. If through a Primer, it requires related Phenomenological Lore or tutelage represented as experience at Character Inception. Learning powerful and difficult Rituals and Ceremonies may Actuate and/or contribute to the energy pools for Chi, Focus, Mana, and/or Synergy. If successful, the character gains an Initial Potential:
Initial Potential: CP = Proficiency Bonus + 1 per applicable Aptitude = # {appropriate anima}; double Proficiency Bonus if Essence used.
OPTIONS:
Return Rate: Reservoirs replenish through Rest, which can be enhanced by Meditation.
COST/REQ: -5 CP or Inherent by Species, an Actuated Awareness trigger.
Posted on August 26, 2022 in Feature
Impact > Negative (Cost: 1 Essence / CP and as Skill (Major)|| Trait)|| || Feature)|| /Milieu Measure
Moment Req: Inception only
Capability Req:Aptitude: Divine|| Kinetic||||Occult|| Psychic
Type:
This presents a good opportunity for the Game Master to use character Features as part of an Adventure.
This presents a good opportunity for adding Character Story elements to the Character.
EXAMPLE: Being Studious indicates a great scholastic aptitude. This means that the character possesses a rigorous and efficient process for intake and integration of Knowledge. Being Studious does not necessarily mean that retention is perfect, or even long lasting necessarily, but that the quality and quantity is above normal. There is a good chance that such rigor translates to better retention, but it is not always the case.
Adapted Palette: The sustenance (grains, fruits, meats, etc.) that comes from the bound environment is what the character relies on for their best nutrition. Taking them out of this reduces their Healing rate.
Adapted Senses: Outside of the specfic environment of the bound character, their senses are in slight disarray. This slows their reactions when it comes to Initiative.
Adapted System: The bodily processes are strictly adapted to the environment. Outside of the environment, the bound individual has a weakened immune system and is more susceptible to Disease.
EXAMPLE: Cultural/Regional Experience Template
This Feature reflects the “Gritty Realism” of the Incarna Approach to Character and Story.
Posted on August 5, 2021 in Feature
Connexion should be bond based not conviction. Channel divinity elementary for divine
What one may do, so can another
communication mind foundation
stongest with higher order entities – divine and psychic pact often form the only measurable over occult and kinetic because of the nature of the bond and power of higher order beings.
Any measure of Conviction grants the ability to use the ties of faith to reach out and sense and/or channel the influence of the divine. A character may be able to use skills and senses to feel the power of great enemies of the faith, or to enact ritual/ceremonial prayers and observances that may channel power or influence of their faith. This is typically very mundane – such as the banishment of bad dreams, strength in the face of fearing enemies of the faith, etc.
The GM/Story will determine what is relevant and/or appropriate.
The power of a divine Principle can be invoked by Connexion, to make a pronouncement of Weal or Woe, a Blessing or Onus, vision/dream revelation, a direct counter to a similar (minor) manifestation of an opposed faith, or even a pronunciation of Agenthood in extreme circumstances.
d20 [specific] Requirements: Divine Aptitude 1 OR 5 [Divine] Allotted Essence.
CONNEXION: Used through a Wisdom (Religion skill [proficiency required]) check.
Only a cleric with Channel Divinity or character that can cast Augury can perform a The Sojourn Auspice at the start of a venture.
<3>The Sojourn Auspice
The GM adjudicates if the Observance is warranted or not. Signs and portents for originating a quest, adventure, sojourn into a major situation or area for the faith. The Observance will result in a pronunciation of Weal or Woe for the character. The divine Connexion may target one of the Congregation or Flock of the priest instead, though if the pronouncement is negative, the cost is paid by the one making the Observance. It may be combined with an Offering of Pilgrimage.