Posted on January 2, 2025 in Feature
Martial Weapon Familiarity is a Weapon Familiarity that uses the Melee, Propel, or Shoot Combat Operation. The making, repairing, and maintenance of such weapons is not necessarily effectively known or understood, though familiarity helps.
Martial weapons require some advanced training to wield effectively and with all their properties; These rely on their mass and specific techniques, methods, and maneuvers to maximize their use.
A minimum Kinetic Aptitude of 1 for any group familiarity.
Those unfamiliar can only use the base Resilience – not the designed – in any armor/weapon/item to reduce to measure of the Action Resolution outcome.
Posted on January 2, 2025 in Feature Mystic
Natural athlete is just advantage on all mobility checks
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 July 20, 2023 in Feature
Primordial Awareness is a Mystical Discernment that is a Super Sensory capability which reads an area through filters of perception and understanding – either conscious or innate faculties. It is not Aura Sight is a capability that is developed for altering the perception and seeing an individual entity or object’s aura – which reflects their attunements, alignments, and expressions within them or attached to them.
This allows practitioners to send forth their awareness over an area to determine what forces may be at work channeling, draining, or perverting the natural course of events. It would sense corruptions and great events and entities that are responsible for the use of great powers. The region around them is ‘pinged’ – like a wave of echo-locations and it paints a picture in their mind of the nature and rough location of targets of interest that stays fixed until the ability is used again.
Base Range = 5km radius
i20 [specific] Requirements:
Detects aberrations, celestials, dragons, elementals, fey, fiends, and undead.
Posted on January 24, 2023 in Feature
The Incarna Multiverse ('iVerse™') is a structure of reality based on the Incarna Game Mechanics. This reality unfolds in the multitude of Setting as "The Pattern".
The Wyldling are dwellers in the outdoors and revel in acting as raw and primitive, as much in the ways of the natures beasts and their social organizations as possible. They take from the pathway of Warriors seek to meld with the raw mystic power of nature in The Pattern – many seeking through the veneration of the natural world seen as Primeval Chaos. The wylding way is that of the natural beast and/or the elements – the wind, sand, storm, wave and sun that rips the flesh of those who stand in its path. Civilization is a temporary construct as it will always vanish. Wyldings were meant to take their place as apex predators. Manners, tradition, culture – all will be scoured away ultimately; They are transient and unimportant compared to what nature provides to survive and thrive. Reasonableness and courtship, politics and towers – wylding power takes what it wants regardless of civilized constructs. Fight, fuck and feast, live in the moment with your tribe or pack. Howl, snort, and fling yourself about in revelry, song, and dance; Celebrate freedom and change, living, the goings and comings of seasons, flora and fauna, warmth and elements.
Associated Character Concepts / Aspirations: Nature, outdoors, tribal, barbarian, berserker, fighting, savage, anima, totemic; These characters typically use unique Features, most Weapons, some Armor, all Shields & Braces, and very limited Mystic powers in Combat Activity.
> Typical Behavior(s) for @Role-Play Impact:
i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
=> The following Replaces "SRD multi-class requirements"
Multi-Classing: Unless the GM approves: They must meet the Accomplished Attribute Dispositions in all archetypes; Spell Casting is by individual class, not combined; Familiarity with Martial Weapons & Heavy Armor and the Foundational Power are not gained until 2nd level; Does not gain the benefits marked as "@Character Inception".
This corresponds to the d20/PHB BARBARIAN (Class)
Foundational Power: RAGEThe following aspects deviate from, replace, and/or add to the base d20/PHB, though may also vary by setting, back story, and/or cultural experience; 'Baseline' values are just average/defaults to be used * without specific reference checks. *
Are you using Best Practice guidelines? (ask your Game Master)
Is your Game Master allowing a Committed Pathway?
Select your character's Race/Species and Background (and/or choose from a some other Character Experience) from those available in your Setting (ask your Game Master); Note that these may set or adjust all other aspects of Character Creation.
Default Aptitude | Minimum Aptitude | Optimal Aptitude |
---|---|---|
Kinetic 4 | Kinetic 1 Baseline if Aptitude is not emphasized. |
Kinetic 4 (Berserker) Kinetic 3, Divine 1 = Begin play with Chi Reservoir (if Aptitude is emphasized) |
@Character Inception, Characters gain an Attribute Score Increase (ASI), as defined by their Background's Vocational ASI OR as a Archetype's Pathway ASI explicity assigned or by Attribute Group(s):
PATHWAY = In either Power or Body groups
Accomplished Attribute Disposition = 13 in: Strength and Constitution; Additionally, they gain:
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).
A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).
Currently Supported Subclasses: (Others are at GM discretion/approval.)
i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).
A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).
LEVEL-UP: The GM rewards a character a level based on Merit. By default, i20™ assumes by campaign milestone and limited by Experiences using Improvement Limits. Multiclassing follows i20 multi-class parameters in addition to the base requirements. Sanity increases by 1 every 4 character levels.
Wyldlings are bonded to the primal aspect of the world. They are not sedentary, they are active and mobile. While they build communities, they mostly manifest behaviors of hunter-gatherers – living off the land in mostly in balance with the herds they follow and making local gardens to harvest as they move by season. They tap into the deep sparks of nature, and instead of elements and the planet it is that of the vital beast.
Primitive Appetites:
Live in the Now:
Apex Perspective:
Unending Fight to Survive: Life is always contested. Only through challenge and victory can new power be gained. Hiding behind the walls of cities is to protect the weak and unfulfilled.
A Wylding’s Roles:
Cultural/Literary/Historical Examples: Vandals, Gauls, Scythians
Primary Setting Types: Fantasy
An Archetype character can come from any experience, background, culture/social norms, gender, race, or regional issue unless prohibited by Settings or Game Master.
This Character Pathway is commonly found in associated Settings as a Class/Path option. A Setting may implement this with changes that align with the setting's flavor and properties - including the title by which it is known. GMs and Players may customize as needed. Knowledge of this Pathway as it appears in a Setting is covered under the Lore of the setting's World History and/or more specific Lores, if applicable.
Story Emphasis: It is strongly suggested that all Players have a full set of Stories for the important elements of their characters; These can explain any feature that deviates from normal rule/play limits. GMs often reward this.