Posted on April 25, 2022 in Feature
With a Cultural Lag, the character lacks many fundamental societal understandings and perspectives from the primary culture they find themselves in.
As a starting character, this may be because they grew up in an isolated locale, or were sheltered or ostracized from their society at large by family or institution for some reason. Starting characters adopting a Cultural Lag feature cannot also take a Cultural Experience feature.
COST/REQ:
Starting characters cannot possess more than 2 languages – those granted by species, locale, or background in excess of this are removed.
Starting characters suffers a -2 on skills and actions that are Social Activity, communication, or relate to understanding behavior (including Insight) until they gain their next level. Any such skills will cost double the CP to acquire and develop until then.
The character must pay double for the first level of any CHA based skills as well as languages or literacy outside their native tongue.
Posted on August 6, 2021 in Feature
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.
Measure | CP Adj. | + Maximum | – Maximum | Avg. Health | Healing | Movement | Weight adj. |
---|---|---|---|---|---|---|---|
Formidable | +2 Constitution | Advantage save vs. Knockback |
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Powerful | +1 Constitution | ||||||
Average | |||||||
Supple | -1 Constitution | ||||||
Lithe | -2 Constitution | Disadvantage save vs. Knockback |
Type: Physical
Posted on August 6, 2021 in Feature
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.
Measure | CP Adj. | + Maximum | – Maximum | Avg. Health | Healing | Movement | Weight adj. |
---|---|---|---|---|---|---|---|
Formidable | +1 avg per Health Dice | -1 healing/Rest | -5′ Movement -5′ to any Knockback |
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Powerful | +1 avg per Health Dice | -1 healing/Rest | |||||
Average | |||||||
Supple | -1 avg per Health Dice | +1 healing/Rest | |||||
Lithe | -1 avg per Health Dice | +1 healing/Rest | +5′ Movement +5′ to any Knockback |
Type: Physical
Posted on August 6, 2021 in Feature
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.
Size Factor: What Size category you count as when determining your carrying capacity and the weight you can push, drag, or lift.
Measure | CP Adj. | + Maximum | – Maximum | Avg. Health | Healing | Movement | Weight adj. |
---|---|---|---|---|---|---|---|
Formidable | +2 Strength | -4 Dexterity | +1 Size Factor | ||||
Powerful | +1 Strength | -2 Dexterity | +1 Size Factor | ||||
Average | |||||||
Supple | +1 Dexterity | -2 Strength | -1 Size Factor | ||||
Lithe | +2 Dexterity | -4 Strength | -1 Size Factor |
Type: Physical
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.