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Category: Feature

Simple Shield Familiarity

Posted on January 2, 2025 in Feature

Simple Shield Familiarity is a Shield Familiarity. These Shields are all light shields without much Resilience.

Simple shield as a Weapon: The damage impact of simple shields is nothing more than the equivalent damage of a club, and do not add the The Bash Factor damage bonus from Shields. Using specific areas efficiently and creatively is covered under the Martial Shield Familiarity.

Heavy Armor/Armor Grade 3 Familiarity

Posted on January 2, 2025 in Feature

Heavy Armor Familiarity is a form of Armor Familiarity. This familiarity is incompatible with the feature of Shun Heavy Armor. Unless noted otherwise, all equipment related to this manifests as multiple general Tech Levels: Rudimentary, Basic, Advanced, and Ascendant.

A minimum Kinetic Aptitude of 1 for any group familiarity.

This Equipment/Feature can be leveraged as part of the ENCumbrance system; It negates the average of Heavy Armor Encumbrance (= Size Factor x3)

ALL SKILLS ARE BOUND BY A CHARACTER'S Frame of Reference EXPERIENCE.

Unless noted otherwise, all equipment related to this manifests as multiple general Tech Levels: Rudimentary, Basic, Advanced, and Ascendant.

A character’s base capability in this skill may not exceed that of their same capability in Medium Armor Familiarity.


i20™ Armor Familiarity Details

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.

iCore iCore™ Armor Familiarity Details

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Martial Weapon Familiarity

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.

Common Martial Weapon Familiarity Requirements

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.


i20™ Armor Familiarity Details

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.

iCore iCore™ Armor Familiarity Details

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Natural Athlete

Posted on January 2, 2025 in Feature Mystic


FREE ACTION: A Natural Athlete can use their Free Action to make a Perception check to spot any difficulties in performing physical athletic activities, instead of requiring a full action. This allows them to see if a rock is loose, a landing spot unsafe, or a rotten branch ready to give way. They can move and do this at the same time as long as they have no impediments to their senses.

i20™ Natural Athlete Details

Natural athlete is just advantage on all mobility checks

iCore iCore™ Natural Athlete Details

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Committed Pathway (narrow/split)

Posted on December 20, 2024 in D20 Feature

When a character adopts a Committed Pathway, they are locking in a certain aspect of the Archetype and progress from the time of Character Inception. Make sure you, as a player, know the historical and literary references of the Setting to fit with this or work with the GM to reflect a primal instinct and dedication to a vision that will support this. Either way, the commitment is obvious in thoughts and actions. This is recommended only for those with a complete character envisioning process well thought out; If the character deviates from this, they lose all of its benefits, and may have additional penalties.

Narrow Pathway

This focuses on depth, not breadth, in a character’s capabilities. The character’s weave in The Pattern is tied by a stronger thread.

Split Pathway

This focuses on breadth, and not depth, in a character’s capabilities. The character’s weave in the pattern is tied by more threads.


i20™ Committed Pathway Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©PHB it is based off of.

Narrow Pathway – Single Class

Requirements: The character chooses to be a SINGLE PATHWAY/CLASS template (NEVER multi) and must choose their subclass @1st level – the moment of Character Inception.

Benefits of Adopting: +1 Essence, +1 Aptitude Aegis (if emphasized/used), +1 to any anima Reservoir whenever it is acquired, and +1 CP.
Health (Hit) Points: Maximum at first or second level (is some other feature grants it at first).

Penalties for Breaking: All benefits are lost and removed if already applied; An additional CP and Essence is lost (total -2). The first and second level HP are reduced to HALF (not the rounded up values – EXACTLY half).

Split Pathway – Split Class

Requirements: The player is committed to a character that evenly splits all their character levels among 2 or more classes. They must select these classes from the start, each class a ‘measure’ of the Split Classes. No single class can be more than 1 higher than the lowest. It is the slowest pace to gain ASI and archetypes.

Benefits of Adopting: The character begins play with 1 Character Weaves per class they define their Split Class measures with. Upon gaining any level, they gain an additional Character Weave; Outside of this, upon gaining any number of weaves, they gain an additional 1.

Penalties for Breaking: All benefits are lost and removed if already applied; The character immediately loses all Character Weaves, half any anima reservoir (mana, etc.) values, lose 2 Essence, and breaks all Attunements they have.

iCore iCore™ Committed Pathway Details

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