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
This corresponds to the d20/
©PHB BARBARIAN (Class)
Grollen Only: Dark Spirit Totemic Warrior
BARBARIAN (any path)
BARBARIAN (Berserk path)
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, fornicate 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 DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) 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".
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) from either their Background's Vocational ASI OR as their Archetype's/Class Pathway ASI. These will be specified as either explicit or chosen from a 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). > i20 Skill Map
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). > i20 Skill Map
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.
Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.
Posted on January 18, 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".
Associated Character Concepts / Aspirations: Nature, outdoors, loner/outsider (at least initially), anima; Stalking (tracking & hunting), Investigating (observing & reporting), protecting; These characters typically use unique Features, most Weapons, most Armor, most Shields & Braces, and some Mystic powers in Combat Activity.
> Typical Behavior(s) for @Role-Play Impact: These characters are more protective of natural resources. Their relationships with animals and crops is like that of other sentient creatures. Rangers focus primarily on providing a responsible force to mitigate the clashes between the wild places and the encroachment of civilization, and to scouting and assessing risks that threaten both. .
i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) 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 RANGER (Class)
Foundational Power: NATURE’S WARDENThe 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 3, Divine 1 | Kinetic 1 Baseline if Aptitude is not emphasized. |
Kinetic 2, Divine 2 = Begin play with Chi Reservoir (if Aptitude is emphasized) |
Signifiers of Faith: An Empowered Bond COST = 1 Essence; It is common for the Follower to mark their Rite of Passage or signify their state of State of Grace; Tattoos, scars, personal grooming and fashion styles, symbolic adornments, etc. should become part of the character's description.
@Character Inception they get or are inspired to make a “Sacred Focus” (Focal Point Object) – a symbolic charm, tattoo or scar with embedded materials, etc. from their purification and indoctrination.
@Character Inception, Characters gain an Attribute Score Increase (ASI) from either their Background's Vocational ASI OR as their Archetype's/Class Pathway ASI. These will be specified as either explicit or chosen from a Attribute Group(s):
PATHWAY = In either Power or Body groups
Accomplished Attribute Disposition = 13 in: 1 from Body and 1 from Emotion; 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). > i20 Skill Map
Traditional Spell Caster
|
Non Spell-Caster (Relieved Theurgist)
|
Additionally, the character begins play with a setting appropriate Basic Wilderness Stalker’s Kit.
Currently Supported Subclasses: (Others are at GM discretion/approval.)
ALL subclass choices gain
Grants proficiency in and/or adds the indicated level(s) to… Craftwork: Hide, Tissue, & Bone +1 AND Improvised Hidesmith Materials: If the character spends a Long Rest cycle in Natural Habitat they can either improvise their own Basic Hide Workers Kit or improve a full kit to Advanced at no cost.
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.
They will, growing up, typically have spent a lot of time outdoors and felt a kinship with the beasts who have freedom of the open spaces and the community of natural locales wherein many species of flora and fauna live together, and often symbiotically. They will feel a deep draw, an uncontrolled urge to connect more and have a stake in the natural world around them. Rangers will either find (or be found by) a Druid who will guide them, or lose themselves in a wild place; Either way, they will make their “Green Passage”. They will spend a great deal of time, sometimes years or more, experiencing the wild places, communing with nature and the soul/essence of the world they are on, binding themselves to it in heart and mind. They temper their bodies and minds in extreme privation of sustenance, weather, and company. Their senses will become acute in strange ways, ‘feeling’ the world around them like previously unimaginable. They learn the ways of fighting, like the predators they observe and will mimic. They will learn to see the natural order in things, keenly aware of the cycle of life.
Although their Green Passage takes them from civilization and makes them feel like outsiders and loners initially, they often acclimate over time. Learning their role as a communicator between nature and civilized folk exposes them to many cultures and diverse customs and people. Rangers range far and wide to cover everything around them, like the wind and rain. Traveling and remaining constantly vigilant for unnatural threats, disasters, calamities, and violence take their toll though. They have a hard time forming closer bonds, though collaborating with a group to achieve goals becomes easy enough. A ranger will never take up a cause that conflicts with their bonds to the world. When presented with the choice between siding between the needs of the natural environment and the constructs of civilization, nature will always win. A ranger will always feel more comfortable and safe sleeping and foraging in the outdoors over civilized means. They are rarely evil or malicious (unless righting a great wrong against Nature), eschewing codes of conduct which dictate specific values or outlooks that conflict with their primary connection of protecting the land.
Unabating Hatred of the Undead: The undead have broken the natural cycle of life, and are unnatural in their very existence. Every effort must be made to remove this blight, or at least to ensure it does not spread. Those willingly made this way who cannot be redeemed must be destroyed. The Ranger is the ‘natural predator’, ordained by nature itself, to discover the means to accomplish this. Animations are just obscene magic, repulsive but not a flagrant interruption of the natural cycles/passage; even the dead in nature have a purpose to aid the living – just usually as food.
Return to Nature: A Ranger must make Offerings to reinforce the enhanced benefits of their bond through the Green Passage. Offerings can be accomplished in many ways:
A Ranger’s Roles: For those living amidst the wilderness or traveling through it, they can be very valuable – providing safe exploration, safe hunting, and safe traveling. Rangers will befriend travelers, assisting with advice to stay safe and healthy, even traveling with them if need be. They carry word of disasters, wars and violence, unnatural disturbances, provide reconnaissance for and vehemently oppose (through advice and action) the over-exploitation of natural resources and pollution of natural places and unchecked expansion of settlements. Ignorance is met with education, meanness is met with sabotage and violence if need be. They are always bound to assist in communication between Druids and civilization when they can, and are a balance to the (often) narrow minded zealotry of the Druids in dealing with their perceived sleights. Ranger’s are always interested in hearing from ranchers and farmers on new ways of doing things, and spreading such knowledge (sometimes preventing it from being uttered near by the jealous or greedy) if it benefits (e.g. the knowledge of crop rotation, a local fungus being more effective at healing, easier source of water, etc.). For the natural places and creatures, they are the protectors against unnatural effects and entities seeking to assault or exploit them. They ensure the natural order is not disturbed, while recognizing that creatures, like humans, are driven by natural urges to seek to control and ‘civilize’ the areas around them.
Once the “Green Passage” is complete, the bond (a minor Green Temperament for them) with the land is secure. From that moment forward, as long as they are standing upon a natural feature/surface, they very land around them will support them and enhance their survival as long as the bond is adhered to. Some world souls are greater than others, and may grant additional capabilities. A ‘passage’ only applies to the world on which it was taken. A character can have an active bond with no more worlds than their Divine aptitude. They are not driven strictly by the precepts of law, chaos, good or evil. For the most part, they are benign and helpful, though gruff and aloof to most. Like Druids, they can seem enigmatic and inscrutable because their oaths take them away from civilized ways and outlooks. Rangers takes oaths to serve others and ask for little themselves, though often the world provides in some form or another.
While they do not take any official vow of poverty, they are travelers. They eschew wealth and property (unles as a refuge or set aside to remain wild), taking only what they need and helping others and safeguarding nature with the rest. They carry enough wealth for their dealings with the folk of the lands they range in that use such, but never enough to attract attention.
Speech of Snout and Leaf: The ability to communicate using Leafspeech – a subset of [Ut] Sylvan. A ranger will often befriend domesticated animals wherever he goes to get a consistent source of information as they travel from town to town.
Supported Footing: When making any checks to resist being knocked prone, check Initiative, move through difficult or unstable terrain
Safe Respite: The Ranger will be automatically alerted in their sleep if some natural flora or fauna is about to attack them, in anger or in self-defense. This includes flash floods or unstable ground. They will always have a chance for themselves to avoid the worst outcome, though it does not affect others or provide much time for warning.
Warm Reception: Food, rest, shelter – all these things are likely to be provided in exchange for information and the safety of their company. Rangers prefer the common folk though, as the intrigue and deceptions of politics often lead to information distorted and/or incorrect. Some rangers actually develop skills at story-telling, nothing epic like a poet or rhymist may trade in, but to amuse and couch lessons for youngsters in.
Divine Connections: If the world bond is with a specific Divine Principal. With Conviction, this class can use Divine Connexion to call on small intercessions and counters.
Animus Sensitivity: If the world bond is a Primal Bond. Powerful Anima Fonts, anima manifestations, etc.
Land Bond Connections: Others who are similarly primevally bonded – druids, rangers, etc. can also be detected by they are great in power (fantastical creatures of natural places such as Unicorns, Basilisks, Dryads) or share tenets or litany.
Cultural/Literary/Historical Examples:
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.
Need ideas for role-playing this? See the Roleplaying your Character's Capabilities or ask the Game Master how it is best expressed in your Setting.No matter what restrictions exist in the setting you use, many GMs will allow anything with the right context or character backstory.
Tags: archetype, core, path, set-class-ranger
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.
Foundational for capability such as Features (Skills, Traits, etc.), Meditation & Aptitudes acquired with CP or Essence.
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.
Tags: Energy Pool, Energy Well, trait
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