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Rite of Atonement

Posted on March 9, 2021

Divine

This is the Rite holding the litany to trigger the relief of being under Censure or who has transgressed (either by Act or Proclamation) against the observances or will of their faith must seek the Rite of Atonement. A member of a holy order, clergy, or institution who has broken a bond or vow typically seeks Atonement as well. The absolution and penitence must come from the Divine Principal or from a similar Follower who shares his or her faith and/or sect. Acts of privation and contrition, denial of worldly comforts, prayer vigil or service among the community of faithful may be part of atonement. Regardless, the confession and forgiveness by the faith and its representative(s) must also accompany acts of contrition.

  • Minor – Unwilling/Accidental/Trivial: 1 Long Rest cycle base time; 1 Rite Measure
  • Major – Willing/Purposeful/Egregious: 3 Long Rest cycles base time; 2 Rite Measure

Divine Scrutiny: Atonement can only sought if the Follower is genuinely contrite. Seeking Atonement to restore powers only for the purpose of repeating the transgression will not be recognized by the Divine Principal. The Conviction of the Follower allows the divine principal to know the truth of their actions.

Form and Execution

Common Resolutions: Most faiths will have known and followed activities, observances, and/or full rites that resolve their fall from grace, and restore their status among the Followers.

Common Requirements: All Rites the Character performs or participates in must adhere/conform to the Tenets of the faith that it is directed at.

  • Marking: Either possessing the Meditation feature or offering a Cost Portion worth of goods allows you to pursue the mark of Atonement. Then it is just a matter of marking the time (Minor or Major) to gain the Atonement. A ‘Simple Rite’ finishes completely in 4x base time cycle. Optionally, the practitioner can achieve success through the Rite Trial for each stage:

Recitations of Contrition: Stage 1 of 3 of this Rite Trial; Success by ‘Simple Rite’ success or checked as a Rite Trial; 1 time cycle.

The sacred space allows you to detach from all the worries of the world and focus on the Conviction you have to your faith. You follow the precepts of contrition. All must be laid bare. What covenants did you violate? What tenets have you broken? Why did you violate them? Why was it wrong in regards to it? You breathe in the holy fumes, and lay yourself bare and the eye of your faith is upon you. You know if must be told with conviction. The truth must be spoken aloud.

Acts of Penance: Stage 2 of 3 of this Rite Trial; 1 time cycle;

The Cleansing of Conscience: Stage 3 of 3 of this Rite Trial; 1 time cycle.


i20™ Rite of Atonement Details

iCore iCore™ Rite of Atonement Details

Elan Building: This particular activity, along with Mystic Offerings to or time serving a Prime Entities, Time in Service to Prime Institutions or Entities, acquiring knowledge and experience arduously and over great amounts of game time (beyond Character Inception), Acts altering the outcome of great conflicts or the lives of many in general, and enhancing capabilities to an epic level can all build Elan.

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Divine Aptitude

Posted on November 19, 2018 in Aptitude

Divine Aptitude is one of the Pillar Aptitudes (Divine, Kinetic, Occult, and Psychic) that comprise the multitude of Presences’ (material, aethereal, etc.) in the The Pattern of the multiverse.

Divine Engagement: The Harmony of Unity: Having Divine Aptitude, a Synergy Reservoir, and/or divine related Features.

A permanent change in the Talent Level of this Aptitude triggers an instance of Actuated Awareness.


i20™ Aptitude Measure Details

iCore iCore™ Aptitude Measure Details

3
Synergy is the Anima Energy within The Pattern that fuels some divine Bonds, powers, and Features; It is accumulated in a Synergy Reservoir.

transcendent beings?

It is fundamentally the power of a community united in beliefs and purpose through a devotional bond to a Principal in order to alter The Pattern. Its focus lies in supporting, boosting, empowering, and fostering the well-being of the community.

> A character who takes on Divine Engagement as a chief path of development is referred to as a Follower.
> The act of manifesting divine power is referred to as Adjuration. Such powers are typically learned through the Mystic Tradition of Inspiration.

Petitioning for Divine Power: Divine practitioners most often use Adjuration (petitioning) for spells and Inscription (scrolls) Methodologies to make scribed magics. For more information of the actions and perspectives on this, see the Guide for Followers.


d20™ Divine Aptitude Mechanics

This content is part of the i20™ Variant for the d20 System™.

Requirements: Adoption of a Primary Class and Primary Ability at the time of acquiring the first measure of Aptitude for d20 (see full details on acquiring d20 Aptitude). * No Aptitude’s granted powers can be exercised unless the character’s level is equal to or higher than the Aptitude rating. *

Primary Classes: Cleric (Inspiration tradition), Druid (Inspiration and Spark/Anima traditions), Paladin (Inspiration tradition); Note Multiclassing Options changed.

Commitment to Mystic Tradition: If a character decides to commit to a single Tradition as well as using Aptitude for d20 and no Multiclassing, they gain a Committed Spell Progression.

Primary Abilities: Charisma, Intelligence, Wisdom; it must be one of the Primary Class’s proficient abilities.

Rating Cost Description (Cumulative Effects)
1 5 Essence

Divine Aptitude Common Elements (at Every Level)

Inspired Litany: The Character gains a bonus equal to their Aptitude to their Religion checks for their own faith(s) as represented by the Tenets of it’s Abiding Litany.

Natural Affinity: The character may Attune a number of Empowered Divine Item equal to half their Aptitude (minimum of 1) without Pledging Essence.

Natural Discernment: The Character gains a bonus equal to their Aptitude to their Divine Phenomenon checks.

Natural Foundation: The Character sets their Conviction equal to their Aptitude. If the Aptitude measure is equal to or less than their current Conviction, Conviction increases by 1.

Mystic Insight: The character gains a total number of Prepared Spells from Aptitude for the Primary Class equal to their Proficiency Bonus or their Aptitude rating (whichever is higher).

Additional Aptitude Powers

  • Divine Bulwark: Using their natural insight, all abjurations of Bless [spell] or Resistance [cantrip] are enhanced when cast upon a target that has the condition of Shared Litany. A Character must choose 1 magical effect; some classes do not have both as an option.
    At this level, no Concentration for the Divine Bulwark effect is required.
2 4 Essence 
(9 total)
  • Divine Aptitude Common Elements
  • Attribute Affinity: The character gains a +1 increase to the maximum value (usually taking it to 21) of their Primary Ability within their Primary Class.
  • The character is able to use the Channel Divinity power in the faithful around them as an Action. It must be voluntary, and the target possessing it within 30′.
  • Divine Bulwark: At this level, the Divine Bulwark effect has maximum effect on all affected with Shared Litany.
3 3 Essence 
(12 total)
  • Divine Aptitude Common Elements
  • Aptitude Emphasis: (Lesser) The character’s maximum in their Primary Ability is raised by 1.
  • Enhanced Liturgy: If the character abjures a spell at a target with compatible/harmonious condition of Shared Litany, it enhances the effects. A Bless spell is treated as if it was one level higher spell slot, and has maximum effect. Healing Word always has maximum effect. Shield of Faith requires no concentration.
  • Prepared Magic: The character can have a divine spell “prepared” and gain an initiative bonus equal to their proficiency bonus. Their next Action must be to use that spell or it is not considered prepared any longer.
  • Divine Bulwark: At this level, the Divine Bulwark effect affects all targets with Shared Litany within 5′ of the abjurer.
4 2 Essence 
(14 total)
  • Divine Aptitude Common Elements
  • Aptitude Emphasis: (Greater) At 8th level, if you choose an Ability Score Increase in your Primary Class’s 2 proficient abilities, you can increase one ability by 1 and the other by 2.
  • Prepared Magic: The character can have a divine spell “prepared” and gain an initiative bonus equal to double their proficiency bonus. Their next Action must be to use that spell or it is not considered prepared any longer.
  • Devoted: Gain an extra use of Channel Divinity
  • Vital Conduit = Principal Source: [1 Synergy] Effort is purely the domain of the Principal, the intended adjuration/casting of a divine power cannot be interrupted nor can the Concentration be interrupted.
  • Divine Bulwark: At this level, the Divine Bulwark effects adds Relentless Endurance on all affected with Shared Litany.
4 @ time of Character Inception

iCore Divine Mechanics

Core Divine Aptitude
Rating Cost Description
1 5 Essence
2 4 Essence 
(9 total)
3 3 Essence 
(12 total)
4 2 Essence 
(14 total)
4 @ time of Character Inception = Natural Divine Talent

Divine: Bonds of greater purpose though spirit and insight into mystic connectedness.
Kinetic: Mind-over-body through the rigors of health, concentration, and discipline.
Occult: Command of arcane powers & entities through understanding of The Pattern.
Psychic: Reality as a representation/reflection of Will Power and inner vision.

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Conviction (Follower of Faith)

Posted on November 19, 2018

[ Feature Impact ] > Positive
The Power of Conviction

The Power of Conviction

Conviction is a strengthened bond between a follower and a Divine Principal. It is also representative of the regard the Principal may hold for the follower. Characters will have a Conviction rating for each Principal.

Followers gain access to leveraging their Conviction with other followers, share Blessings, etc. through Shared Litany, and employing Connexion. Conviction, along with Divine Aptitude, determines the followers rank in assessing what powers they might wield.

Conviction is measured in levels and represents the depth/and or strength of belief and commitment. It does not necessarily reflect absolute adherence to the tenets – it is mainly for the goals and causes (not mundane Signifying events). Each measure represents a greater level of sacrifice, danger, and involvement in the operations of the Principal, and defending or promoting its institutions, societal position and reputation. This differs from a clerical or priestly caste or office, which represents rank and function in the administrative ranks of those that serve the Principal – typically an institution such as a church, outreach program, sect home, or the like. The benefits of Conviction are the direct notice of the Principal, and its intervention regarding certain powers and activities of divine nature. The rating of each measure of Conviction is specific to the Principal it is tied to – a character may have more than Conviction rating. Only one Conviction rating can rise to the level of Zealot for any given follower.

Common COST/REQ:

Benefits of Conviction

A Principal Endeavor empowering Divine Intent. Access to Shared Litany and Abiding Litany; wielding holy weapons.


Incarna d20™ Conviction Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.

A character may not possess a Conviction rating greater than their Character Level.

Conviction 1: [COST = 2 Essence] Rite of Dedicated Grace For each measure of Conviction, characters that are Clerics casting a spell of that level or lower need not make a Concentration check if they are interrupted during a spell’s duration.

> Group Binding: If the player/character is absent from a session, they can contribute to the success of the group by providing a single Blessing for a session. The members of the group decide how this will be used, but can only affect characters with Shared Litany. This last until the session ends, and renews each session that they are absent from the group (barring them not meeting the requirements to sustain the group). The character shares the same fate of the group if all the other characters are killed, captured, etc.

> Epic Removal: If the character is removed from the game by GM or story [the player invents] through character death (an “Epic Removal”), the group earns a Twist of Fate. The use of this is to be decided upon by the group.

Conviction 2: [COST = 1 Essence] Abiding Litany (Follower of Faith)

Conviction 3: [COST = 1 Essence]
The following require no Concentration is cast by a source that has Shared Litany: Beacon of Hope, Stoneskin

Conviction 4: [COST = 1 Essence]
The following require no Concentration is cast by a source that has Shared Litany: Enhance Ability, Protection from Good/Evil

Incarna iCore Conviction Mechanics

[related-subpages pageid=”6807″ title=”Conviction Materials”]

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.

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[Base] d20 Paladin Class Variant

Posted on October 12, 2015

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

ONLY Applicable to the i20 Variant
All characters should have a story for the important elements of their composition.

Paladins are the individual [holy] warriors of the faith dedicated to a Divine Principle – they choose this upon assuming the class. As long as they remain in Good Standing with their patron, they are empowered with mystic powers and a purpose (related to their oath) that gives them crystal clarity that their actions are righteous. They are the martial examples, and the militaristic arm of a faith in fighting its foes – they are not community or follower oriented. Like Clerics though they may organize around institutions for logistical support. Characters of renown are typically found wielding holy weapons. Unlike a priest, the paladin’s oath and purpose are the narrow focus of their actions – they do not generally play into the politics or bureaucracy of the institutions and followers of their faith. They are subject to the divine Voice of Authority commanded by avatars, priests (Clerics), and even institutional ranks.

Primary Aptitude(s): Divine. Followers generally use Conviction and progress through the States of Grace.

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.

Magic/Spell Changes

[d20-summary-magic-changes]

Paladin Spell Casting: They come from the Mystic Tradition of Inspiration. This class uses Adjuration type castings for determining Casting Constraints.

Changes to the PHB Paladin Class

  1. Starting Equipment and Money: By campaign setting – DO NOT USE THE ©PLAYERS HANDBOOK.
  2. The Paladin’s Holy Symbol is a form of Focus Point.
  3. Paladins (all faith based operations) use Wisdom, not Charisma. All powers based on Charisma also change.
  4. The Oath that a paladin takes depends on the faith they profess and/or the order that they are part of. Often these have all standard options available, but have elite orders and institutions that restrict and augment the options available. These often have additional principles and tenets the character must abide by.
  5. Essence: In order to facilitate the bonds of faith, the Paladin has several points of required Essence use (outside of possible Aptitude).
    • Basic Bond: 1 @ 1st level – The character has deep commitment to their faith/deity (Divine Principle) to gain Good Standing in relation to the faith’s tenets.
    • Holy Symbol Attunement: 1 @ 1st level – If Paladin is their primary class at the time of Character Inception, their Basic Bond includes this Attunement. Replacement holy symbols only need the Ritual of Attunement, no additional Essence.
    • Confirmed Bond: 1 @ 3rd level – When they choose their path (Oath) to reflect their deeper abiding bond.
  6. Liturgical Participation: If this is their primary class at the time of Character Inception, they gain Lore: [Characters’ Faith] +1
  7. The Paladin’s Holy Symbol is a form of Focus Point. They are provided one as part of their induction into the faith.
  8. Tasha’s Cauldron: Fighting Style Options, Martial Versatility (Optional Features); Paths – Oath of Glory

Advantages

  1. Paladins always start off with better armor (Medium Armor) than normal starting characters (Light Armor).
  2. Offering: The [greater] holy symbol of an enemy of the faith may be offered up for Divine Aegis (a single use of Shield of Faith).
  3. Aptitude Synergy: Optional; If the character chooses to spend Essence to acquire the aptitude combination.
    • Divine 1 + Kinetic 1:
      • Divine Sense: Per Short Rest (instead of Long Rest).
      • Aura of Protection: The 30′ radius effect is at 9th level.
      • Aura of Courage: The 30′ radius effect is at 9th level.

Disadvantages

  1. Paladins need to follow their guiding principles or lose all spell casting and channel divinity until atoned for. Role playing wise it means they are constantly asking those around them to prove their faith.
    • Single Combat: Should a paladin challenge a foe of their faith to single combat, in the name of their faith, and win, they gain a Divine Blessing (typically one-time use of the Bless spell, Inspiration, or Channel Divinity). Should they refuse such a challenge made to them, they fall under a Bane spell (and cannot gain Divine Blessings) until it can be atoned for. This does not apply if the situation is obvious suicide.

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[Base] d20 Ranger Class Variant

Posted on October 12, 2015

These materials represent the Incarna i20™ approach based on ©D20 system & d20 use.

ONLY Applicable to the i20 Variant

This class employs the Incarna Ranger class pathway and all its features. The specific for these features will be laid out herein.

Universal for all classes: Starting Equipment and Money = By campaign setting

Rite of the Land: This is used to signify the acquisition of a Druid’s (iD20 variant)powers of the Circle of the Land.

Druidic Druid-Sign is the equivalent of Sylvanic sign.

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.

Magic/Spell Changes

[d20-summary-magic-changes]

Changes to the PHB Ranger Class

Class choice in Incarna should be a role-play challenge more than anything. While any class is possible in the right situation/background, many other factors constrain the path a character may take. These may include race, culture, gender, regional issues, and social norms, social class, etc. A full Character Background and Stories of the character's development can explain anything, even a complete deviation from any setting or rule restrictions. However, it is also these constraining elements that give the most role-play challenge (and reward) and should be encouraged. Multi-classing after character creation has only the limits the story and setting provide (aside from any normal limits).

Incarna iDnD prefers the UA Revised Ranger, NOT WOTC Ranger Options. We have adopted this well knowing that discussions seem to indicate there is no future for the UA version (as noted at reddit and tribality).

  1. The Favored Enemy feature is replaced with the Incarna Enmity feature.
  2. The Rangers Bond/Oath – What makes the Ranger, a Ranger. Primarily, this accounts for the mystical powers of the Ranger, without necessarily having to have a specific Divine Principle to answer to.
    • Basic Oath/Bond: The Ranger has a simple bond of One with the Land. They sacrifice 1 Essence at 1st level for the deep ties to the world around them through Shared Litany (good standing with their faith’s tenets). They lose 1 additional Essence at 3rd level when they choose their path and abiding bond with their animal spirit.
    • High Oath/Bond: One with the Land. Rangers taking this path must choose the Hunter archetype at 3rd level. A Ranger does NOT need the Psychic Aptitude requirement for this oath. The Aptitude costs cover all the benefits – Rangers continue to get additional Favored Enemy (now Chosen Prey) and favored Terrain at levels without additional costs.
      Role-Play ++

      This presents a good opportunity for adding Roleplaying elements to the Character.

      Story Hook ++

      This presents a good opportunity for adding Character Story elements to the Character.

  3. Tasha’s Cauldron: Favored Foe/Foe Slayer is replaced by the Incarna Enmity (a new Chosen Prey is gained at 6th and 14th level) feature, Fighting Style Options, Spell Casting Focus, Martial Versatility (Optional Features)
  4. Normal [Incarna] Rangers do not have Spell Casting capability. Instead, at 2nd level they gain Second Wind and at 4th they gain Action Surge; both of these operate exactly as the Fighter class abilities, but at Ranger level, not Fighter.

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