Home - Page

Tag: human-only

Cultural Experience of Emirate Horse Clans

Posted on April 23, 2024 in Steel-Realms

Steel Realms

The people of the Doolun Emirates are hard-working and known for their gentleness and focus. The people have a great love of family and story-telling. The horse is the sacred animal of the people.

Common Names:

Human: This regional experience is limited to humans (Faelen).

Horse Clan Rider

Clan Riders are born and bred to horse warfare. They are expert scouts, roamers, and messengers. Characters must seek out The Ceremony of Seeking if they are leaving the clans and wish to carry the benefits of the cultural experience.


i20™ _CommonTitle_ Details

Background: Horse Clan Rider

i20 [specific] Requirements: Strength & Charisma = 10
/ Cost _ CP/_ Essence

i20 Text

iCore iCore™ _CommonTitle_ Details

Impacted by Attribute 1: None | Attribute 2: None | Lore(s): None

iCore [specific] Requirements: / Cost _ CP/_ Essence

iCore Text

Realm's Aptitude Powers: Divine, Occult, and Psychic

Bloodbreaker (Nakrian experience)

Posted on November 9, 2022 in Character-Experience Steel-Realms

Steel Realms

The characters of the savage tribes of Nakria have many options, including their own form of berserkers who worship the Celestial Damon-amon-ta, and the true tribes of the south that have strong Merovin blood in them. The Bloodbreakers worship the fury, chaos, and might of the Star-Child Damon-amon-ta.


Incarna d20™ Nakrian Characters Details/Mechanics

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

[Barbarian] Blood-Berserkers of Damon-amon-ta

Divine Principle: Damon-amon-ta; Sacrifice 2 Essence

Observances: Glory in battle! Glory in war! Success in war! Always escalate violence! Victory at any cost! (Only a powerful authority may counteract this last principle.)

These followers MUST all take the Soldier background, but instead of Gaming Kit, they have a Sacred War Paint kit they have proficiency in. Nakrian are all humans, the Blood Berserkers cannot be Merovin as their first level Feat must be Fighting Initiate (Must be ‘Dueling‘ for +2 damage). These follow the standard Barbarian path of the Berserker, but have the following benefits:

  • DC 10 = +1 to charisma checks
  • DC 12 = +2 Intimidation

    If he has an amount of time = Short Rest, he can automatically decorate a number of individuals = Proficiency Bonus to get +2 Intimidation for 2 days (before the paint begins to smudge). Each character takes 2 uses.

  • Augmented: DC 13 Intelligence (Religion); [2 uses when unarmored – full body] Calls down the skill of Damon-amon-ta: No penalty to initiative for the Khopesh for next encounter
  • Augmented: DC 16 Intelligence (Religion); [4 uses when unarmored – full body] Calls down the onus of Damon-amon-ta: skill effect & +1 attack with the Khopesh for next encounter

iCore Nakrian Characters Details/Mechanics

Realm's Aptitude Powers: Divine, Occult, and Psychic

Cultural Experience of Gaernia

Posted on November 8, 2022 in Character-Experience Steel-Realms

Steel Realms
GAERNA: Human only > Attribute: +1 VGR; Gaernian Upbringing

> Mannerisms: Loyalty to the state before all others, for it supports the framework of power through order. Personal power is pursued by any means possible. The limits of caste are strictly obeyed. The religion of Gaerna is simple and followed by all initially – “honor thy mother (Elancil) and thy father (Djerduth)”. All non-humans are veiwed with hostility.

Gaernian Upbringing: Basic Communication, Agile Communicator; Yvaldeysean speak 5, Literate 4.
Mercat (speak) 1
Iron Will 1
Melee 1
Survival
Delayed Decrepitude
Seamanship 1
Poverty (half)

Realm's Aptitude Powers: Divine, Occult, and Psychic

Top

Bezerkoi Nhakti (Nakrian experience)

Posted on July 28, 2021 in Character-Experience Steel-Realms

Steel Realms
Nakria is ruled as a Empire when forces from without put pressure on it. Like anywhere else, geographical locations have different societies and cultural specifics, but the tribes can be summed up as 2 distinct paths for Nakrian Characters: Those who have succumbed to giving up the path, and Those who practice the nearly forgotten old ways and are trying to achieve a “Higher Order”. ONLY characters belonging to the later have access to becoming the Bezerkoi Nhakti.

Warp Spasm

Bezerkoi must inhale the breath of a wild animal to awaken the Merovin related sparks within.

Realm's Aptitude Powers: Divine, Occult, and Psychic

Top