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Occult Phenomenology

Posted on July 19, 2021 in Skill

Type: Mystical (Manifestations)

Occult Phenomenology is the occult type/related knowledge as it applies to the common aspects of Mystical Phenomenological Lores.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools. With a common frame of reference, multiple specific Lores can stack.


i20™ Skill Details

[d20-check-note]

iCore iCore™ Skill Details


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.

Aura Sight

Posted on July 19, 2021 in D20 iCore Skill

[ Feature Impact ] > Positive
Aura Sight allows its possessor to see the Aura of other things. It can sense Grace as well. Aura Sight is a capability that is developed for altering the perception and seeing an individual entity or object’s aura – which reflects their Aptitude Talent, attunements, alignments, and expressions within them or attached to them. It is different than Super Sensory capability which reads an area through filters of understanding – either conscious or innate.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools. With a common frame of reference, multiple specific Lores can stack.


i20™ Skill Details

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).

[d20-check-note]

iCore iCore™ Skill Details


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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Lore: [Species]

Posted on July 19, 2021 in Skill

Type: Life Sciences

Lore: {Species} is knowledge of a particular species or race (1 per instance). Its cultural manifestations, practices, places, implements, and personalities relevant to the setting; It does not cover physiological aspects other than superficially apparent elements such as common form features, values and behaviors within a specific society. No deep understanding is necessarily implied, without related capabilities or powers. The Common Knowledge gained by any competent skill practitioner can easily be gained by questions and study of recorded information. The Lore Knowledge Levels follow the standard Learning levels.

Common Requirements: Significant time to acquire/achieve outside of Character Inception.

Lore: {Species} adds specificity to the basics of Zoology (or has a chance to reveal the same things for just one species), improving chances to learning critical resistances, immunities, and vulnerabilities.

Frame of Reference: All Skills are bound by the character's Setting (physics), and the details that their culture/society's Science (gathered by Technology), direct experience, and/or collective Records are capable of revealing. A character may not be able to apply their full measure on a different world, with different species and tools. With a common frame of reference, multiple specific Lores can stack.


i20™ Skill Details

[d20-check-note]

iCore iCore™ Skill Details


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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Deep Sleeper

Posted on May 6, 2021 in D20 iCore Trait

Deep Sleeper is a condition in which the character is deeply in a trance or dream-like state in which disconnects the user from their surroundings. Attempting to Skip Sleep may be affected by Deep Sleeper and Light Sleeper.


D20 Feature Mechanics

COST/REQ: [contentblock id=essence1]

Any attempt to wake them takes 2 rounds. The first round, the character is unaware of what is going on. The second round the character is aware of what’s going on, but can only take defensive actions. Any chance to detect assassins or Stealthed opponents suffers Disadvantage.

iCore Feature Mechanics

COST/REQ: -5 CP
Type: Physical

If you are having trouble thinking how this might play out after reading this, check out the Players Roleplaying Guidance content.

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Steel Realms Archetype Characters

Posted on December 3, 2020 in Steel-Realms

Steel Realms
Steel Realms Archetype Characters note specific changes to individual archetype templates.

Bound by Duty: Certain archetypes are bound by duty. This means they have strict observances in their outlook and training – this usually means a code of conduct and other limitations around them. The knowledge around their archetype is simply not given out to anyone. Such characters will not have a choice when their Patron or organizations come calling upon them – they may be forced to leave a party, align themselves against it, or report its doings to other powers.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which these types of characters play a significant part.

Artificer in the Steel Realms

Generally, the biggest practitioners are Ducateon, Dwarven, and Human societies.

Umbak: Umbak has the automata institute wherein ideas based on mechanical, material, and civil engineering are studied.

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in the Steel Realms

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Bard in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


Cleric in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


in the Steel Realms

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in the Steel Realms

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Paladin in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Groups/Institutions options may be available at GM discretion.


Rangers in the Steel Realms

Those who range are part of the network of World Watchers and Laws of the Land in their role as Ranger. They serve to stand vigil in the far places against the evil and darkness that threatens all, but have been known to side against the citizens to the realms for their own reasons. All rangers will venerate the powers of nature either officially and formally through the Green Church and its priests or more through the natural the powers of the Wyld Faith and the Druids and Order of Davros. In the case of the later, the dual aspects of the Gaia (female; land) and Darupet (male; beast) or the great archetypes. They also have a special insight into the perceived violent nature of the Elemental Dualities of Helca, and many maintain their shrines in out of the way places. Characters are either servants to the High King (“true Rangers”), part of the bonded orders (“watchers of the realms”) or one of the Great Protectors of the beasts (animal archetypes) is service to the druids. Moonlit Weapons are created and used by Rangers. Their nature makes them far less impressive than normal ones, and so they are typically used by their more specialized followers.

Ranger Perspective in the Steel Realms

Affray of Darkness and Light Role: The Curious Way-Farer and Beacon of Warning; Primary foe of unbalanced forces and those seeking unbalanced dominion over nature.

The Numinous Mundi of Helca offer succor and health to those of who have taken the “Green Passage” (such as Druids and Rangers), and the World Watcher presence in the Steel Realms.

The GREAT PROTECTOR Beast Masters are militant, wild and ferocious in the defense of their sacred animal and its places, answering only to the Druids (and sometimes not even to them). They bond themselves to a specific Numinous Fauna (great animal spirits) of the Wyld Faith and always respect Darupet – their connection to him is what givens them their bond to the beast powers they possess. This is typically done as a pledge to protect the animal they represent, and its ideals over all else. These rangers seek to promote awareness of the place of their sacred animal, protect it and the lands it lives in – the ranger is a champion and spokesman for the animal. As part of their bond, they are required to obey the Order of Davros in any request as it pertains to their mission around their sacred animal, and druids in general.

  1. The character will detect as an animal, and not their race.
  2. Grollen characters have the option of the Grollen Beast Master Ranger .

Animal Calling: Rangers bare themselves to elements for 24 hours, taking 1 measure of Exhaustion until they have a Long Rest. During this ritual, they are fasting, singing, engaging in primal growling, shouting and dancing like a wild beast. To call forth the spirit of the associated animal if it dies takes only 8 hours. There is no cost to any of this.

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Warlocks in the Steel Realms

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Patrons for Warlocks
Archfey Celestial Fiend Genie Olde One Undead Undying
Darupet – Father of The Wyld
Ezrilus – The Maiden of Spring
Gaia – Mother of The Wyld
Any of the Wylde Horde
Celestine of Helca Malek
Mizras (Pact of the Blade only)
The Unholy Trio’s Rite of the Dark Compact; The Pact of the Blade @5th level summons a weapon with Wormblat.

Any of the Elemental Consorts of the Wyld

The Eyefona’ri The Lich Lords

Mog Creoch


in the Steel Realms

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in the Steel Realms

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Magus (wizard, etc.) in the Steel Realms

Magus Perspective in the Steel Realms

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Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.


Wyldling in the Steel Realms

PC characters are more loners. Darupet is their sacred Force, though any character who may have had an extreme positive interaction with a specific beast which transcends their normal experience may also follow the path of the barbarian though it will be tied to a specific Great Spirit of the animal archetypes. There are pine tribesmen, freelanders in the north, the hill people ilbarsi, the nomads of the South and woodsmen everywhere that prefer to live life fettered as little as possible.

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in the Steel Realms

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Warrior (fighter, etc.) in the Steel Realms

Starting

Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.

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Wyldlings (barbarian, etc.) in the Steel Realms

Starting Gear:

Groups/Institutions Options for PC’s in the Steel Realms

Other Group/Institution options may be available at GM discretion.

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

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