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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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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.

No Matching Results for List


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

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Accelerated Healing

Posted on December 28, 2017 in D20 iCore Trait

Feature Impact > Positive (Cost: -5 per measure as Trait)

Summary: The character’s healing rate is increased.

Type: Physical

With Accelerated Healing, the natural processes of the body more rapidly heal damage. The character will heal a greater amount per healing cycle – dependent on species, setting, and circumstances. This increased healing applies to damage only, not secondary conditions or effects which may be ongoing – unless the source of such indicates that this feature also applies. It is assessed in Measures; Unless noted, these measures are not cumulative. Measures of Accelerated Healing and Inhibited Healing offset each other.

Time to Acquire: None – Character Inception

Cost to Acquire: None – Character Inception


i20™ Healing Details

The character increases their normal healing rate per Short Rest by the measure of increase. Example: Accelerated Healing 1 = +1 per Short Rest.

iCore iCore™ Healing Details

The character’s healing rate is increased by 1. Their CON is doubled for determining chance of stabilizing aggravated wounds and for calculating Endurance Thresholds.

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Climbing

Posted on November 20, 2017 in D20 iCore Skill

Climbing is a Mobility Expression reflects …

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


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Alchemy (expendable Trinkets)

Posted on August 15, 2017 in D20 iCore Skill

[ Feature Impact ] > Positive
This is a formal field of study and a trade; Its practice produces items.
This could also be represented simplistically as a Lore.

( ALCHEMY)

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


The practice of this may combine elements of: Biology, Chemistry, Physics. A character may gain a Toolkits and Work Stations by purchasing them in-game (depending on availability) or at the time of Inception using Assets.

Divine Trinkets

Occult Trinkets

There are many Occult Models to serve as an example.


D20 Occult Alchemy

Requirements: This requires an Intelligence of 14+ and a Wizard class of 2nd level ability or higher.
In addition to the normal Alchemy skills and artisan tools, the alchemist is proficient with advanced, more volatile and rarer processes and materials. These are used to augment the effects of certain spells. To augment a wizard spell, the alchemist must possess the following: The Wizard version of the spell in their spell book, 2) the normal material components for the spell, 3) the matching Occult Formulae for the same spell.
The alchemist takes a number of days equal to the spell level to produce the enhanced alchemal version of the spell, costing 25 coins per day. They make a DC 10 (+ the level of the spell) check with their tools and see if the process results in the correct outcome – transforming the mundane material components into an enhanced one which changes the outcome of the spell when cast. The specific outcome is based on the formulae. [Minor Alchemy (2nd level Transmuter Arcane Tradition power) allows the alchemist to add their proficiency bonus (doubling it) again to the outcome of the formulae.]

  • Extended Range: Doubled or touch becomes 30 feet.
  • Extended Area: Covers double the normal area.
  • -Replaces the concentration of the caster, allowing them to concentrate on another spell-
  • Extended Duration: Double the duration of any spell with more than an instantaneous duration.
  • Usurped Will: Assuming no change in the condition of the target that would normally give them a new save, this suspend the spell descriptions that allow the target to automatically get a new save each round.
  • Spreading Effect: The spell affects another target within its range (if non damage causing).
  • [Other]: Minor effect, adding no more than a D4 damage to the spell if it makes sense

Multiple effects can be combined, each one has the effect of doubling the cost and adding an additional day as well as +1 to the difficulty check.

Incarna Core Occult Alchemy

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