How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse
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".
Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
The 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. *
Making a Warlock Character @1st Level
Are you using Best Practice guidelines? (ask your Game Master)
Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used). Wounds can temporarily reduce the character's normal maximum.
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
Equipment: Each iVerse Setting has a Cost Portion which a character starts with to buy goods with; Also see the "Characters" document for the setting. In addition to general purchasable gear, PC characters are assumed to come from "Middling" circumstances and begin play with equipment (portable Toolkits and/or stationary Work Stations) related to their capabilities granted by Race/Background/Archetype/Cultural experiences.
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.
How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse
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".
Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
The 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. *
Making a Magus Character @1st Level
Are you using Best Practice guidelines? (ask your Game Master)
Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used). Wounds can temporarily reduce the character's normal maximum.
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
Starting Skills @Character Inception: & +1 level in a Lore of choice if the character has an Accomplished Attribute Disposition. i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).
A Magus has all the known forms or schools accessible to them.
Geomancy (time, distance, travel, shape, space, displacement)
Illusionist
Enchanter
Evoker
Conjurer / Summoner
Divination
Necromancy/Sarcomancy
Transmuter
Repudiator (protection, counter/null/dispel)
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.
Heraldsmein: This Titles is often a qualifier – “Good day Sira Heraldsmein Jones”. Bards, World Watchers, Heralds, and generally those who seek and carry information from one place to another in service to a liege or not.
How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse
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".
Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
Bards, the journeyists and explorers that travel, promote knowledge & spread information, adjudicate differences, and in general are the watchers and supporters of civilized society.
The 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. *
Making a Bard Character @1st Level
Are you using Best Practice guidelines? (ask your Game Master)
Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used). Wounds can temporarily reduce the character's normal maximum.
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
Starting Skills @Character Inception: & +1 level in a Lore of choice if the character has an Accomplished Attribute Disposition. i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).
Currently Supported Subclasses: (Others are at GM discretion/approval.)
Song of Rest & Soothing: This increases the Healing Rate of those who can hear it by 1 or offset negative care aspects by 2. At 5th level, if they spend 1 Mana (if they have a Mana Reservoir), they can affect a # or targets equal to their Proficiency Bonus, and increase the healing rate by the same amount.
Roles
Wry smile, easy laugh, comforting word, reasonable
Elegist/Memorialist: funerals, weddings, birthdays, etc.
> Credentialed = can perform associated ritual/ceremonial trials with markings/bona fides/documents which are legally binding
Balladeer: musician/singer/lyricist
Performer: actor/poet, storyteller, gambler
Loreist: Law, tradition, history, news, teacher, settler of disputes through the use of precedents and reasonableness
> Credentialed = can perform associated ritual/ceremonial trials with markings/bona fides/documents which are legally binding
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.
How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse
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".
Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
The 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. *
Making a Cleric Character @1st Level
Are you using Best Practice guidelines? (ask your Game Master)
Kinetic 1, Occult 1 Baseline if Aptitude is not emphasized.
Kinetic 3, Occult 1 = Begin play with Chi Reservoir(If they are using the aptitude)
They choose a Divine Principal for their Setting
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 sanctified symbolic charm, tattoo or scar with embedded materials, etc. from their purification and indoctrination.
Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used). Wounds can temporarily reduce the character's normal maximum.
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
Starting Skills @Character Inception: & +1 level in a Lore of choice if the character has an Accomplished Attribute Disposition. i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).
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.
How to use this page: This is meant as a complete reference experience (other than i20 source materials). You should be able to return to this page which will link to all the relevant topics for playing this aspect of your character. When you are improving your character, it should provide clear information on their incentivized development. Using it as a reference during gaming should greatly assist with maintaining game flow.
Core Ideas of the Incarna Multiverse
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".
Your Game Group has chosen a specific Settings; It's Character page constrains what options you may have... it is from this point that you can realistically work with your Character Concept (though many Game Masters will allow just about anything with the right Character Story elements).
The 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. *
Making a Druid Character @1st Level
Are you using Best Practice guidelines? (ask your Game Master)
Kinetic 1, Occult 1 Baseline if Aptitude is not emphasized.
Kinetic 3, Occult 1 = Begin play with Chi Reservoir(If they are using the aptitude)
They choose a Divine Principal for their Setting
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 sanctified symbolic charm, tattoo or scar with embedded materials, etc. from their purification and indoctrination.
Health (Hit) Points: (HP) Average HP only at 1st; Health is Recovered at a standard rate ("Hit Dice" are not used). Wounds can temporarily reduce the character's normal maximum.
Rested Healing: Applying healing immediately after a Rest and before any other activity is taken normally assures a major result (full amount).
Starting Skills @Character Inception: & +1 level in a Lore of choice if the character has an Accomplished Attribute Disposition. i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).
Those who cannot see organization, hierarchy, and a natural rhythm and flow to the world are fools. Law, chaos, good and evil are mostly ideas given by those who cannot see the natural flow of the world; nature cares not for those except where they motivate creatures to build or destroy outside of instinct or overwhelming intentions which could upset the natural order. Higher Order beings or greater power come closer to the raw power of nature itself and have a natural tendency to exert their own ‘natural order’ – this is a false and potentially greatly harmful perspective. High Order entities must be reminded they exist within the natural multiverse and must coexist with other primeval entities and powers or upset the balance that keeps all living beings healthy as appropriate to their nature and environment. Ebbs and flows, change and order are all part of this, but there is a quality of ‘naturalness’ which must be stewarded and imposed where such balance is broken.
The Green Temperament: A Bond to the World
Once the “Green Passage” is complete, the bond (a major Green Temperament for them) with the world 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. If they find themselves on land, in water, or in the clouds, the world around them is an extension of their sense 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.
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.