Posted on December 18, 2024
Aasimar of the Steel Realms
@RP Impact:
Cultural Stigma: As a mixed race, they suffer Weak stigma outside Nakria; Their Stigma Offset(s) are > generous, beautiful, pleasant, artistic
Individual circumstances around Social Dealings will override any absolute predisposition.
Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).
@RP Impact:
Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >
Encounter Reaction predisposition is Rejection by default.
Encounter Reaction predisposition is Neutral by default.
Encounter Reaction predisposition is Acceptance by default.
i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the
©PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
Are you using Best Practice guidelines? (ask your Game Master)
This corresponds to the HALFLING ( Race/Species)
The following aspects deviate from or add to the base race, 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. *
The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.
This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (not optional). Adjustments are noted as specific Attributes or Attribute Group(s).
Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.
The following elements reference game details that are physically part of every character of this race/species:
Posted on September 7, 2023
Faerie (Elves) of The Imperium is a PC race for Gohrmliht Imperium Characters with a Material Presence of approximately 171cm – 188cm tall, violet + yellow speckled ayes, large high ears, pale smooth skin, predominantly left handed, pale/translucent body hair, sharp angular features. To other humanoids they appear sexually ambiguous, especially since they all have high pitched voices.
Generally they are thin and average sized Faerie humanoids. Their size belies a physicality they develop from their animist type bonds to their settlements and locales. Normally, they live for up to 400 years, 250 with the Imperium Accelerata. In the case of a bond to a Soul Well (usually with a ‘heart stone’), they can become near immortal, & their eyes, hair, and skin tones will reflect the environment it is growing/embedded in – though the physical features and colors are sharper and brighter than other humanoids in almost all cases and the Animist bonds give them a sense of exoticism in their Physical Beauty. They are generally adapted to their settings, and do not have specific racial adjustments – though their slighter builds favor normal and lesser gravity and they tend to be quick in their reactions if so.
Elves and faeries bound to the Aelflands of The Faeywyld will have have birthmarks showing the Faerie Court they were born to, and their palms will have a symbol of the court they currently serve. Many will also possess a tribal or political ‘tattoo’ on the other palm or the back of their hand.
Elves and many species of faerie have a powerful mystical elemental tie to the cosmos.
i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the
©PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
=> Replaces All 5.0 SRD/PHB Elf; Racial capabilities are overridden by any linked materials hereafter.
| Defining Cultural Experience: | Physiological Aspects |
|---|---|
|
Detriments: Behavior(s):
Excluded or Altered Backgrounds: Excluded or Altered Features: Excluded or Altered Traits: Excluded or Altered Skills: i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).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). > i20 Skill Map => The following Replaces “Ability Score Increase” Aptitude Profile: 4 measures; min. Occult 1 This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).
– The Attribute Disposition reflects an lack of any specific humanoid build, etc. Immersed in Outlook: |
Sight: Dark Vision 60′ Hearing: Major Impacted Hearing bonus. Basic Communicator (speak Feyloise and Gohrmliht (Galactic Common) Language & fully literate in both if Intelligence is 12+) by the time of adolescence. Min. Physiological Attribute Adjustments: -1 Constitution, +1 Perception Body Types: Open Cultural Experience: Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available. CP COST = 0 Detriments: |
Imperium Expansionism Policy/Approach: Elves of the Imperium generally do not pursue the Diverse and Challenging Environments humans do – they tend to stick to the ones they are more suited to begin with. They colonize using Aelfpaths, and less using starships. They prefer not to settle en masse, preferring smaller enclaves and long time periods to assess. They are not hyper expansive, but strive to stake some presence and document all environments they can for the sake of knowledge and experience.
Posted on July 1, 2021 in Steel-Realms
Dwarves of the Steel Realms
@RP Impact:
Cultural Stigma: As a mixed race, they suffer Weak stigma outside The Noble East; Their Stigma Offset(s) are > gregarious, amusing, dedicated, facilitator (speak mercat)
Individual circumstances around Social Dealings will override any absolute predisposition.
Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).
@RP Impact:
Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >
Encounter Reaction predisposition is Rejection by default.
The elves and halflings do not care for the dwarves much. They lack the stoicism of their Ducateon cousins, and though the rugged individualism seems like it would fit in, its their aggressive nature that makes them unwelcome.
Encounter Reaction predisposition is Neutral by default.
More other races and places accept the Dwarves. They are excellent stone and metal workers and their stature makes them excellent miners.
Encounter Reaction predisposition is Acceptance by default.
Dwarves are welcome anywhere there is a war going on. They are generally good sappers, do faster smithing, and make tough shock troops.
This represents a general bias based on typical POV. PCs and NPCs may be able to change the Reactions through hard work and example… but face a major battle to change people’s biased opinion.
i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the
©PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
Are you using Best Practice guidelines? (ask your Game Master)
This corresponds to the DWARF ( Race/Species)
The following aspects deviate from or add to the base race, 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. *
The character comes from an area which has a dominant culture of the race/species and evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with them in absence of consciously ridding themselves of them (and their benefits).
> This inherits from: None.
This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).
Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available.
The following elements reference game details that are physically part of every character of this race/species:
Dwarven Berserkers: Dwarves do not live the normal way a Wyldling lives, though it manifests as the berserker. They’re bound to a place in the land. They feel its vibration like their Ducateon cousins. This resonance cannot be controlled like it does with their Ducateon progenitors. Holds up inside of them and they have no way to release it. The berserkers are the only outlet.
The record keeping of the Dwarves of the Steel Realms are built around the stone Lore Tablets. They use technology, steam powered or mystical means of operating a dremmel.
Posted on January 1, 2021
Half-Ork of the Steel Realms is a PC race for Steel Realms Characters with a Material Presence of approximately 1.5m – 2.1m tall, grey/yellow-grey/dark grey [near black] eyes, dark grey to green skin, half are left-handed, half have no facial/body hair or black-green hair where humanoids normally have it, many have slightly protruding tusks and/or abnormally large jaw, skull, and teeth. Tied by blood to the degenerate Orrish race, they have changed little over thousands of years.
Individual circumstances around Social Dealings will override any absolute predisposition.
Defining Experience: The dominant, pervasive culture of the race/species that evinces it’s common physiologically and sociologically developed features. As they develop, the cultural norms are ingrained and stay with characters in absence of consciously ridding themselves of them (and their benefits).
Grew up among the violent orks of the Dark Lands or hounded/isolated by locales – either way a societal outcast on the fringes that had to fight for basic survival and twice as hard for any normal position, having no regular social contacts or support and drawing on their primal instincts from their Orrish heritage. Self preservation is their overriding principle, they can seem near-feral.
Those from the Darklands follow the Orrish POV but have the opportunity to develop into something more by just being exposed to slaves and prisoners of the upper world. Those raised outside the Darklands are influenced by the Orrish culture narrative, and primarily are taught by those who raise them to be useful and stay hidden as much as possible. Those who enter into society do so at great peril – all aspects of social norms are removed with bias and prejudice. Crimes done against individual may have no repercussions in some places. There are many instances too of the half-ork being accepted on a local level, if they have proved themselves useful over time. This usually requires some religious, political, or social institution to shield them and sponsor them through the most vulnerable early time of building this reputation. Many have sponsored them, thinking to control and use their fierce strength and temper. Having this work, is the best case scenario for half breed Orrish.
@RP Impact: Half Orks are an affront the goodness in the lands of light on Helca. They are generally distrusted and not accepted due to their legendary temper and Orrish blood. The making and selling of goods for them, by default, involves higher charges and more scrutiny. It is generally considered stupid and dangerous to teach an unpredictable half-ork any of the mystic arts (assuming they can read) or any advanced combat.
Cultural Stigma: As a mixed race, they suffer Strong stigma outside Southern Vastness; Weak in it; Their Stigma Offset(s) are > hard worker, helpful, strong, enduring
– If they are not benefiting from the offsets, they typically develop a Short Fuse behavior.
Encounter Reaction predisposition is Rejection by default.
Umbak (killed), Gladnor (usually run out within 24 hours, except the capital city of the High King), (eastern) Borderlands
Encounter Reaction predisposition is Neutral by default.
[Racism Applies] Dunstrand (south of Nanford River only), [No Racism] Free North (all the living are accepted and expected to fight the dead), [Isolated] They are often raised by the druids of the Wyld Faith to be guardians of the Briarwoods and assistants to the lesser druids.Encounter Reaction predisposition is Acceptance by default.
[No Racism] Dwindor Swamp (the “Free Orrish”) – Dunstrand i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the
©PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species, a Background, and a Pathway of Experience all appropriate to their setting and no other CP unless noted by the Game Master.
=> Replaces All 5.0 SRD/PHB Half Orc; Racial capabilities are overridden by any linked materials hereafter.
| Defining Cultural Experience: Dark Lands Heritage | Physiological Aspects |
|---|---|
|
Their violent and aggressive approach grants them Menacing Bearing, Relentless Aggression (1 Measure), Savage Attacks (1 Measure); This Behavior normally makes them incapable of choosing non-lethal damage or Steady Aim. Detriments: Cultural Stigma (not accepted by society) Behavior(s): Short Fuse (little patience, personalizes everything), Cultural Lag (bad in social situations; their languages are rough and difficult to understand)
Excluded or Altered Backgrounds: Excluded or Altered Features: Excluded or Altered Traits: Excluded or Altered Skills: i20 REPLACES d20 skill proficiency > Check = skill level + modifiers (Prof. Bonus not used).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). > i20 Skill Map => The following Replaces “Ability Score Increase” Aptitude Profile: 4 measures; min. Kinetic 1 This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional). Adjustments are noted as specific Attributes or Attribute Group(s).
– The Attribute Disposition reflects an adapted type of “Formidable Build” and “Powerful Frame“; Average Bulk is minimum. Immersed in Outlook: |
Sight: Dark Vision 30′ Hearing: 1-4 in d20 for Major Impacted Hearing bonus. Basic Communicator (speak Orrisha and a smattering of local human dialect (Gladnorian mostly – reversed if they grew up in the Dark Lands & fully fluent in both if Intelligence is 12+); literacy not included Min. Physiological Attribute Adjustments: +1 Strength, -1 Intelligence Minimum Body Types: Open Cultural Experience: Wherever the character grew up, they eschewed the common cultural experience in favor of a more individualistic approach to life. While they are aware of the cultural norms, they chose not to be confined by them and not to benefit from them, and any unconscious behavior that reflects them gradually fades over time. Unless noted, all Archetype options are available. CP COST = 0 Detriments: Cultural Stigma (not accepted by society, except in the local community they grew up in) |
These halfbreeds are rare – roughly about 35,000 exist, and most (2/3 of them) in the Darklands. They are considered weak blood in the Darklands, but accepted only because they are useful and most are NOT affected by the Sun-Bane – unlike full Orrish. If a half-ork mates with another half-ork, it will produce a half ork; however there is a more than 50% chance it will be under the curse of the Sun-Bane.
This represents a general bias based on typical POV. PCs and NPCs may be able to change the Reactions through hard work and example… but face a major battle to change people’s biased opinion. PCs of this species typically (or at least eventually) fall outside the normal Point of View of typical species members, and the Species Lore. As such, generally, they cannot be the target of Studied Adversary.
Player Characters: PCs in the Darklands will either be raised to fight, scout or serve the priesthood of the Unholy Trio. Those delivered into the upper lands (by mothers wanting them to have a chance or as foundlings from raids on Orrish lairs under the earth have other options. They are typically raised by the Green Church and become part of its ranks and find jobs and purpose in its ranks, sometimes offsetting the social stigma around them. Their Otherness is apparent and cannot be masked.
Hendrahk is a common half ork name. He was a famous figure that fought against Lich Lords of the north in around CY 6700 and gained fame for his vigilance and hatred of the legions of skeletons and zombies. He wielded a massive sword that he used to cleave many an animation in two. He lived to a ripe old age of about 80, as a personal weapons trainer to the high born children of the free territory of Kaald. He died in comfort and with great respect. It is a common name for its good association with a positive figure of history; druids began using it for exceptional orphans they raised around CY 6800 and it has been in use that way ever sense.