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Ducateon of the Steel Realms

Posted on December 10, 2019 in Steel-Realms

Steel Realms

Ducateon of the Steel Realms are approximately 1.5m high with long arms and three digited limbs ending in massive nails that can dig earth. They are covered in a coarse fur, quiet with deep voices, don’t wear much, and strong for their size. They are known to be able to see in the dark though are also near-sighted. The people are seen as alien, strange, and distrusted though not feared. They keep to themselves and Outkast’s (not at all like the others) are often the only example seen by outsiders. Much about their culture remains a mystery. They are renowned for their stone and metal crafting. They are a caste system with a strictly lawful life.
@RP Impact: Hands require an Adapted Grip for any weapon


Caste Cordiality: With anyone outside the Ducateon Caste System, the character suffers a -2 Charisma penalty.

i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©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)

Common Cultural Experience

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.

Rigid Thinking: Must take a Lawful Code of Conduct – this is ingrained in their culture.

This race uses all the standard essential Attributes. Characters inherit the primary Developed Attribute Disposition by default (optional for non-caste). Adjustments are noted as specific Attributes or Attribute Group(s).

  • Adjustments: (By Caste)
  • Minimums: Strength 12, Vigor 10, Perception 10
  • Maximums: Charisma 18, Sanity 17

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.

Remining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


Further Race/Species Details

Unwelcome:

Accepted

Welcomed:

The Ducateon culture is technically monotheist, referring to this entity as Him or Maðr – though they openly individually venerate other deities as aspects of Him.

Most of the time, they answer questions beginning with a sigh, like speech is some sort of burden as they explain themselves to children.

They have a hymn which hardness their nails, causes them to vibrate and carve stone.

Ducateon Voice

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

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Ynthian Elves of the Steel Realms

Posted on December 6, 2015 in Steel-Realms

Steel Realms
Ynthian Elves of the Steel Realms are one of the Faerie races in the Steel Realms.

The Unholy Trio have created many an open wound in the land and poisoned the veins that run under it. The elves (really the Ynthian Elves of the Steel Realms) have done their best to regenerate the land. These corruption battles are fought outside of prying eyes. The Laey Lines and the Aelfpaths of the Steel Realms have been laid waste to and left unhealed. The brutality of Everdark, the savagery of Sun Stealer, and the insidiousness of Gloombringer, despite the The Godspeak Accord, has been subtle and unrelenting in their contribution to The Calamitous History of The Steel Realms.

Description: Life most faerie races, these characters have a Long Life Thread.

The cast of these creatures on Helca is so much like the ancient Aelves that some scholars believe they are only a generation away. Mysterious and alien, xenophobic, wielding magical power beyond the understanding of other species. The are thought to steal babies and feed them to their strange gods of the earth, air and water. The few elves that leave Ynth are atypical, and while more social, also seem ammoral and cruel. Ynthian elves look down upon all other races.
@RP Impact: Driven out of town or denied goods and services in some places; pay 10-20% more for goods and services.

Individual circumstances around Social Dealings will override any absolute predisposition.

Point of View (POV)

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).

Experience:

@RP Impact:

Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Everywhere not accepted to welcomed.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Borderlands and the south

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Vale Evander


i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©PHB it is based off of.

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).

  • Adjustments: -1 Charisma, +1 Reason, -1 Intuition, -1 Sanity
  • Minimums: Reason 12, Vigor 10, Perception 10, Sanity 10
  • Maximums: Strength 16, Charisma 19, Reason 22

iCore iCore™ Race/Species Details


d20 Raise Dead and equivalent/d20 Revivify and equivalent: Creatures with a Long Life Thread (ex: Elves) cannot be targeted by either of these spells (they simply fail) – it takes stronger spells to impact the character enough to bring them back from the dead.

Further Race/Species Details

Origins Lost in Dreams: Elven dreams were cursed because they were last through the gate that brought the Blood of Saemon to Helca, and bore the full force of the Unholy Trio’s hate as the gate slowly closed and they were overwhelmed. Their past is forgotten in the whirlwind of dreams. They are filled with green and violet lights in the sky, time reversal, and distortions of directions and faces.

Ynthian elves are Faeries of the Steel Realms and have many of the common aspects, such as Soul Gems.

Deep Knowledge: The learning process for the near immortal elves of Ynth is very reserved and reflective of Careful Learners. Experimental conduct and a test of patience are the norm for this race. They are never swift learners and wholly engrossed when they are engaged in the process.

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

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Wyld Elves of the Steel Realms

Posted on December 6, 2015 in Steel-Realms

Steel Realms
Wyld Elves of the Steel Realms are one of the Faerie races in the Steel Realms; also known as “Plains Elves” because of their occupation of the Pale Plains.

Description: Life most faerie races, these characters have a Long Life Thread and certain magics do not work the same on them. They have a maximum lifespan of about 400-600 years.

Approximately 1.6m, slight build, quick, their affinity for plant and beast, love of certain drink and a great sense of mirth. When ‘elf’ comes to mind for most denizens of Helca, the Wyld Eves are the vision it conjures. Sleight, quick, fierce, boisterous and deadly. Wyld elves are seen as distinct from Ynthian elves – the later is recognized by their alien countenance and reserved behavior. Elves (and faeries in general) are seen as
@RP Impact:

Wild (Sylvan) elves – also called the Folk of Grass and Sky – are Faeries of the Steel Realms and have many of the common aspects, such as Soul Gems. They live their life drastically different from the Ynthian elves. From them are descended the Edraim. Each clan of elves, called a Weald, has its own Soul Well. Outside of Ynth, wyld elf clan sizes vary from 300 to 5000. They never congregated in large groups like the Kingdom of Ynth. They choose to disperse themselves to isolate the corruption they believe to be brought from the homeland of Greyhaven of Feathers.

Individual circumstances around Social Dealings will override any absolute predisposition.

Point of View (POV)

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).

Experience:

@RP Impact:

Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

(by Race) Grollen, Dwarven

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Any Weald

Further Race/Species Details


Official PC Races of the Steel Realms

i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©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)

Common Cultural Experience

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).

  • Adjustments: -1 Charisma, +1 Reactions, +1 Perception, -1 Strength
  • Minimums: Reactions 10, Perception 12
  • Maximums: Strength 18, Reactions 22

Class Options: Barbarian (wolf and eagle/hawk only), Bard (“Rhapsodist”), Cleric (Nature, War, Trickery, Life), Druid, Fighter, Ranger, Rogue, Wizard

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.

Remining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


Health and Biology

Lifespan Average: 500 years (those outside of Ynth)

Diet: Wyld elves love rich foods – yogurt, cream, etc. Their biology seems to burn these materials swiftly. Fermented milk is their alcoholic beverage of choice.

Aging: They only live about 500 years, compared to the near immortal Ynthian brethren. But they have Delayed Decrepitude, going into “Sundown Time” and knowing weeks in advance. Once it starts, the character has 8-10 days to live as they age rapidly, pain is minimal though if they are surrounded by other Heart Shine – a time of family and community. There is no sadness, only remembrance and laughter.

Slow Learners: The learning process for the long lived elves is slower, more meticulous and precise, painstaking, accurate, and cautious. Though not nearly is minutiae focused as their Ynthian brethren, it takes double the normal amount of time for them to learn something in order to be comfortable using it/attempting it. They are never swift learners and when learning, wholly engrossed when they are engaged.

[related-subpages pageid=”2639″ title=”Wyld Elven Materials”]
Realm's Aptitude Powers: Divine, Occult, and Psychic

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Half-Elves of the Steel Realms

Posted on October 3, 2015 in Steel-Realms

Steel Realms

Half-Elves of the Steel Realms
@RP Impact: Half elfs have a genetic imbalance giving them a Short Fuse.
Cultural Stigma: As a mixed race, they suffer Weak stigma everywhere; Their Stigma Offset(s) are > skilled, practiced, loyal


Further Race/Species Details

Reactions based on Point of View

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.

Unwelcome: Umbak, Kaald

Accepted: Dunstrand, Merchant Cities

Welcomed: N’lokrha


i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©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. *

Strong Faerie Features: The faerie ancestry is unmistakable.

Common Cultural Experience

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).

  • Adjustments: -1 Sanity, +1 Perception
  • Minimums: Perception 10
  • Maximums: Sanity 19
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.

Remining CP to spend on Features:


Shared Physiological Details

The following elements reference game details that are physically part of every character of this race/species:

iCore iCore™ Race/Species Details


These halfbreeds are common – roughly about 80,000 exist, and most (half of them) in N’lokrha. Half elves are generally not welcomed, due to their alien features, temper and instability, but do not evoke the animosity Half Orks do. Half elves have the parentage of an elf and a human or other half breed. Sometimes dormant elven blood can evince itself in a generation – usually as twins of opposite genders. As children, they have distinctly elven features and grow slower (50-150 years longer than a human), making them more tolerable to an elven parent. Exposure to the sun and elements changes this as they go through puberty (age 18), and many are cast out by age 25. Half elves are universally shunned, often living at the outside of society and paying more for goods and services, and folk are less inclined to help them.

Features

Ill-Tempered
  • Grudge-Bearing: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
  • Short Fuse: They are unable to overcome this, though their Short Fuse is greatly reduced when dealing with others of their own kind (where they are accepted). Otherwise, violence is the answer to almost any challenge.

Compensated Skill: Half-elves try and compensate for their ill-temper by focusing in their Charisma (to try and avert the threshold of of their Ill-Temper feature); Many choose to forgo this emphasis and change the focus to improving existing skills to compensate.

Weakened Presence: Those born without a Soul Gem or Faey-Sight ae physically less hardy.

Confident Amidst Nature: Half-elves growing up in the wild offset penalties to physical skills and survival capabilities from low Attributes.

Alien Countenance: The features of the half elves are a pronounced angular chin and cheek bones, odd color skin, strange hair colors and patterns, wide then eyes, left handedness (75%), and thin lips. Their fingers and toes are long, and they are typically thin for their size. Their features are ugly to both elves and humans. Half elves are normally born without an elvish Soul Gem (and cannot begin as Flora Bound, like full elves), though those few that are have eyes that “sparkle” with flecks of green and gold. The few born with Faey Sight have their eyes irritated around the edges from dryness, and have a tendency to stare unblinking.

The Cut Ones“: A half elf that has been exposed for days unblinking in the light of the full sun and moon, and cut the tips of their ears off, shaved their head and slicing their face. At the end of a week, assuming they dont die from infection, they heal. Their angular features and tell-tale signs of being a half elf are gone – eyes, skin, and hair color become washed out and human-like. Any soul gem they may have had cracks and turns to dust and its place is a deep scar (though they can be soul bound again, if they find a way). They are considered human for all intents and purposes. All powers gained through their ancestry and race are lost.


D20 Half Elves of the Steel Realms

Half elves gain no extra languages, and have only a DC 10 Intelligence check chance to know Feyloise (elvish), and unless their background, cultural experience, or class provide an academic or literary tradition they do not gain literacy in known languages to start. They have a DC 20 Constitution check as a chance to be born with a Soul Gem; Those growing up among the elves (they cannot have other Cultural Experiences) or with a full elven parent, they are taught spoken languages of Feyloise, Primilate (Primordial), and Celestine (Celestial) languages (DC 10 Charisma check for each as a chance to be taught the written version by their elven parent). Additionally, they have a DC 18 Constitution check as a chance to have Faey Sight; If they have a Soul Gem, the DC is 15.

Weakened Presence The character begins play with 1 less HP if they are missing Faey-Sight or a Soul Gem.

Compensated Skill: A character may choose to trade 1 of their Charisma Attribute’s bonus points for Expertise in a starting skill. This can only be done at the time of Character Inception.

Confident Amidst Nature: If a half elf character chooses both Athletics and Survival as their starting racial skills (reflecting a rough upbringing in the wild), they receive no penalties for low Attributes.

Half Elf Class Adjustments

Barbarian: The half-elves of N’Lokrhia have ONLY the wolf totem available to them – imprinted deeply by the left over remnant of their wyld cousin’s wolf-bond.

Incarna Core Half Elves of the Steel Realms

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

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Halflings in the Steel Realms

Posted on September 18, 2015 in Steel-Realms

Steel Realms

Halflings 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 > charming, curious, useful

Individual circumstances around Social Dealings will override any absolute predisposition.

Point of View (POV)

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).

Experience:

@RP Impact:

Cultural Stigma: Strong in ; Weak everywhere else; Their Stigma Offset(s) are >

Unwelcome/Ostracized

Encounter Reaction predisposition is Rejection by default.

Tolerated/Accepted

Encounter Reaction predisposition is Neutral by default.

Welcomed/Embraced

Encounter Reaction predisposition is Acceptance by default.

Further Race/Species Details


i20™ Race/Species Details

i20 assumes you are familiar with DnD 5.0 SRD™ (ref ver 2014 DnD Wikidot) and the dndb logo ©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. *

Common Cultural Experience

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).

  • Adjustments: +1 Charisma, -1 Strength,
  • Minimums: Charisma 10, Perception 10, Sanity 11, Intuition 10
  • Maximums: Strength 17
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.

Remining CP to spend on Features:


Shared Physiological Details

Lifespan: They live about 200 years. Those are only the ones that live deep in halfling territories though. They have been known to live longer but very isolated and carefree lives. The ones that interact with other civilizations and societies have about a human lifespan. In the steel realms that’s about a 100 years. They reach maturity about the same time 18 to 20.

iCore iCore™ Race/Species Details


Culture and Society

Flight of Fancy: Close to the cultures of their Skraeling kindred, they possess a strong sense of fanciful style and constant humor. Constant invoking or irony, sarcasm or jokes; especially laughing at their own jokes. Bright colors, adopting a posh or crude accents/manners (sometimes to mock and ridicule), hum and whistle a lot. Talk or refer in third person to themselves. Though amusing, shopkeepers, guardsmen, crafters, bureaucrats and the like have no patience for such obvious superficial things and often become irritated and have a negative reaction. A common merchant saying is that “A halfling never knows when bartering is done.”

Think of combining the comedians Jim Carey, Robin Williams, Jonathan Winters, Richard Ayoade, and Dave Atell.

Faith and the Divine

The halflings as a race have no set faith. By default, most make up an a-la-cart menu from the Wylde Horde, The Rimbus (faerie earth-spirits; Uorfek), Rempheros (dead faith of the Bronzemen) and other more obscure and esoteric offshoots of mainstream doctrine.

The Afterlife: Really, the halflings dont care much. If pressed, most will say its “just like here, but better!” Thinking too far into the future is not really something they are terribly interested in – much like their Skraeling kin. Most would love to believe the game of life never really ends, the rules just change as you go from one square to another.

Origins

Halfling are the result of the original blessing of the Tear Gift of Ezrilus, interbreeding the Skraeling and Human stock.

Locations

Halflings have a unique temperament (shared with their Skraeling kin) that, while welcome in small doses, most find irritating and annoying. For this reason, they have congregated together in scattered smaller communities, or in three places especially in the realms.

Free States: The halfling folk are not especially fond of tight laws, and “bowing and scraping” to lords. They band together for defense and to have a place where they are safe. They use terrain as barriers to these “Free States” (Freeholds) that keep outsiders from making easy inroads. At the edges of the states, they trade, conduct diplomacy, and keep many active scouts, called “Freewardens“, on the lookout for incursions by other races and forces outside their casual outlook. In several places they are under a formal charter of a Protectorate and there they are protected as a Duty Station for the High King’s Army.


Ecology

Other References

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

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