Posted on December 20, 2024
The Noble Background is a character Background; It follows their common conventions.
It is assumed you are familiar with the 2014 Background List. Check with your GM to see what is supported in your Setting.
@Character Inception, Characters gain an Attribute Score Increase (ASI), as defined by their Background's Vocational ASI OR as a Pathway ASI explicity assigned or by Attribute Group(s):
BACKGROUND = +1 and +1
Benefit = +1 CP @Character Inception
i20 Skills REPLACE d20 skill proficiency: 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).
The character is, by default, a minor noble. At best, they have their retinue paid for – servants like a groomsman, teamster, etc. They have been given a leg up in the world, but little else. They would be able to borrow against their good name, but they do not have access to fabulous wealth. Social Standing should be used to determine any ongoing and starting wealth, training, and asset options.
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
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:
Accepted:
Welcomed:
i20 assumes you are familiar with the 2014 DnD 5.0 SRD and the PHB it is based off of.
Best Practice starting (@Character Inception) i20 Characters begin play with a PC Race/Species from their setting and a Pathway of Experience selection 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 December 9, 2024
With Appraising, the character is conversant with the production, value, cultural knowledge, and use of goods. This is only academic, approximate knowledge – to a degree reflected by the skill level they possess related to the item they are appraising. The character has an understanding of the general value and availability of goods, and can test them to assess their item properties. Note that having skill related to the item may alone may be enough to assess physical properties exclusive of value. Assessing mystic items requires an applicable phenomenology skill: Occult, etc. This could be used (instead of Perception) in some circumstances to detect traps by noticing anomalies on normal features and items.
i20 Skills REPLACE d20 skill proficiency: 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]Posted on December 3, 2024 in D20 iCore Skill
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.
Stories are verbal records of information, specifically tales meant to be passed on as a form of knowledge. Stories can be used to pass down information as a reference work, verbal records of true events and/or static information. Stories are often told about real world places and people and events as a means of passing on hard won information and factual news. Maybe embedded therein in memorable fashion are measurements of distance and time, position and details, flora and fauna that are important for the hearer if they are to travel through a certain region.
i20 Skills REPLACE d20 skill proficiency: 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]Story in Myth: At the heart of myth is the story, and it is often formed through the natural evolution of telling stories and passing on what resonates deepest. They turn into mythic tales or fairy tales of morality through the application of religion and/or history. Oftentimes they are then localized and so you have a large variation of the same basic themes that has been inflated with hyperbole and localized elements to make it memorable and applicable for one audience and another and so on. Myth is usually a long tale of epic scope or impact, or collection of tales that was once intended to teach, to preserve, and to inform. Time, translation, cultural meaning, and true elements that have no reference point any longer, can swerve to turn information into myth.
Ultimately, stories are what bind things together across vast gulfs in The Pattern.
Preserving: There are many things that can be done to stories to assist in their preservation. Using memes, structuring (such as Iambic Pentameter used in epics), Menomonie tricks. Localizing references also make them more relevant and easier to remember.
Changing Nature: Like written records, stories change and transform over time. Some of the things that help preserve them are the same elements that lead to change – changing references to local events, figures, and places. Variations such as regional accent, affectations, ethnicity, social class, and context evolve over time and serve to confuse in translations over time. Language structure and evolution can also transform the text of a record as it is passed along.
Formulae, rituals, etc.
Elan is bound up in memes and myths and those figures tied to the stories they represent.
Signs and Omens are sometimes communicated through stories. The vagueness of their delivered form often becomes revealed as something the subject of or in parallel to well known stories. Revealment may be interpretive or obvious, though either will point to the importance of having known the story and its true meaning. This interpretation can also be transformative of a story – showing its true context and lending credibility to the teller and or subjects and objects within the story.
Posted on November 20, 2024 in Steel-Realms
A pair of adventurers – Rogahn the Fearless, a warrior, and the magus Zelligar the Unknown – discovered a path leading to the Dark Lands. They kept its secret, whether it was a physical tunnel or some sort of mystical portal, and made forays over years. They built a fortress into the hillside nearby as a permanent base, and a tower where they could see the cave complex in which was the pathway. They explored for decades successfully, but one day the Orrish followed them home.
The Legend of the Questone Gateway is a Steel Realms Timeline Event; recorded knowledge.Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore
A pair of adventurers – Rogahn the Fearless, a warrior, and the magus Zelligar the Unknown – discovered a path leading to the Dark Lands. They kept its secret, whether it was a physical tunnel or some sort of mystical portal, and made forays over years. Zelligars last name was Questone – hence the name “Questone Gateway”. They built a fortress into the hillside nearby as a permanent base, and a tower where they could see the cave complex in which was the pathway. They explored for decades successfully, but one day the Orrish followed them home.
In CY 8857, A pair of adventurers – Rogahn the Fearless, a warrior, and the magus Zelligar the Unknown – discovered a path leading to the Dark Lands. The pair somehow found a path or method of accessing the Dark Lands from deep in the Heartlands – in the Grand Duchy of Dunstrand. They kept its secret, whether it was a physical tunnel or some sort of mystical portal, and made forays over years. They built a fortress into the hillside nearby as a permanent base, and a tower where they could see the cave complex in which was the pathway. They repeatedly came back with fabulous riches from ancient ruins of The Fallen East. Although they were gone for months at a time, they never seemed to have been equipped to travel that distance, leading to many rumors and much speculation. They had their own select group of followers – one time mercenaries that had become permanent soldiers in their ranks, and shared in their wealth (also keeping their secrets). They explored for decades successfully, but one day the Orrish somehow followed them home, beginning a time of strife and violence for those nearby. During this time, they seemingly remained uncaring, defending only their own base of operations.
The Orrish either tunneled into their passage into the Dark Lands or found a way to use some portal and they began to raid locally from the cave complex. It became a game of tit-for-tat; They would raid, and then the Orrish would raid back. For decades this went on, and the pair grew older and took more and more with them for protection. Each time they sealed the cave complex, the Orrish would dig it out. Their reputation began its decline, and the locals blamed them for the ill fortune of the raids. The pair drifted apart. One time, the magus went to the Dark Lands on their own with mercenaries and his apprentices. The Orrish must have somehow known, they attacked their fortress and killed the warrior while the magus was raiding their own homeland. The magus never returned, while the warrior fended off the Orrish as best as he could and closed the passage. By now, the main entrance had collapsed, though many exits had repeatedly been dug out of the hillside. It seems they shared the same fate, though not together – the magus was never heard from again. Their fortress was attacked and overrun by the Orrish, everyone was killed to the last.
Thus began a period of time of raids by the Orrish and tunnels collapsing by the locals. Every excursion deep into the complex resulted in dead ends – the connection to the Dark Lands was never found. For nearly 300 years, the Orrish have tunneled new breaches out of their main complex. They have fought light dwellers to standstill and even collapsed the tunnels and caves themselves in order to protect the true source of their escape back into the Dark Lands only to resurface years later in nearly the same area. Dwarves have been enjoined to seek the source and were violently repulsed. Then the Long Summer of Elancil came and for 40 years all was quiet. Then, over the last 30 years, the quiet has ever so slowly been rolled back. Mostly just small raids, striking far and wide to spread terror, but in small numbers. Now the time of peace is over. An ever increasing amount of goblins raided, and Neplanthe Keep was built to hunt and kill the raiders. Then in 9168 the Orks began to show up. Then strange things began to happen in the hills and riverlands nearby. Larger and larger raids began to happen.