Renegade 20 Core Manual
Version Alpha 0.30
You seek to craft and produce works of art that withstand the ages.
You must choose a field of artistry. You gain +2 bonus to craft and artistry skill rolls in your chosen field.
You believe in a divine connection between the works you produce and you spiritual destiny beyond this lifetime.
You find beauty as being close to and comprable to divinity, and strive to create a culture and world with more beauty in it. You also cherish and respect beautiful things, as you believe that is a gift from the gods.
You gain +1 to Cunning Skill rolls and attacks.
You find beauty as being a divine quality. This does not mean that you must be beautiful, but rather that you deeply respect beauty as a divine gift, and try and surround yourself with it.
You follow the code of honor and courtly love.
You gain +1 modifier to Cunning Skill checks and attacks.
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You take great concern in trapped spirits and souls, shells of the dead. Your cause is to resolve the needs of tormented souls and guide them to the other world, as well as stop persistent or even evil spirits from plaguing the living.
You play an important role in society and that is as a broker for the dead. Many will find that a fearful trait, but many others will come seeking guidance from their ancestors, or ask for your help in dispelling disruptive spirits.
You must pick an idea, person, cause, or race. You are single-minded in your desire to destroy that target. When your task is complete, you are no longer bound by this restriction, but you no longer gain the benefits until you pick a new target.
Survival of the fittest. In respecting natural cycles, there is a time for growth and a time for destruction. All must perish someday, and all have a right to life and pursue their path.
You add +1 to any damage you inflict against any who support the idea, the person, members of the race, or supporters of the cause (that you are aware of).
You are single-minded in destroying or undermining the focus of this domain, and will go to great lengths and personal risk to carry out your plans against them.
Dwarven culture, lands, deities, and beliefs,
Hatred of giants.
Your primary deity or deities must all be dwarven deities.
Your spell casting signature is a Runic Signature.
You must have some deep connection or cause aligned with Dwarven interests. Dwarven culture, civilization, and causes are all shared with you.
Families, Homelands, Groups, Love, Reproduction.
You have a particularly strong bond with your own family or group, and receive a +2 bonus on skill checks to determine the cause or effects of anything that has caused the loss or separation of anyone from your own “family” or clan.
You find repugnant the ideas of broken or destroyed families, couples, or the separation of such entities. People being driven from their homes, children or spouses being taken from their families are all causes you fight against.
You seek to restore those units and strive against the forces that threaten them.
Natural creatures and habitats
You have an empathic connection with the animals and understand their spiritual energies.
You seek to protect and revere the animal spirits. In establishing a bond with them, you respectfully take from the animal life and seek harmony with them. Animals are sacred, and are manifestations of great spirits.
Forests, plants, and the environment.
You have an empathic connection with the plants and understand their spiritual energies. By handling a plant or walking through a forest you can get an empathic feel for its mood.
Felling trees for lumber and destroying forests is horrific to you. However, you do recognize and respect the need for such things... just not without the permission of the trees and forests, and not to excess. You seek a harmony between the flora and all living creatures, and are a champion of environmental concerns.
Preserving and protecting life. Respect of all life forces. You seek to protect and heal all life. You will not tolerate or support actions that needlessly take away life.
You gain +1 to any Shock Check rolls you must take.
You seek to protect and heal all life. You will not tolerate or support actions that needlessly take away life.
You are bound by a courtly code of knightly virtues to offer your life and sword to a worthy lord or king.
You gain a +2 to Cunning Skill rolls when interacting with people who respect your position in service to the kingdom.
Your code can vary from court to court, and may change depending on your lord. Nevertheless, you place your very life in service to the knights code.
Commonly the Knights code refers to four cardinal principles: Prudence, Temperance, Justice, and Fortitude.
It may include the following: Courage, Mercy, Generosity, Faith, Nobility, Hope, Strength, or Humility. Alternatively, the court could support darker traits, such as Merciless, Protection, Oppression, etc..
When your action causes an individual to make a Death and Dying roll, you may choose to have them automatically stabilize.
You show and express mercy when possible. If quarter is asked for, or if you have defeated an opponent, you must strive to preserve their life.
Showing mercy and working with the belief that their failure will bring learning and repentance for their actions is part of your spirit.
Respect and Reverance of Natural Cycles. As seasons pass from one to the other you should honor them through ritual and acts.
Survival of the fittest. In respecting natural cycles, there is a time for growth and a time for destruction. All must perish someday, and all have a right to life and pursue their path.
Animism. You see a spirit and life in everything. Whether it be dragon, tree, or even rocks. Act with the respect due to all. For example, trees would understand patience.
You abhor undead and seek to destroy them.
You gain a +1 to your Endurance Defense during the Spring season, and a -1 to your Endurance Defense during the Fall season.
You understand and care about the natural cycles of the world, and maintaining the inherit balance of all things. Things that threaten to destabilize the environment or destroy endangered species are of great concern.
Preserving and protecting a cause or people. You strive against forces that endanger or threaten your charge.
You may at times turn away from other opportunities or good deeds because your oath demands it.
Blacksmithing.
Tempering. You tend to believe that strife tempers a person, but not too much or they will become brittle.
Self reliance. You have difficulty asking for help and healing in any task. Your pride gets in the way.
You see the gift of fire as one of the most sacred gifts from the gods. Fire cooks our meat, strengthens and tempers our tools, as well as destroys all things. Much can be learned from the respect and reverence of this gift.
It is sometimes important to lose something to bring things into balance, to teach a lesson such as humility, or to expose something that has been kept secret too long. Your understand that thievery is a tool, a tool which is misunderstood. For the right reasons, and the right cause, thievery is a holy rite.
You may as a Venture Trigger Power, reroll a single stealth die roll as long as the act supports this cause. The second roll is the fate of the event.
You cannot use the magical effect for any act of thievery, only ones that support the cause of teaching a lesson. Theft solely for the purpose of greed does not support this cause.