![]() ![]() Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. You were born with the power of air genies, and the magic of the djinn is strong in you.Īt some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. You can trace your ancestry to one of the foul, corrupted genies known as divs. Your family is destined for greatness in some way. The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. Your powers derive from daemons, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean-and some may even survive there to this day.ĭescended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your family has always been skilled in the eldritch art of magic. Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Generations ago, a demon spread its filth into your heritage. Especially in the D&D family of games, it's unprecedented for any 1st party publishers to even consider the fact that the six ability scores might not be perfect.There is a taint in your blood, one that is alien and bizarre. (As I explain it, you don't need to be ripped to operate a steak knife) Or the Wisdom-Perception thing is almost entirely arbitrary and was just a 3e attempt by WotC to retrofit Perception skills into an existing ability score instead of daring to add a 7th. ![]() It's the entire reason that Strength became the base ability score for so many weapons, despite the fact that realistically, swords should be based off something else like Dexterity instead. Yeah, the ability scores, in AD&D order, really did amount to Fighterness, Wizardness, Clericness, Rogueness, Endurance, and Leadership. (Halving numbers to emphasize that bonuses are really the only numbers that matter)ĮDIT: Also, context. (Essentially, everyone gets the Irrepressible trait from 1e for free)ĮDIT: Actually, tangential note, I might borrow the point-buy-based advancement for 1e, since +0.5 per 4 levels has always felt painfully slow, not to mention the odd number problem where you get +2.5 in ASIs. Although personally, if I ever adopted it, I would also take a page from Kirthfinder and split Intuition off of Will, with Intuition remaining Wisdom-based. Why is no one talking about the alternate ability scores? An RPG, directly descended from D&D even, challenged the notion that Fighterness, Rogueness, Endurance, Wizardness, Clericness, and Leadership perfectly capture the sum of human ability. ![]()
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