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18:58, 7th May 2024 (GMT+0)

HERITAGES.

Posted by The GMFor group 0
The GM
GM, 49 posts
Sat 14 Nov 2020
at 03:41
  • msg #1

HERITAGES

ELVES:FOREST
HALFLINGS: HILLS
DWARVES: MOUNTAINS/UNDERGROUND
HUMANS: PLAINS/RIVER/COAST
LIZARDMAN: SWAMPS
AVION: CLIFFS
Illumien: desert/mesas
Naguals: Ocean


Bard:

Mountains/Underground: You are a chronicler of your people’s histories. In addition to any other categories of Bardic Lore you have mastered, you always know about The History of The People of the Mountains/Underground (pick the one where you were raised).

Hills: In addition to whatever expertise you pick for Bardic Lore, you also know of the Renowned Craftsmen and Their Works.


Cleric:

Swamps: Your culture is steeped in ancient rites and folk rituals, and as such automatically add the Petition: Keeping Tradition, in addition to your other choices. Tell the GM one example of how your faith can petition by keeping tradition...

Forest: Your people preach unity amidst the discord. When you deal peacefully with others, take +1 on any CHR roll.

Hills: Nature is imbued with the divine. You gain the rote Bestial Tongues: You understand the speech of animals, though you cannot speak it, only listen. While you maintain this spell take -1 ongoing to cast spells.


Fighter:


Desert: Your Signature Weapon is made of Starmetal from a fallen meteor. Tell your GM what fears your starmetal weapon: demons, fairies, liars, oozes, or something even weirder of your choice.

Underground: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to attack or vice-versa.



Paladin:

Hills: When you pray for guidance,  even for a moment, and ask “Where can I find shelter?”, the GM will tell you, honestly.

Forest: You were chosen by Nature to protect her. When you pray for guidance, even for a moment, and ask “what here offends nature?” the GM will tell you, honestly.

Mountains/Underground: Your people are stoutest of heart. When you Defy Danger to resist temptation or corruption, take +1.

Swamps: When you spend hold while Defending someone, in addition to  whatever you choose, also reduce the attacker's damage by 1.



Ranger:

Cliffs: When you are able to find a high perch (about 20 feet or higher) and use Discern Realities, you may ask one additional question on a 7+ roll.

Hills: There is a very practical side to you. Your animal companion is always trained for Labor in addition to whatever other trainings it has.

Mountains/Underground: You’re a master with a crossbow: start with one instead of hunter’s bow. When you use crossbows, ignore the reload tag.

Swamps: When you consult your knowledge of a plant, ask the GM, “What happens when you eat it?” you'll get an honest answer.


Thief:

Hills: When you are able to take your time to pick locks, pockets or disable a trap, take +1.

Forest: When you Discern Reality about a location, you always find any hidden doors and passages, even on a miss.

Mountains/Underground: You have keen eyes for materials. When you appraise an item or treasure, you know if it is real or fake and roughly what it’s worth.


Wizard:

Desert: You always carry the night sky with you. As a Cantrip you get the Cleric’s Darkness spell, with the restriction that it cannot work outside in daylight (but can deepen existing darkness).

Mountains/Underground: Your spellbook is reinforced and practically impossible to damage or destroy. Additionally, it can be used as a weapon with the Hand tag.
This message was last edited by the GM at 15:34, Sat 14 Nov 2020.
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