Post by ElvenScribe on Feb 21, 2017 11:31:10 GMT -5
For awhile now I've been somewhat annoyed with the inequality of special abilities for the non-human kindred vs. humans, Leprechauns and Fairies. Humans get the very stout ability to re-roll failed SRs, Fairies have flight, and Leprechauns have teleportation (which is another VERY potent ability). I know, you might respond by saying that Elves, Hobbs, and Dwarves get their fair share with higher than human attributes (selectively for each). But they also have lower than human stats and so it balances out, and they are still left without special abilities. so, taking a page from D20/OSR games I have come up with following house rules (I'm going to keep it as simple as possible). Please note also that I am only addressing the more common "good" kindred (Dwarves, Elves, and Hobbs):
1. Dwarf: Special Abilities: a. Earth Sense Can navigate in near total darkness if underground this ability is not hindered by torch/lantern light. b. Treasure magnet: when rolling for gems and/or precious metal treasure, Dwarves have the innate ability to find twice the normal amount of treasure than normal. If the Dwarf makes an SR vs WIZ, INT or LK (whichever is more appropriate or higher; LVL of difficulty is set by the GM) the Dwarf will get to multiply simple multiply value of gems, gold and other precious metals by 2). This does not apply to magic items nor to treasure stores that are already spelled out in an adventure. Limitation: Must pick at least one negative personality trait such as "greedy", "stubborn", "blunt" etc.
2. Elf: Special Abilities: a. Starlight vision: Elves can see in the dark much like a perpetual cats eye spell if in the open outdoors underneath the stars. This ability does NOT work in doors or under-ground. This is a magical/mystical ability. b. Innate magical aptitude: Elves start with one 1st level spell much like rogues (if they have the INT, DEX and WIZ required to cast it). This applies to Elven warriors as well. And if an Elf is a rogue, they get two starting spells. Further Forest/Sylvan/Woad-Elves get the following additional abilities: Natural archers: they get +1d6 to add to all SRs with any bow used. This is NOT 1d6 per level. And if the Elf is a "ranger" (as per the DT&T rules) they do not get the +1d6. Also, all Sylvan Elves can move through even dense forests without limitation to movement (SPD remains normal), Limitations: Iron (and Iron based metals are toxic): the Elf will take a loss of 1d6 to CON per round they touch iron. And they will feel uncomfortable around iron based metals (unless they have a charm, potion or some such treatment against the proximity of iron). But no charm, potion or otherwise will prevent the touch toxicity. Negative personality trait: Elves must take at least one negative trait such as "aloof", "arrogant", "snooty", "excentric", "annoyingly artsy", etc. Further the negative personality trait of "Tree Hugger" is popular among Sylvan Elves which usually means they will follow a strict ethical code to not harm trees and other plant life, will only hunt as needed and pray/meditate for long periods of time giving thanks to the animal's spirit for feeding them. And though they won't harm trees, they very likely may harm anyone that does (let all lumberjacks beware!).
3. Hobbs: Special Ability: Infectious luck! Everyone knows that it's good luck to have a Hobb in the party: All allies of the Hobb receive +1d6 to all SRs vs LUCK when in the presence of their Hobb friend. Limitation: All Hobbs must take at least one negative personality trait such as: "comfort seeker" (it's time for 2nd breakfast!), Overly curious (I wonder what this does....BLAM!!!), Annoying whiney (That's not how we do it back in the shire. I wish I was back in the shire)...which is remarkably similar to "comfort seeker".
In the end, much of this is meant to make play more fun (and equitable). What are your thoughts?
What do you guys think?