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Races: Sea Bloods

Also known as Nkk, Vodyanoi, Marbendlar. There are communities near the sea that speak in hushed whispers of what lies in the depths just off the shore. Sometimes, struggling fishing towns have little recourse but to seek these dangers, to increase their fishing catch. Other times greedy sailors make pacts with sea demons for the gold they mine in unfathomable depths. In either case, the necessary pacts always involve the union of humans and deep ones, from which the unpleasant-looking Sea Bloods originate. Player characters may come from one of these communities, fully aware of the chilled fish-frog blood that slithers through their veins. Other characters may be oblivious to it, having a deep one ancestor somewhere in their distant heritageuntil they get older and the deep one look seriously begins to manifest. Attribute Modifiers: Wisdom +1 (Max 18), Con +2 (Max 18), Charisma -3 (Min 3, Max 12) Level Limits: Fighter (9), Sorcerer (6), Rogue (9), Augerer, (12), Ranger (5) Sea Bloods receive the following bonuses and penalties to Rogue abilities: Stealth +1, Climb -1, Hear Noise -1. Sea Bloods gain infravision of 90 feet when they reach 3 rd level, and have keen eyes that allow them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. They may stay underwater three times longer than other races. When Sea Bloods reach the maximum level attainable in their class (or become elderly, whichever comes first), the GM will roll 1d6; the result is the number of months before the character transforms into a Deep One and the compulsion is too strong to resist the call to go and live in the sea as an immortal. Many Sea-Bloods (d20 Thrice) 1. Are casually cruel, listening only to their desires. 2. Crave power over others. 3. Have thin, sharp teeth. 4. Eat with their hands. 5. Have wide mouths. 6. Daydream about the whispering sea. 7. Are totally hairless. 8. Smell of fish and salt. 9. Pursue secrets best left hidden. 10. Have flaky, mottled skin. 11. Speak in a hollow, distant voice. 12. Are expert boat handlers. 13. Have webbed fingers and toes. 14. Have large reflective eyes. 15. Are excellent fishermen. 16. Crave raw fish. 17. Have no sense of privacy or modesty. 18. Sleep with their eyes open. 19. Long to explore the sea. 20. Hate themselves. Some Sea-Bloods (d20 Twice) 1. Have no respect for human religions. 2. Long to be accepted. 3. Have sickly white blood. 4. Only sleep for an hour a day. 5. Are feared and distrusted by animals as if there was something unnatural about them. 6. Strongly dislike bright light. 7. Have had trouble with the law. 8. Can breathe underwater. 9. Are haunting musicians. 10. Loathe the city. 11. Are xenophobic and difficult to befriend. 12. Drink blood when possible. 13. Have a flattened nose and slits for nostrils. 14. Worship the Great Old Ones. 15. Are poisoned by alcohol. 16. Become listless and ill when far from the sea. 17. Have ritual scars. 18. Have never known another of their kind. 19. Dance wildly on the night of the full moon. 20. Speak the language of the clouds, enabling them to predict the weather with 80% accuracy. Random Starting Equipment (d20 Twice) 1. A verdegris-stained oceanic talisman. 2. A bag of odd shells. 3. A conch horn. 4. A whalebone dagger. 5. A voluminous scarf. 6. A handful of ancient coins and pearls. 7. A vial of luminescent slime. 8. Good quality fishing gear including a net. 9. A long hand-carved flute. 10. Practical tools for general repairs. 11. A ceramic jar of salt. 12. A primitive tattoo kit. 13. A worn hand mirror. 14. An odd faceless idol in a small bronze box. 15. A leper cloak and bell. 16. A long-stemmed pipe and a pouch of pipeweed. 17. A metal pot of waterproof grease. 18. A pair of brass finger cymbals. 19. A large hat and voluminous scarf. 20. An odd "compass" whose cardinal points correspond to no known directions.

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