Appendix 1 - Inherent Abilities in The World of Cartyrion | World Anvil

Appendix 1 - Inherent Abilities

If your character has a parentage other than Human, you will have one or more Inherent Abilities that were indicated in Table 1 when you created your character, are described here in detail. Various creatures and NPCs you encounter during gameplay may also benefit from one or more of these special abilities. Following are descsriptions of each and their impact upon gameplay:

Controlled Falling

The light bones and vestigal feathers of the birdfolk may not permit them to fly, but If the creature is not Unconscious and not Restrained, any damage incurred by falling is halved.

Darkness Vision

The creature can see things out to a range of 60' (18m) even if no light source is present, such as deep in an unlit cavern beneath the ground. The outlines and textural details of objects, walls, doors, etc. are clear, but color is not. (This is full "grey-scale" vision.)

Draconic Resistance

The creature is resistant to the effects of one particular type of damage associated with Dragonkind (Acid, Cold, Fire, Lightning, or Poison Gas). The type is selected when this resistance is added to the character, and cannot be changed subsequently. All damage of the specified type suffered by the creature is halved.

Extended Breath

The creature can hold its breath (underwater or in any other airless environment) for a number of minutes equal to 10 times their CON Bonus. (The normal limit for holding breath is equal to the CON bonus in minutes.)

Hard To Kill

The creature gains one additiional Inventory / Injury slot beyond what their CON bonus permits. The maximum of 20 slots cannot be exceeded.

Iron Stomach

The creature can ingest any organic material and derive sustenance from it. Furthermore, they are immune to the effects of any natural (or nature-derived) poisons that must be ingested to take effect.

Nimble-Footed

The creature can ignore the effects of difficult terrain when moving. Difficult terrain includes gravelly hillsides, heavy forest underbrush, deep snow, slippery ice, and others which would normally affect movement speed. Magical effects which induce difficult terrain cannot be ignored, however.

Physical Damage Resistance

The creature's tough skin/shell/scales provide extra protection against physical attack damage. Any Slashing, Piercing, or Bludgeoning damage taken by the creature is halved.

Rock Solid Footing

The creature is resistant to any attempts to push, shove, or trip it - whether by physical or magical means. If a saving throw is offered against the effect, the creature is given a +2 bonus. Any movement indicated by a successful attempt is reduced by 10' (3m) on a successful save, and 5' (1.5m) on a failed save.

Sense Creatures

The creature can detect the presence of other animate creatures (including undead, but not including constructs such as golems) within 30' (10m). They cannot immediately sense the direction in which the creature lies, nor can they determine the type of creature (much less its demeanor), but can perhaps, with triangulation, zero in on it given time. Walls or other obstacles do not block this sense. The player is encouraged to determine how this sense manifests: the player could smell the metal, or a tingling at the back of the neck might be felt, etc.

Sense Magic

The creature can detect the presence of any magical effect, including a magical trap, within 30' (10m). They cannot immediately sense the direction in which the magic lies, nor can they determine the type of magic, but can perhaps, with triangulation, zero in on it given time. Walls or other obstacles do not block this sense. It can detect both active magical effects and dormant ones (such as a magical ward.) The player is encouraged to determine how this sense manifests: the player could smell the metal, or a tingling at the back of the neck might be felt, etc.

Sense Precious Metals

The creature can detect the presence of precious metals (copper, silver, gold, platinum, mithril, adamantite) within 30' (9m). They cannot immediately sense the direction in which the precious metal lies, but can perhaps, with triangulation, zero in on it given time. Walls or other obstacles do not block this sense. The metal can be either in raw form such as an ore, or purified and worked, such as coins. The player is encouraged to determine how this sense manifests: the player could smell the metal, or a tingling at the back of the neck might be felt, etc.

Sense Treasure

The creature can detect the presence of a treasure cache worth at least 100gp. They cannot immediately sense the direction in which the treasure lies, but can perhaps, with triangulation, zero in on it given time. Walls or other obstacles do not block this sense. It could be coins, jewelry, fine art, a valuable tapestry, or a magical item. The player is encouraged to determine how this sense manifests: the player could smell the metal, or a tingling at the back of the neck might be felt, etc.

Sharp Eyesight

In full daylight, the creature can see clearly and with great detail out to a range of 300' (90 m) rather than the standard 60' (20m). In low light conditions (e.g. twilight, moonlit night, weak lighting sources) the creature can see to 60' (18m) as if lighting conditions were better. At close range, minute details that would otherwise require careful scrutiny to detect are easier to discern.

Stealthy Travel

On a successful stealth check, the creature can move silently up to its full movement allotment (rather than the half allotment normally required for stealthy movement).

Trackless Travel

The creature leave no visible trace behind it when it travels through the wilderness. No footprints, broken twigs, etc. mark a trail, even in muddy, snowy, or dusty conditions.

Variety

All player character parentages exhibit a range of shapes, sizes, and temperaments, but none moreso than Humans. When creating a Human Player Character, and after determining the starting Attribute Scores, a player has the option of adjusting any one attribute score upward by one point while adjusting any other downward by one point. (The total of all attribute scores of a Level 1 character must still equal three.)

Versatility

Humans are renown for their ambition and ability to acquire a variety of talents. Adventuring humans exhibit this by choosing a second Acquired Specialty in addition to the one that is provided by their Prior Employment, and over time can master a total of six specialties instead of five. The additional starting specialty can either be selected from the list, or it can be randomly determined by dice roll. The character does not receive any tools or equipment necessary to practice the specialty, but these can be purchased with starting coin or later once a campaign is underway.

Credits

The Laurels and Loot Rule System is published by Bob O'Brien
It is available to all in accordance with the Creative Commons (Attribution) license
(Creative Commons 4.0 International License)

Laurels and Loot Rules are derived in part from the following sources:
Knave 2.0 TTRPG System Rules published by Ben Milton
in compliance with
(Creative Commons 4.0 International License)


The banners on these pages was composed with art attributed to:
b0red from Pixabay (treasure chest image)
Gordon Johnson from Pixabay (laurels image)

The side panels are composed with art attributed to:
Evelyn Chai from Pixabay (dungeon passage)


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