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1 post. Alias of Fraust.


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Been working on campaign traits most of last night/this morning and thought I'd throw what I have up here to get critiques. They're in the profile.

Going with the one player's desire to use the kingdom building rules, I've added a trait that will make a character an heir to the Parlfrey family, though it's going to require quite a bit of maneuvering to take advantage of. The wording in the current draft of the trait is a little back and forth, on the character being the grandchild of a servant, or the grand child of a noble...which is because I'm kicking around if they should know they're a noble heir, if they should find out during the game, or if they should think they might be a noble's heir (essentially they grew up thinking their grandparents were servants, but the grandfather lets slip the truth, and the character doesn't know if it's true or just a senile delusion).

I've tried to add in more than one trait that will appeal to the player who wants the kingdom building rules. He's making an emberkin sorcerer, so the trait that lets you change energy damage is the other one I have to tempt him with. I figure if he doesn't take the heir trait and someone else does then he can act like something of an adviser, pushing the heir to claim his birthright, and either rule from the shadows, or eventually stage a coup.

A few of the traits I'm making similar to story feats, where you start off with some benefit, and then after accomplishing a specific task you gain a different benefit. So far what I have is pretty underwhelming, but I really like the concept so I'm going to work on it until I come up with something I like.