| StDrake |
So I've got a homebrew alien race that very quickly (taking effect on a single specimen rather than comming up through generations and thousands of years) evolves to adapt itself to local conditions as part of its backstory. Now I've got a chance to run it through Way of the Wicked and me and the GM got a little lost as to one thing - we've come up with a backstory to my character that's totally unfit to any of the normal campaign traits.
The GM proposed to come up with something representing that racial quik evolution as a trait, but we're totally unsure as to what that trait should do mechanically.
Perhaps the lovely community here could come up with some ideas?
| boring7 |
Once per week, after spending a week in a particular environment, you gain one of the following as appropriate for said environment, at DM's discretion, losing any previous adaptations in the process.
-Darkvision 60, blindsight 30, lose ability to see normally.
-Affect similar to Endure Elements on self
-Grow gills and gain the Amphibious type, including dependence on water.
-Develop "gecko pads" on hands and feet which allow you to spider climb (as per spell).
-Skin darkens and begins to conduct photosynthesis, food requirements drop to nothing but water requirements double. Also needs to consume minerals (dirt or rocks) from time to time.
-Water requirements are reduced by 90%,
-Resist 20 for a particular energy type, any other energy resistances (such as from a ring or a spell) do not function.
-Ability to glide.
List probably needs work, I wanted to make the really good powers have a downside, but not every power necessarily needs to be balanced with a "suck".