Re: Re: Stand Alone Feats

From: plarsen_at_...
Date: Sun, 18 Feb 2001 17:01:02 -0600 (CST)


Jeff Kyer says:

> It would work that way for me -- I'm pretty sure that's what I
> was saying too. But a narrator can put such a mythic source into his
> game. Our clan has a shrine to 'Ulfstead' who teaches the "Bladesong
> Wind" feat.

It seems like it's worth including a couple of abilities as a "clan keyword" anyway -- if you're in the Goodapple Clan you start with Large and Loud Voice at 13, if you are in the Steep Hill Clan you get Nimble and Climb Slope, etc.. Adds a little "regional" character to clans. The same might be true for shrines and temples -- if you initiated to Orlanth Adventurous under the Storm Voice Snorri the Brewer, you get the Movement feat "Surefooted when Drunk" as a bonus. Something else that would add a little character is feats gained through vigils or ordeals. If in Ernaldan spends the night praying in the Grandmother's Cave on our Tula, she'll gain the stand alone feat "Stay Awake." If she sleeps, however, she'll have a year of bad luck.... Or, by sanctifying a clay ram at the Heler shrine every year, you can learn and maintain the feat "My Sheep Have Really Nice Wool." (Sorry, I'm having trouble thinking of special Heler feats).

Peter Larsen

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