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the_mari [2023/01/16 13:51] – created shto | the_mari [2023/01/16 14:52] (current) – shto | ||
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- | >All have some abilities unique to them, such as the ability to steal memories or to hear an omniscient voice. They also lack the souls that define the other races, with their substitute being best described as some sort of spiritual fracture or portal. | + | >All have some abilities unique to them, such as the ability to steal memories or to hear an omniscient voice. They also lack the souls that define the other races, with their substitute being best described as some sort of spiritual fracture or portal |
- | **Carno Rancar - Carno' | + | > |
+ | >//**Carno Rancar - Carno' | ||
The Mari are a race of creatures created through the influence of the Outside. All of them require other races to propagate their species, and as a result, have come to be feared by most people. Most Mari now live in the nation of Mourne, created by the Mari to act as a safe haven for their kind. | The Mari are a race of creatures created through the influence of the Outside. All of them require other races to propagate their species, and as a result, have come to be feared by most people. Most Mari now live in the nation of Mourne, created by the Mari to act as a safe haven for their kind. | ||
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===== An Alien People ===== | ===== An Alien People ===== | ||
- | <WRAP box right 30%> | + | <WRAP box right 20%> |
**Illithids and the Illmari (D&D 5e)** | **Illithids and the Illmari (D&D 5e)** | ||
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==== Parasitic Reproduction ==== | ==== Parasitic Reproduction ==== | ||
+ | |||
Mari are defined by the need to use other races to procreate. In most cases, this is fairly harmless if distinctly unsettling. Others, like the Illmari and Velmari, must kill the host unfortunate enough to act as the next generation. | Mari are defined by the need to use other races to procreate. In most cases, this is fairly harmless if distinctly unsettling. Others, like the Illmari and Velmari, must kill the host unfortunate enough to act as the next generation. | ||
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Binmari nearing the age of 120 have found their lives ended by any possible cause. Some have died to natural disasters, or been killed in crimes of passion by members of other races, or been the sufferer of a terminal disease. It is almost as if the world itself conspires not to let any binmari age to this extent, but these events have no tangible connection and no reason is known. | Binmari nearing the age of 120 have found their lives ended by any possible cause. Some have died to natural disasters, or been killed in crimes of passion by members of other races, or been the sufferer of a terminal disease. It is almost as if the world itself conspires not to let any binmari age to this extent, but these events have no tangible connection and no reason is known. | ||
+ | |||
+ | < | ||
+ | <panel title=" | ||
+ | |||
+ | </ | ||
+ | </ | ||
===== Denmari ===== | ===== Denmari ===== | ||
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Once a Denmari reaches maturity, a sac begins to form inside it that will house a number of these insects. As long as the Denmari lives, they will remain in a state of suspended animation. However, once the Denmari dies, these insects awaken. They begin to eat their way out of the deceased Denmari, and once they reach the open air, they will take flight and seek a target to sting. | Once a Denmari reaches maturity, a sac begins to form inside it that will house a number of these insects. As long as the Denmari lives, they will remain in a state of suspended animation. However, once the Denmari dies, these insects awaken. They begin to eat their way out of the deceased Denmari, and once they reach the open air, they will take flight and seek a target to sting. | ||
+ | |||
+ | < | ||
+ | <panel title=" | ||
+ | === Binmari Traits === | ||
+ | Binmari are capable creatures despite their natures, and often can become key members of some groups due to their unique talents. | ||
+ | |||
+ | **Ability Score Increase.** Binmari may have different abilities depending on the skeleton they grow around, or their personalities. Two ability scores of your choice increase by 1 each, or one ability score of your choice increases by 2. | ||
+ | |||
+ | **Age.** Binmari take several months to grow to the point of awakening, at which point they cease to age in any meaningful way. However, no Binmari has lived to be more than 120 years old. | ||
+ | |||
+ | **Alignment.** The Binmari are often erratic in their behavior, and this often does not help them fit well into any given society. They tend to be Chaotic. | ||
+ | |||
+ | **Size.** Binmari spores can latch to any skeleton, Your size is medium. | ||
+ | |||
+ | **Speed.** Your base walking speed is 30 feet. | ||
+ | |||
+ | **Languages.** You can speak, read, and write Common and two extra languages of your choice. | ||
+ | |||
+ | **Fixation.** You have, or have had, some manner of fixation. You gain proficiency in one skill or tool of your choice. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. | ||
+ | |||
+ | **Touch of the Voice.** You know the *Guidance* cantrip. Once you reach 3rd level, you can cast the *Comprehend Languages* spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the *Augury* spell once with this trait, and you regain the ability to do so when you finish a long rest. | ||
+ | |||
+ | Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components. | ||
+ | </ | ||
+ | </ | ||
===== Urmari ===== | ===== Urmari ===== | ||
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This process is often very draining to the Urmari, and is often reserved for emergency situations they lack the means to handle presently. | This process is often very draining to the Urmari, and is often reserved for emergency situations they lack the means to handle presently. | ||
+ | |||
+ | < | ||
+ | <panel title=" | ||
+ | === Urmari Traits === | ||
+ | Urmari are uniquely adaptable, with a number of distinct advantages. | ||
+ | |||
+ | **Ability Score Increase.** Urmari are adaptable creatures that take traits from their hosts to better survive in their environments. Two ability scores of your choice increase by 1 each, or one ability score of your choice increases by 2. | ||
+ | |||
+ | **Age.** Urmari reach their adult size and maturity roughly 1 month after their juveniles fuse, and generally live to be around 30 years old. | ||
+ | |||
+ | **Alignment.** Urmari strongly tend toward Lawful alignments, being naturally eusocial creatures. However, extreme circumstances can cause them to become more individualistic. | ||
+ | |||
+ | **Size.** Most Urmari are similar to humans in size, though may vary in some ways depending on their role in the colony. Your size is medium. | ||
+ | |||
+ | **Speed.** Your base walking speed is 30 feet. | ||
+ | |||
+ | **Languages.** You can speak, read, and write Common and one extra language of your choice. | ||
+ | |||
+ | **Copied Traits.** Urmari gain abilities dependent upon what creatures their juvenile forms fed upon. Select one of the races listed below: | ||
+ | * **Human.** Increase one ability score of your choice by 1. | ||
+ | * **Elf.** You benefit from the *Fey Ancestry* and *Trance* features of the Elven race. | ||
+ | * **Dwarf.** You benefit from the *Dwarven Resilience* feature of the Dwarven race. | ||
+ | * **Halfling.** You benefit from the *Lucky* feature of the Halfling Race. | ||
+ | Alternatively, | ||
+ | |||
+ | **Emergency Adaptation.** You may temporarily seize the strengths of another creature for yourself. You may remove a functional limb, a functional organ, or a pair of either from a slain creature, attaching them to your own body as an action. Once attached, you may use the limb or organ as if it were your own until the end of your next Short or Long Rest, at which point the limb decays and detaches from you. | ||
+ | |||
+ | In order to use this trait, the limbs or organs you remove must be from a creature of roughly the same size as you. Once you use this trait, you cannot use it again until you finish a long rest. | ||
+ | |||
+ | </ | ||
+ | </ | ||
===== Velmari ===== | ===== Velmari ===== | ||
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Some Velmari actively pursue more dangerous work, too tempted by the idea of uncovering unique and worthwhile memories, but they almost never do so on their own. Should a Velmari be found in a place of distinct danger, it would be a safe bet to assume it has physically capable allies very close at hand. | Some Velmari actively pursue more dangerous work, too tempted by the idea of uncovering unique and worthwhile memories, but they almost never do so on their own. Should a Velmari be found in a place of distinct danger, it would be a safe bet to assume it has physically capable allies very close at hand. | ||
+ | |||
+ | < | ||
+ | <panel title=" | ||
+ | === Velmari Traits === | ||
+ | **Ability Score Increase.** Velmari are naturally intellectual creatures. Your intelligence score increases by 2. | ||
+ | |||
+ | **Age.** Velmari do not grow old, their tentacles simply grow longer and more numerous. | ||
+ | |||
+ | **Alignment.** Velmari are usually arrogant and selfish, but not necessarily malicious. They tend to be some form of self-involved Neutral. | ||
+ | |||
+ | **Size.** Velmari tentacles only burrow into humanoids. Your size is medium. | ||
+ | |||
+ | **Speed.** Your base walking speed is 30 feet. | ||
+ | |||
+ | **Languages.** You can speak, read, and write Common, Deep Speech, and one extra language of your choice. | ||
+ | |||
+ | **Telepathy.** You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. | ||
+ | |||
+ | **Perfect Memory.** You can recall anything you have learned or experienced with perfect accuracy. | ||
+ | |||
+ | **Consume Memories.** At 5th level, you gain the ability to consume the memories of other creatures. You must concentrate for 1 hour, maintaining physical contact with the creature you wish to consume the memories of for the entire duration. If you reach the ability' | ||
+ | |||
+ | With one failed saving throw, you consume its key memories from the past 12 hours. With two failed saving throws, you consume its key memories from the past 24 hours. With three failed saving throws, you consume its key memories from the past 48 hours. | ||
+ | |||
+ | Any memories consumed in this way are forgotten by the creature totally, and you gain the memories as if you had experienced them in the place of the creature they were taken from. Memories lost in this way can only be restored through the use of a wish spell, or through the use of the *Modify Memory* spell while you are within 60 feet of the creature. | ||
+ | |||
+ | Once you use this trait, you cannot use it again until you finish a long rest. | ||
+ | </ | ||
+ | </ |