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Character Generation - Regional Benefits
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<blockquote data-quote="Graf" data-source="post: 4449915" data-attributes="member: 3087"><p>With the input of many worthies I have redone the regional benefits.</p><p>Again they're not supposed to be excessively powerful, since many characters will not come from one of the regions we've defined. If we want to had more regions (I'm done for now, but if others have ideas...) now's the time.</p><p></p><p>To keep people from having to click through I've copied all the benefits below.</p><p></p><p>==== Daunton: Regional Benefit ====</p><p>Characters from Daunton receive a +2 on monster knowledge checks, reflecting their exposure to the diverse races that populate the city. When on Daunton they can gain access to the city library allow giving them to reroll a failed knowledge check at +2 once per day (a given roll can only be rerolled once). It generally requires 4 hours of research at the Daunton Library to reroll a check.</p><p>Characters who spend more than 4 hours seeking an answer to a specific question in a day find that they have trouble finding the proper books, are easily distracted by small sounds, and sometimes even fall asleep -- as if the library itself were resisting them. Whether this reflects some sort of defensive measure, a curse by the godless of knowledge or something else entirely has never been proven.</p><p></p><p></p><p>==== Bacarte: Regional Benefit ====</p><p>Characters from Bacarte receive a +1 on perception checks, reflecting an innate keenness honed on the dangerous, misty streets of the isle. When on Bacarte they also receive a +4 bonus to Streetwise checks, reflecting the natural relationships they've built up with normally suspicious folk who dwell on the island and if they roll lower than a 10 they may substitute a 10 instead (reflecting their ability to get access to basic information).</p><p></p><p>NOTE: The streets of Bacarte are full of information, but most of it about Bacarte, the merchants and the common underworld of Daunton/Bacarte (which doesn't include everything criminal on Daunton, just the segments that cross-pollinate with the misty isle). Pirates and others never let the truth get in the way of a good story and information on areas outside of Bacarte can be wildly inaccurate.</p><p></p><p></p><p>==== Valley of Bone: Regional Benefit ====</p><p>+1 endurance checks, reflecting their resilience; The combination of respect and confidence they have in dealing with the unliving can be a potent tool... .they also receive a +2 bonus to monster knowledge checks involving undead and a +2 to diplomacy checks involving undead that they have correctly identified. These bonuses rise to +4 when dealing with undead that originate from the valley of bone (disposed as they are to interactions with mortals, they are more tolerant living who display the proper respect, often giving them an opportunity to speak when more typical undead would simply attack.)</p><p></p><p></p><p>==== Kingdom of Jade: Regional Benefit ====</p><p>+1 on insight checks; individuals from the restrained culture of the Kingdom show very little emotion; a social response to fear that powerful emotions open the way to corruption by the shadow. While this bottling up of emotion doesn't seem to actually be particularly effective in resisting corruption non-members of their culture often find them excruciatingly difficult to read in social situations. They receive +2 on ''social'' bluff checks against individuals who are not from their region*.</p><p></p><p>(*)For the avoidance of doubt we reiterate that this bonus only applies to social situations. Uses of the bluff skill to Gain Combat Advantage or Create a Diversion to Hide (phb 183) '''do not''' receive the bonus.</p><p></p><p>==== Mykonos' Sanctuary: Regional Benefit ====</p><p></p><p>+1 endurance checks, reflecting the toughness they developed working as slaves in the mines over their year of torment; the constant psychic bombardments suffered by the survivors has also granted them a degree of resilience, in times of extreme exertion they can sometimes shake off debilitating mental effects. When a player character from Mykonos' Sanctuary spends an action point they may immediately make one save against a any effect with the psychic keyword that a save could end.</p><p></p><p></p><p>==== The Imperium: Regional Benefit ====</p><p></p><p>+2 diplomacy checks, oratory is an artform in the Imperium (or at least an obsession); even the most inept Imperium citizen can turn a phrase better than most.</p></blockquote><p></p>
[QUOTE="Graf, post: 4449915, member: 3087"] With the input of many worthies I have redone the regional benefits. Again they're not supposed to be excessively powerful, since many characters will not come from one of the regions we've defined. If we want to had more regions (I'm done for now, but if others have ideas...) now's the time. To keep people from having to click through I've copied all the benefits below. ==== Daunton: Regional Benefit ==== Characters from Daunton receive a +2 on monster knowledge checks, reflecting their exposure to the diverse races that populate the city. When on Daunton they can gain access to the city library allow giving them to reroll a failed knowledge check at +2 once per day (a given roll can only be rerolled once). It generally requires 4 hours of research at the Daunton Library to reroll a check. Characters who spend more than 4 hours seeking an answer to a specific question in a day find that they have trouble finding the proper books, are easily distracted by small sounds, and sometimes even fall asleep -- as if the library itself were resisting them. Whether this reflects some sort of defensive measure, a curse by the godless of knowledge or something else entirely has never been proven. ==== Bacarte: Regional Benefit ==== Characters from Bacarte receive a +1 on perception checks, reflecting an innate keenness honed on the dangerous, misty streets of the isle. When on Bacarte they also receive a +4 bonus to Streetwise checks, reflecting the natural relationships they've built up with normally suspicious folk who dwell on the island and if they roll lower than a 10 they may substitute a 10 instead (reflecting their ability to get access to basic information). NOTE: The streets of Bacarte are full of information, but most of it about Bacarte, the merchants and the common underworld of Daunton/Bacarte (which doesn't include everything criminal on Daunton, just the segments that cross-pollinate with the misty isle). Pirates and others never let the truth get in the way of a good story and information on areas outside of Bacarte can be wildly inaccurate. ==== Valley of Bone: Regional Benefit ==== +1 endurance checks, reflecting their resilience; The combination of respect and confidence they have in dealing with the unliving can be a potent tool... .they also receive a +2 bonus to monster knowledge checks involving undead and a +2 to diplomacy checks involving undead that they have correctly identified. These bonuses rise to +4 when dealing with undead that originate from the valley of bone (disposed as they are to interactions with mortals, they are more tolerant living who display the proper respect, often giving them an opportunity to speak when more typical undead would simply attack.) ==== Kingdom of Jade: Regional Benefit ==== +1 on insight checks; individuals from the restrained culture of the Kingdom show very little emotion; a social response to fear that powerful emotions open the way to corruption by the shadow. While this bottling up of emotion doesn't seem to actually be particularly effective in resisting corruption non-members of their culture often find them excruciatingly difficult to read in social situations. They receive +2 on ''social'' bluff checks against individuals who are not from their region*. (*)For the avoidance of doubt we reiterate that this bonus only applies to social situations. Uses of the bluff skill to Gain Combat Advantage or Create a Diversion to Hide (phb 183) '''do not''' receive the bonus. ==== Mykonos' Sanctuary: Regional Benefit ==== +1 endurance checks, reflecting the toughness they developed working as slaves in the mines over their year of torment; the constant psychic bombardments suffered by the survivors has also granted them a degree of resilience, in times of extreme exertion they can sometimes shake off debilitating mental effects. When a player character from Mykonos' Sanctuary spends an action point they may immediately make one save against a any effect with the psychic keyword that a save could end. ==== The Imperium: Regional Benefit ==== +2 diplomacy checks, oratory is an artform in the Imperium (or at least an obsession); even the most inept Imperium citizen can turn a phrase better than most. [/QUOTE]
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