Alright, I'm gonna go through this just to see what I wind up with. Not rolling randomly, mind. Talashia is too established a character in my head to do that with at the moment. But it gives a little flesh to some of Talashia's early life which could come up in RP.
Yes, that maps to your backstory for Talashia nicely, thought the touch about village heartbreak could be interesting.
I think when we discussed character creation before...witcher Kynee (Axel's PC) had been the "friend to your right" who witnessed Talashia's wild surge at the witcher stronghold and intervened?
Does that Source Weakness work for you?
Spells and skills listed look like they're for Beyond the Wall, not 5th Ed, so they wouldn't apply to this version (but would if we ever actually played Beyond the Wall). But it gives a little flesh to some of Talashia's early life which could come up in RP.
Yeah, I followed the
Beyond the Wall format with no pre-defined skills.
On one hand, 5e is a more streamlined and familiar system, and
Beyond the Wall has OSR idiosyncrasies like paralyze/poison/spell saves & sometimes you want to roll high while sometimes you want to roll low. OTOH, 5e's magic doesn't feel as magical as the spells and the cantrip mis-casting mechanic from
Beyond the Wall, and
Beyond the Wall's "playbook" approach to character background, adventures, and campaigns is really system neutral.
I *think* we can extract the cool stuff from
Beyond the Wall without changing systems.
For example! We can give Talashia a bonus known spell (The Howling) and knowledge of her True Name. How does that sound?
We could adapt the
True Name rules thus: Your True Name can be used for weal or woe. A friend using your True Name can use Help to grant you a saving throw against an ongoing effect (e.g. petrification and polymorph), or to grant you advantage on rolls associated with healing or "buffing" magic (e.g. cure wounds, bardic inspiration, spending hit dice during a short rest). However, a foe can use your True Name to gain advantage on its attacks against you, or impose disadvantage on your saving throw against its attacks or spells, for the duration of the encounter.
For
The Howling, here's the original spell description from
Beyond the Wall:
The Howling
Range: Near
Duration: 1 round/level
Save: yes
The caster calls out painful words of magic, her voice
growing to a howling shout. Soon, many voices rise
on the winds, creating a deafening cacophony in the
immediate area. Everyone in near range, both friend
and foe, must make a saving throw or else cover their
ears and do nothing else for the duration of the spell.
Even those in range who succeed at their saving throws
suffer a -2 penalty to all actions. Creatures who cannot
hear, or who are mindless, such as skeletons and
zombies, are unaffected.