Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Another New Lineage (Updated!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Faolyn" data-source="post: 8280060" data-attributes="member: 6915329"><p>First Draft on Hidden Citizen. Thoughts? (Edit: this feels like it needs something, but I don't know what.)</p><p></p><p><span style="font-size: 22px"><span style="color: rgb(97, 189, 109)"><strong>Hidden Citizen</strong></span></span></p><p>Some people choose to remain far apart from others and keep their civilization hidden. These cities are often ancient, secreted away in hidden mountain valleys, in desert oases cloaked by ever-present mirages, deep within impenetrable jungles, in great air-tight domes on the ocean floor, or deep underground, far away from any dwarf enclaves or shadow elf cities. The people within those cities have often not seen outsiders in many generations. To those from the outside, these are legendary Lost Cities, but to their native citizens, they aren’t lost—merely hidden safely away from the mysterious, dangerous, and possibly even corruptive world outside.</p><p></p><p>On occasion, an individual chooses to leave their Hidden City. Perhaps they grew tired of the rut and chose to explore what’s outside, or they wandered away by accident, and could no longer find their way back. Sometimes they’re sent out to learn about the world and then report back once they have done so. Unlucky ones were captured or lured away by outsiders, but managed to free themselves, but only after they were too far away to return hom. And some were exiled from their Hidden City for some crime, real or imagined.</p><p></p><p>Characters raised in the Hidden City culture share a variety of traits in common with one another.</p><p></p><p><em><strong>Insular Upbringing.</strong></em> You’ve heard tales of the people of the outside world, and are ready for any tricks they might try on you. But at the same time, you are so interested by all of these unknown things it that you aren’t always aware of the danger they pose. You have advantage on saving throws against being charmed or frightened.</p><p></p><p><em><strong>Ritualized Endurance.</strong></em> Through the teachings and rituals of your people, you have gained a certain resistances to effects that might harm you in body or mind. You have advantage on Strength and Intelligence saving throws.</p><p></p><p><em><strong>Specialized Weapon Training.</strong></em> Your people master a particular weapon unique to your people. And while this weapon may have the same properties as a typical outsider’s weapon, your people use it in a way particular to them. You are proficient in one martial weapon of your choice. Additionally, you may choose one of the following options when you pick this weapon:</p><p>• If the weapon has the two-handed property, you may choose that your people instead wield it in one hand. In this case, the weapon’s damage die type is reduced by one die (for example, a halberd wielded in one hand inflicts 1d8 damage instead of 1d10).</p><p>• If the weapon doesn’t have the two-handed property or heavy property, you may choose that your people are capable of throwing it. In this case, the weapon gains the thrown property and has a range of 20/60 feet.</p><p>• If the weapon has the finesse or light trait, you may choose that your people wield a double-bladed or double-headed version of it. In this case, the weapon loses the finesse or light trait, but when you use the attack action to attack with it, you may also use your bonus action to make a melee attack with it.</p><p>• If the weapon has the thrown trait, you may choose that your people wield a returning version of it. In this case, if the weapon misses, it boomarangs back and returns to your hand. You must use your reaction to catch it.</p><p></p><p><em><strong>The Tales of Your People.</strong></em> Everyone is desperate to learn about you and where you’re from, and to see the “exotic” arts of your people. You’ve learned how to tell stories that in such a way as to make your people look good (or bad, if that’s your desire) while also failing to provide clues as to how to get there—after all, the rest of your people remain hidden by choice. You are proficient in one of the following: the Performance skill, calligrapher’s tools, cook’s utensils, painter’s supplies, or one musical instrument of your choice. When you use that skill or tool to tell a tale, create art, or cook a dish native to your homeland, or to talk about your journey, you gain an expertise die.</p><p></p><p><em><strong>Languages.</strong></em> You can speak, read, write, and sign your people’s language and one other.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8280060, member: 6915329"] First Draft on Hidden Citizen. Thoughts? (Edit: this feels like it needs something, but I don't know what.) [SIZE=6][COLOR=rgb(97, 189, 109)][B]Hidden Citizen[/B][/COLOR][/SIZE] Some people choose to remain far apart from others and keep their civilization hidden. These cities are often ancient, secreted away in hidden mountain valleys, in desert oases cloaked by ever-present mirages, deep within impenetrable jungles, in great air-tight domes on the ocean floor, or deep underground, far away from any dwarf enclaves or shadow elf cities. The people within those cities have often not seen outsiders in many generations. To those from the outside, these are legendary Lost Cities, but to their native citizens, they aren’t lost—merely hidden safely away from the mysterious, dangerous, and possibly even corruptive world outside. On occasion, an individual chooses to leave their Hidden City. Perhaps they grew tired of the rut and chose to explore what’s outside, or they wandered away by accident, and could no longer find their way back. Sometimes they’re sent out to learn about the world and then report back once they have done so. Unlucky ones were captured or lured away by outsiders, but managed to free themselves, but only after they were too far away to return hom. And some were exiled from their Hidden City for some crime, real or imagined. Characters raised in the Hidden City culture share a variety of traits in common with one another. [I][B]Insular Upbringing.[/B][/I] You’ve heard tales of the people of the outside world, and are ready for any tricks they might try on you. But at the same time, you are so interested by all of these unknown things it that you aren’t always aware of the danger they pose. You have advantage on saving throws against being charmed or frightened. [I][B]Ritualized Endurance.[/B][/I] Through the teachings and rituals of your people, you have gained a certain resistances to effects that might harm you in body or mind. You have advantage on Strength and Intelligence saving throws. [I][B]Specialized Weapon Training.[/B][/I] Your people master a particular weapon unique to your people. And while this weapon may have the same properties as a typical outsider’s weapon, your people use it in a way particular to them. You are proficient in one martial weapon of your choice. Additionally, you may choose one of the following options when you pick this weapon: • If the weapon has the two-handed property, you may choose that your people instead wield it in one hand. In this case, the weapon’s damage die type is reduced by one die (for example, a halberd wielded in one hand inflicts 1d8 damage instead of 1d10). • If the weapon doesn’t have the two-handed property or heavy property, you may choose that your people are capable of throwing it. In this case, the weapon gains the thrown property and has a range of 20/60 feet. • If the weapon has the finesse or light trait, you may choose that your people wield a double-bladed or double-headed version of it. In this case, the weapon loses the finesse or light trait, but when you use the attack action to attack with it, you may also use your bonus action to make a melee attack with it. • If the weapon has the thrown trait, you may choose that your people wield a returning version of it. In this case, if the weapon misses, it boomarangs back and returns to your hand. You must use your reaction to catch it. [I][B]The Tales of Your People.[/B][/I] Everyone is desperate to learn about you and where you’re from, and to see the “exotic” arts of your people. You’ve learned how to tell stories that in such a way as to make your people look good (or bad, if that’s your desire) while also failing to provide clues as to how to get there—after all, the rest of your people remain hidden by choice. You are proficient in one of the following: the Performance skill, calligrapher’s tools, cook’s utensils, painter’s supplies, or one musical instrument of your choice. When you use that skill or tool to tell a tale, create art, or cook a dish native to your homeland, or to talk about your journey, you gain an expertise die. [I][B]Languages.[/B][/I] You can speak, read, write, and sign your people’s language and one other. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Another New Lineage (Updated!)
Top