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<blockquote data-quote="Zadmar" data-source="post: 6251323" data-attributes="member: 6700109"><p>I've already converted the D&D races, but WotBS also has "seela". They're pretty difficult to convert, but I took my best shot:</p><p></p><p><span style="font-size: 15px"><strong>Seela</strong></span> </p><p><strong>• Low Light Vision (+1): </strong>Seela have exceptional night vision, and ignore penalties for Dim and Dark lighting. </p><p><strong>• Fae Charm (+1): </strong>Although they've lost much of their physical beauty, seela still possess the haunting charm of the fae. They gain a +1 bonus to Charisma, and may ignore the Charismatic requirement if they wish to take the Bard Edge. </p><p><strong>• Gliding (+1): </strong>Seela can glide at their normal Pace, although they cannot gain altitude, and always lose at least 1" of height at the end of each round. </p><p><strong>• Keen Hearing (+½): </strong>Seela have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. </p><p><strong>• Stand the Heat (+½): </strong>Seela are not harmed by the fires of their home forest. This ability doesn't provide any protection against other sources of heat or fire. </p><p><strong>• Fallow Touch (+0): </strong>The bare flesh of a seela saps life. Any living creature who spends a full round in contact with a seela must make a Vigor roll or become Shaken (if the creature is already Shaken, and fails with a 1 on the Vigor die, then they suffer a wound). This ability requires direct flesh-to-flesh contact, and other seela are not affected. </p><p><strong>• Spiritual (+*): </strong>Seela are spiritually strong. They can increase their Spirit to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. </p><p><strong>• Fragile (-2*): </strong>Seela are physically fragile from their years of torment. They suffer a -1 penalty to Toughness, and cannot increase their Vigor beyond d10 with normal advances. If they have Vigor d10, they may take the Professional and Expert Edges at Legendary to raise their Vigor to d12 and d12+1 respectively. </p><p></p><p>The original version have "bard" as a favoured class, and gain an innate "Bardic Music" bonus, as well as "ghost sound" and "message" spell-like abilities. I decided to link that indirectly into the Fae Charm ability, allowing them to skip the Charismatic requirement for the Bard Edge so that it's a more appealing choice. </p><p></p><p>I've rated Gliding as a +1 racial ability. Proper flight is a +2 ability, so I think +1 isn't unreasonable for a version that doesn't let you get off the ground. If anything it might be a bit weak, but when viewed in the context of the entire racial package I think it's okay. It's obviously better than the original version, but I think it keeps the general flavour.</p><p></p><p>Fallow Touch is likely to be as much a hindrance as a help, so I've rated it as +0.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6251323, member: 6700109"] I've already converted the D&D races, but WotBS also has "seela". They're pretty difficult to convert, but I took my best shot: [SIZE=4][B]Seela[/B][/SIZE] [B]• Low Light Vision (+1): [/B]Seela have exceptional night vision, and ignore penalties for Dim and Dark lighting. [B]• Fae Charm (+1): [/B]Although they've lost much of their physical beauty, seela still possess the haunting charm of the fae. They gain a +1 bonus to Charisma, and may ignore the Charismatic requirement if they wish to take the Bard Edge. [B]• Gliding (+1): [/B]Seela can glide at their normal Pace, although they cannot gain altitude, and always lose at least 1" of height at the end of each round. [B]• Keen Hearing (+½): [/B]Seela have exceptional hearing, and gain a +1 bonus to listening-based Notice rolls. [B]• Stand the Heat (+½): [/B]Seela are not harmed by the fires of their home forest. This ability doesn't provide any protection against other sources of heat or fire. [B]• Fallow Touch (+0): [/B]The bare flesh of a seela saps life. Any living creature who spends a full round in contact with a seela must make a Vigor roll or become Shaken (if the creature is already Shaken, and fails with a 1 on the Vigor die, then they suffer a wound). This ability requires direct flesh-to-flesh contact, and other seela are not affected. [B]• Spiritual (+*): [/B]Seela are spiritually strong. They can increase their Spirit to d12+1 with normal advances, and to d12+2 and d12+3 with the Professional and Expert Edges respectively. [B]• Fragile (-2*): [/B]Seela are physically fragile from their years of torment. They suffer a -1 penalty to Toughness, and cannot increase their Vigor beyond d10 with normal advances. If they have Vigor d10, they may take the Professional and Expert Edges at Legendary to raise their Vigor to d12 and d12+1 respectively. The original version have "bard" as a favoured class, and gain an innate "Bardic Music" bonus, as well as "ghost sound" and "message" spell-like abilities. I decided to link that indirectly into the Fae Charm ability, allowing them to skip the Charismatic requirement for the Bard Edge so that it's a more appealing choice. I've rated Gliding as a +1 racial ability. Proper flight is a +2 ability, so I think +1 isn't unreasonable for a version that doesn't let you get off the ground. If anything it might be a bit weak, but when viewed in the context of the entire racial package I think it's okay. It's obviously better than the original version, but I think it keeps the general flavour. Fallow Touch is likely to be as much a hindrance as a help, so I've rated it as +0. [/QUOTE]
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