Was nearly writing Mefolk, and it would have been appropriate: Merfolk and in particular Zendikari Merfolk are the race with which I identify the most!
This makes it very easy to incur in Mary Sue effects, so please be ruthless in your criticism about balance of this one.
The main characteristics that should be part of Merfolk are the following:
- Early flight: seems strange if you don't know the setting, but on Zendikar (and many other MtG worlds, Merfolk are able to acquire and even more often grant flight.
- Connection with the Roil: although I don't want to go look for the obscure source where I got this info from, I don't even care much, because canon or not, we kind of need at least one race that can be "the Roil race". This can or even should be connected to the flight mechanic, since it's not like they would be able to fly or make others fly without the Roil.
- Individualism and diversity: far more than because of their "creeds" (originally absent from their description, and kind of introduced later on with the problematic Battle For Zendikar), Merfolk should be a diverse lot because of their strong individualism. you could find a Merfolk more similar to just about any other race on Zendikar (save for Surrakar and Vampires) than to another Merfolk.
- Water-related advantages: this seems to go without saying, but I want something of their aquatic nature to be usable even in non aquatic environments, and I think I have an idea, taken from a famous cult movie...
- Some weaknesses: the usual "has to be in water for X hours" is a low-hanging fruit, and it's not something mentioned by the source material. If you analyze the original Zendikar articles, there are two other "needs" of Merfolk that are in my opinion more flavorful and less annoying: needing some protection against sun/heat, and needing to tie/pierce their fins if they don't want to be impeded by the difficult terrain of Zendikar.
MERFOLK TRAITS
Ability Score Increase. Your Wisdom and Intelligence scores both increase by 1, and any ability score of your choice increases by 1.
Age. Merfolk reach maturity early, around 12 years of age, and have human-like lifespans but less decrepitude, sometimes approaching 100 years still able to be independent, although dying of old age soon after.
Size. Merfolk are as tall as humans, but usually weight less, since they are very lean. Your size is Medium.
Alignment. On Zendikar, merfolk can be of any alignment, although usually far from extremes, and tending more towards neutrality.
Speed. Your base walking speed is 30 ft, and you have a swimming speed of 30 ft.
Amphibious. You can breathe air and water.
Solitary Learning. You gain one feat of your choice that grants an ability score increase, ignoring race requirements. You gain all its benefits except the ability score increase.
- Sunscreen unguent
- Fin harnesses or piercings (reducing swimming speed to 20 ft.)
- For every 4 hours under the sun you suffer 1 level of exhaustion.
- Your walking speed is reduced by 5 ft. and difficult terrain costs an extra 5 ft. for you to pass.
An alternative, especially if ditching Roil Color completely, could be requiring positive Roil (difficult to fly when gravity or winds are pulling you towards one point!) This way, Merfolk would be encouraged to take the Lullmage feat, and use it to actually raise the Roil, like Noyan Dar does in Battle for Zendikar.
This would of course require the Lullmage feat to be a "lower or raise by 1", or "improve or worsen by 1" instead of just improve: I wonder if that's ok, but I think so.
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