On Olarune 20, 994 YK, the nation of Cyre, on the continet of Khirvaire, on the planet Eberron, ceased to exist, and you were born. A new babe in a cold gray world. All life before this day forgotten. Memories from years beyond turned to dust, glimmering in the veil of the gray mist that makes up your birthing chamber. Haunted by what eludes you.
- Skill Proficiencies: Born of the Mist you learned very early on that in order to survive you either needed to be stronger, faster, or smarter then everything else. You proficent in the arts of Stealth and [Tooltip Not Found]. But what else has the Mist taught you, Choose One More skill.
- Tool Proficiencies: Living requires a certain degree of luck, skill, and willpower. Determining that you will not die today is the fundemental princible for any survivor. You have profinciency with [tools]Herbalism Kit[/tools] and [tool]Survival Kit[/tool]. Just as your drive to stay alive pushes you forward you also recognize what is happening. Sounds can be soothing or frightful. You take advantage and capitalize on sound. Pick one instrument to play. It calms the nerves, calms the beast, also could give you the upper hand once you learn how sound is manipulated in the Mist.
- Languages: The creatures of the mist speak a language only know by those of the Mist. No one knows how this bastardized languge came to be. It is almost as if every creature caught in the Mourning contributed. If you listen long and hard you start to pick up a word of common, goblin, elvish, or any of the languages belonging to any number of poor souls caught on that dreadful day.Coming from these lands you speak Mist Speak and common(after all, it was easy to learn while you stalked the pilliagers of the Mist)
| d84 | Mist Mutations |
|---|---|
| 1 | Grotesque. Distressingly deformed, scarred, or mangled. -6 Charisma, then roll again on this table. |
| 2 | Horns. You can make a noise like a brass band tuning by holding your breath for 1 minute. |
| 3 | Corrupted Organs. Your guts writhe. Whenever you gain a Fatal Wound, everyone in 30' must Save vs Fear. |
| 4 | Fearful Blood. If you drop below half HP, Save or become melancholy and depressed until you heal. |
| 5 | Bat Wings. Huge, flappy. Fly speed equal to your Movement speed. |
| 6 | Linguist. You believe you can speak with anything or anyone. You can't. |
| 7 | Burst of Speed. Once per day, can double movement for 10 minutes. |
| 8 | Malleable Sleep. While asleep or unconscious you transform into a boneless liquid sack. |
| 9 | Barrel Chest. +1d6 Constitution, +1d6 HP. |
| 10 | Narcolepsy. 1-in-10 chance of falling asleep just before a combat encounter or stressful situation. |
| 11 | Lamarckian Evolution. One hand turns into a random tool. Roll on the Professions table. |
| 12 | Vulnerable Soul. Double all magic damage taken. |
| 13 | Hooved. 2 of your legs end in hooves. No effect. |
| 14 | Letterpress. Anything you read moves across your forehead in lines of text. |
| 15 | Unstable. On death, parasitic limbs try to grapple nearby targets, fuse to them. |
| 16 | Shadowless. You cast no shadow. |
| 17 | Crab Arm. One hand becomes a claw. 1d8 crushing damage, -4 Attack to hit. |
| 18 | Cat Friend. Cats will not harm you and will rub their faces on you. You smell faintly minty. |
| 19 | Hook Fingers. Locked and bony. 1d6 damage claw attack, but cannot hold weapons. |
| 20 | Duplication. An evil twin with all your abilities pops out of your body and runs away cackling. |
| 21 | Patterned Skin. Stripes. |
| 22 | Imperial Sneer. You cannot conceal your contempt for peasants, beggars, etc. |
| 23 | Inside Out. Horrible. Charisma becomes 2, HP is halved. |
| 24 | Pampered Sleep. While asleep or unconscious your hair is combed and perfumed. |
| 25 | Hole. Mysterious hole right through your forehead. |
| 26 | Delusion. You must prominently ornament your verbal communications with excess vocabulary. |
| 27 | Poison Spot. Bright blue, the size of a coin. Anyone touching it must Save or die. Migrates around your body. |
| 28 | Arrow Eater. You are immune to non-magical projectile damage. Arrows, slings, bolts, cannonballs. |
| 29 | 1000 Noses. They cover your body. You can smell as well as sight up to 30'. |
| 30 | Mystical Reformation. Reroll all your stats and take the higher result. |
| 31 | Extra Mouths. Gain 2d6 extra mouths on your head and neck. |
| 32 | Ghost Movement. Your soul moves slightly before your body. -2 Defense. |
| 33 | Neck Frill. Can inflate to frighten beasts. May require a Morale check. |
| 34 | Wizard Rage. When angry, you temporarily grow fangs and a red frilly neck crest. |
| 35 | Foul Stench. Burnt meat and hair. -4 Stealth. |
| 36 | Delusion. You are repulsed by the sight of holy symbols. |
| 37 | Magnetic Sense. Can detect magnetic north unless near a strong magnetic field or iron. |
| 38 | Gemstone Eyes. Like cut sapphires. Actual sapphires, worth 10gp each. |
| 39 | Hinged Head. Enormous toothy grin, ear to ear. Head opens like a box. |
| 40 | Dense Bones. You cannot swim and you sink in most liquids. +2 Strength. |
| 41 | Leathery Hide. Base Defense becomes 12 instead of 10. |
| 42 | Incredibly Quick. You can act twice each initiative round. You still only get 1 attack. Andyoutalklikethis. |
| 43 | Lightning Speed. You become incredibly nimble. Your Movement increased by 2d6. |
| 44 | Memorial. When you die, an elaborate stone memorial with statues will grow on top of your body. |
| 45 | Venomous. Your natural attacks (bite, claw, etc.) deal an extra 1d4 poison damage. |
| 46 | Useless Legs. They turn into little noodles. You weigh nothing, can be carried easily. |
| 47 | Spike Teeth. Long and serrated. |
| 48 | Indigo Sparks. Whenever you step, faint indigo sparks mark your footprints. |
| 49 | The Vapours. You emit clouds of stinking yellow vapour from your ears. -6 Stealth. |
| 50 | Thumb Lamp. Hold your breath and your thumb becomes a light as bright as a candle. |
| 51 | Milk. 1 ration's worth per day. Painful if neglected for more than 3 days. |
| 52 | Transcendent Trunks. Your legs (and only your legs) are immune to magic damage. |
| 53 | Monkey Tail. Can grip items. +4 bonus to any climbing tests. |
| 54 | Delusion. You must wear a revealing or provocative costume to use magic items or cast spells. |
| 55 | Bizarre Colour. Your skin flickers between two colours (red, orange, yellow, green, blue, indigo, violet, octarine). |
| 56 | Stupendous Eyebrows. They glow with strong emotions and sometimes shoot sparks. |
| 57 | Leather Skin. Lumpy and warty. Cannot wear armour. Defense as Leather. |
| 58 | Palsied. Flesh twitches, fingers tap, legs bend. Dexterity becomes 2. |
| 59 | Insane Risks. No sense of danger. Immune to Fear. Will take some but not all precautions. |
| 60 | Pheromones. Repels insects, 20' radius. |
| 61 | Immortal Leg. One of your legs is completely immune to all damage. +2 Defense. |
| 62 | Atrophy. One your limbs becomes withered and useless. |
| 63 | Remarkably Unlucky. Save becomes 1. |
| 64 | Inverted. Legs swap with arms. Movement unimpeded. Writing and delicate tasks are difficult. |
| 65 | Winning Smile. If you smile, your teeth briefly flash as brightly as a candle. Hard to read or navigate by. |
| 66 | Hulking Arms. They grow huge as your legs shrink. You can walk on them. +1d6 Strength. |
| 67 | Delusion. You believe the Beige Dragon Gomsband will protect you if you call out her name. |
| 68 | Sensitive Skin. Unpleasant, itchy rash from touching silver. |
| 69 | Feeble Muscles. Like earthworms under your skin. Strength becomes 2. |
| 70 | Bird Wings. Vestigial. Cannot fly. |
| 71 | Phase. If you run at a wall or door at full speed, 1-in-6 chance of phasing through. If not, 1d6 damage. |
| 72 | Stabbing Limb. One arm becomes a sharp point of bone. As a dagger. |
| 73 | Mute. Your tongue disappears. |
| 74 | Second Sight. Can see curses and enchantments as faint glows. |
| 75 | Spores. On death, coat a 30' radius in purple hallucinogenic spores. |
| 76 | Coiled Hair. Like a tightly wound spring. Lies close to your head, dense, tightly wound. |
| 77 | Unusual Genitals. Whatever you had going on down there is different |
| 78 | Mystic Eyes. Opals reflecting the moon. No pupils. |
| 79 | Single Bird Wing. Roll for location. Useless. |
| 80 | Delusion. Pick a type of inanimate object (stairs, windows, hats, etc). You utterly loath them. |
| 81 | Feeble Jaw. Enormous overbite. |
| 82 | Strange Voice. Wandering accent. The stranger the better. |
| 83 | Third Eye. On your forehead. |
| 84 | Eggshell Skin. Splinters and bleeds. -2 to Constitution, -4 to Save vs Poison. |
You have no recollection of your past. Your debts, troubles, and trama from the war no longer matters. A change has occured. The mist has taken you in a moment and reduced you to nothing, but gave you everything. Some of what it gives maybe good, bad, or just difficult to understand. Work with the gift from the Mist for you are its child and it has a purpose for you.
Suggested Characteristics
Contacts
Your time in the Mournlands has not been plesant. Your allies with all children of the Mist. You count the Machines and their lord, The Lord of Blades, among your allies. They no longer see you as part of the evil that enslaved them. They see you reborn. However dont ever be mistaken it is an alliance of convenience. Your still made of flesh. The onlything you have in common is the consitincy of the varience in the markings upon your forhead.
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