94828-2 RAA Outer Seas TEXT R1 Proof

The Outer Seas

with their natural ability to swim and breathe underwater, tend to be careless and carefree, often leading to them making bold choices that can lead to their ruin. Archy who are born to aquatic par ents typically take the first oppor tunity they can find to explore above the surface of the sea, where they can experience all life has to offer above the waves. This is a time known to most Archy as “The Wander.” During that time, many of the Archy who have spent their early years sheltered below the sea by merfolk parents find themselves drawn to new experiences and tend to forgo self preservation in their desire to see a world not under the sea. Playing an Archy: Archy gravitate toward creative endeavors, craft ing crashing cacophonous songs, intricate tattoo work, or beauti fully chaotic murals painted on the hulls of ships they feel need a bit of color and flair. Regardless of where they are found, above or below the waves, an Archy is always an agent of change in the ever changing world of the Outer Seas. Ability Score Modification: +2 Charisma Age: Archy typically live to be 75 to 80 years old. Size: An Archy’s height typically ranges between 5 and 5.5 ft. tall and their bodies can come in all manor of size and build. Your size is Medium. Speed: An Archy’s base speed is 30 ft. with a swim speed of 35 ft. Amphibious: Archy can breathe both air and water until their thirtieth birthday at which point they must choose one or the other. This choice is permanent and may only be altered by magic or the actions of an Eldritch Entity.

Archy Ancestry: An Archy’s body shifts magically as they transition in and out of water. Out of water, an Archy’s physical form has two legs, while in the water their lower half is that of a sea creature. The sea creature is typically based on their heritage. Siren’s Skill: An Archy inherits the performance ability of their siren ancestors. All Archy gain +2 to per formance checks. Bioluminus Ancestry You have inherited the biolumines cent abilities of your aquatic heritage, granting you the ability to produce your own internal light. This light can be bent and shaped to enthrall and disorient those around you. Those of the Bioluminus Ancestry have bold and brash personalities and delight in being the center of attention. You gain the following features. Inner Glow: At will, you can emit a soft bioluminescent light from your body, shedding bright light for 5 ft. and dim light for an addi tional 5 ft. You can suppress this ability provided you do not have any levels of exhaustion. Illuminated Illusions: In a space you can see up to 60 ft. away from you, you may create the image of an object—such as an anchor, moor ing rope, small chest, or bloody handprint. The object may be no larger than a 5 ft. by 5 ft. cube. It does not produce sound, smell, or any other sensory effect. Any physical interaction with the image will reveal it is an illusion as things that can pass through. Light will pass through it. If a creature uses its action to exam ine the image, the creature may make an Intelligence Check DC 8+ your Charisma Modifier. Upon a successful Check they determine the image is an illusion. Toxicity: Your skin produced a

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