121-The ship is a war veteran, scarred and weathered. Back, in the War (one of those with a capital W) there was but one enemy vessel it failed to catch - again and again. Whenever the ship crosses paths with one of >those< vessels again, you better have all the overrides handy, for your trusty conveyance will deploy all its ordnance in alpha strikes, without asking.
122-Trojans and adware in your systems. Horny sailors will come knocking at your airlock looking for those hot and eager Raksha hive queens and space-borne grannies will want you to sell them the Nihil-Cleaner, the only substance sure to desintegrate 120% of whatever they decide needs to be scrubbed away.
123-Impulse drive used for takeoffs packs some serious EMP. Be sure to never visit a planetside spaceport twice, lest they remember it was you who fried their systems.
124-It's a bio-ship. You need a neural symbiote to do anything more complicated than getting a sode (bubbly secretions of some kind, ok) from the vending machine.
125-The ship is seriously pimped, with electric blue quad rear thrusters, warp-luminescent outer lighting and the horns of a space dragon on the prow. Some spacemen may consider you immature, others awesome. Space dragons consider you a mate in heat. Go to Comment
I still think this has more potential than "you die, lol" - all those effects could be summed up in one sentence under one number: "After touching it, you die horribly: either spiders spawn from your body, rocky growths spread through your flesh like cancer, ..."
I can think of a dozen more disturbing effects off the top of my head.
"Every midnight, the curse picks someone within a mile. You are transformed into that person's sexual fantasy."
"Your shadow comes alive, can move independently, and whispers you evil."
I somehow wish they'd be able to use the hole left after the heart is removed for something, biting, being a portal to a realm of death, or housing either some magic jar, holy text, a likeness of their charge, or a lesser critter... a skull?
While tailored to DnD and quite straightdforward, this is an OK idea, something to make a villain despicable and capable at the same time. I also like the idea it is intendd for lower calibre baddies.
All in all, me likey. Go to Comment
It's ... weird. Hard to use as a player race; somewhat tragic. It's different, yes, and an interesting explanation.
Considering it, I propose an offshoot: There is a Truth, penned before time, and Elves can only learn from this truth. Individual advancement is possible within boundaries of the Truth. A wise elf simply knows more of the truth.
I have to make my mind up about how to see this. Not voted yet. Go to Comment
Another alternative: Elves are born of nature, thus have an intimate connection to it, and can learn to understand anything natural. Humans are not natural, neither are their works - and elves simply don't and can't "get them". Go to Comment
I must echo (lol) axlerowes - we want more, and more originality and detail. For example, what about making the road of descent more complicated, less obvious? The powers less direct, more elaborate? Go to Comment