Biological Determinism


Thanks to small changes to Dungeons & Dragons character creation that followed the announcement of their upcoming "edition", dialogue has been circulating regarding the concept of biological determinism. For D&D, this is relevant to the skills, abilities, and spells inherent in every character of certain races; for Traverse, it's relevant to my own recently updated heritage abilities. 

These heritage abilities suggested that every Myradin was inclined to go berserk in combat, that every Svirnyr had clever fingers - that the biology of these characters determined their characteristics. I had taken the step to remove base modifiers from heritage, but had left behind these relics of determinism!

Traverse 3.1 detaches heritage abilities from all but the Dvargen, Kokuum, and Maluran peoples - my inhuman inventions - and instead allows players to choose a "personal feature" from the list of combat and skill feats provided elsewhere in the handbook. 

Why are heritage abilities still attached to three of my people groups? For the sake of simplicity, let's consider the other seven heritages to be physiologically human, which essentially they are. Human beings cannot transform into bears or wolves (Dvargen) or breathe underwater (Maluran) and do not slowly turn into trees as they age (Kokuum). It's really as simple as that - but because some "basic characteristics" of human beings, like the ability to walk or speak, are not truly inherent, players choosing Dvargen/Kokuum/Maluran heritage are still provided a choice to take their "heritage feature" or to choose from the lists of feats. Not all Dvargi can transform and not all Malura, especially in the new, exposed world, can breathe underwater.

Players are still encouraged, as since version 2.2, to play characters of mixed heritage - and if a character possesses a thread of Kokuum DNA in their makeup, they can happily take the Kokuum heritage feature - or not - whatever suits their character best!

Traverse 3.1 -

- removes seven heritage abilities and rechristens the remaining three as heritage features
- adds new combat feats: Berserker and Nimble
- removes Drunken Master combat feat
- adds new skill feats: Calm Center, Inspiration, Politician, Star Chart, and Trickster
- rewords a section and adds to the inclusivity appendix under "Mixing Heritage"
- adds and adjusts a few illustrations as needed
- as always, addresses a few grammar errors

Files

Traverse Player's Handbook 3.1.pdf 67 MB
Sep 20, 2022
Traverse Player's Character Sheet.pdf 2 MB
Sep 20, 2022

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