A purple dragon breathing green flame at a pink rocket lying around a d20.
Bluesky logo Youtube logo Itch.io logo A pen and paper Account Picture

Character Generation & Levelling cont.

3. Ancestries

Ancestries

Godless

These Ancestries are said to have no known creator deities, it may be the ones who created them are lost to time, or just were forgotten. That does not mean however, other deities or other kinds of Eternals have not claimed them as their own, this state has led to many of these folk being especially attuned to the Realms Primordial.


Humans

Humans are as diverse in the game as they are in the real world. A common Ancestry found on most Worlds; they are one of the few Ancestries to not find their origins in a creator deity. Instead it is said that humanity came from the very magic of the cosmos itself. The nature of their origin has led to some Humans finding it easier to call upon the powers of Cosmic magic, while others have found it easier to draw upon psionic powers from the Thoughtweb or recieved other supernatural boons.


Type: Humanoid

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.1m)

Movement Speed: 6m

Lifespan: 90 Years



Human Ancestry Features

Connection to the Cosmos. The nature of your lineage grants you greater ease at accessing the magic of the cosmos. You Learn one Cosmic Cantrip and always have Prepared a 1st Circle Cosmic spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Cosmic spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Creatorless. Lacking a creator deity has led to your spirit being less malleable to the whims and desires of Eternals. You have Advantage on Trait Tests to resist, avoid, or end the effects of Eternals and Demi-Eternals, and Eternal spells and rites.


Determined. Your ancestry gives you an identity to be proud of, which in turn aids your spirit of determination. You have Advantage on Determination Tests to resist, avoid, or end the Frightened and Terror conditions.


Enchanted Lineage. Your ancestors had such strong magical potential or were blessed by an especially powerful supernatural entity, that the magic that flows through your veings helps keep your body resilient and resists the effects fo age. Your Lifespan increases to 350 Years, and you have Advantage on Trait Tests made to resist, avoid, and end the Poisoned condition, and the effects of Poisons and Diseases.

Whenever you complete a Long Rest, you gain a Mark of Fate.


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Inspired Mind. You are quick to find inspiration in all the facets of the world around you. Your Inspired Event Scope increases by 1.


Persistence Hunters. Humanity started out as persistence hunters, this trait is still as useful now as it ever was. You can maintain a constant Marching Pace for twice the amount of time before growing Exhausted.

When you would gain a Degree of the Exhaustion condition, if it does not allow for a Trait Test to determine if it would be gained, you may make a TG 20 Endurance (Stamina) Test, with you not gaining the Degree of Exhaustion on a successful Test. If it would be gained from failing a Trait Test, bar the Endurance Test from this Feature, you instead immediatley succeed the Trait Test.

Once you have used this Feature's effect to successfully avoid gaining a Degree of Exhaustion, you may not do so again until you have completed a Long Rest.


Skilled Multitasker. You find it easy to jump between roles when needed for the group. When you gain your next Character Level, you gain 1 Multiclass Option. You may also Multiclass with one more Class than normal.


Stronger Together. You find yourself always more energetic when in a group. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.



Dwarves

Dwarves came into existence long ago; it is said by the nature of their creation, they have an affinity with the Outer Realms Primordial channelling elemental magic and performing rites tied to the elemental Realms.

Many dwarven settlements can be found underground with the gnomes, flowing out onto the surface with other folk. Other dwarven settlements can be found in the mountains climbs, alongside avians and giants. Dwarves also can be found in their own settlements or those of other folk, where portals connecting to the Realms Primordial can be found, with these dwarves far moreso than normal showing physical traits tied to that element.

Dwarves appearance-wise tend to be broader and smaller than Humans. But in skin tone and body types, they can vary as much as a human does. The main commonality amongst all dwarves, is that all dwarves quite rapidly grow full beards, irrespective of gender.


Type: Humanoid

Size: Medium (1.2m - 1.5m)

Movement Speed: 6m

Lifespan: 350 Years

Physical Characteristics: Thick facial hair, at least a thick stubble



Dwarf Ancestry Features

Earth Glide. Some dwarves find the earth will shift around them to allow for quickened travel. You gain the Earth Glide action.

Dwarf Ancestry Action Card Earth Glide AP Cost: 1AP Target: An unoccupied space you can see in Range, connected to your current location by a continuous piece of stone or earth. Range: 10m | At Range. Effect: Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Earthskin. You were born with stone-like and gem-like growths covering your skin. Your Background HP increases by 2, and whenever you would gain HP from increasing your Class Levels add 2 to the total HP increase.

When casting spells with a Material Component, you may choose to expend 1 Hit Die instead of providing the Material Component. If the Component had a GP cost, you must provide 1 Hit Die for every 10GP it costs.


Eyes of the Deep. You are used to travelling in the darkened tunnels of the underground. You gain Nightvision to 12m.


Flame Walker. Some dwarves are blessed with being able to survive near lava fields of deeper underground regions. You gain Fire Reduction 5, and can ignore the effects of being within 2m of Lava for a number of Turns equal to your Endurance Trait (minimum of 1 Turn). You ignore the Difficult Terrain effects on movement for Lava.

You also gain the Purging Flame action.

Dwarf Ancestry Action Card Purging Flame AP Cost: 1AP Effect: You channel your inner flame to purge your body of harmful effects. Choose one of the following effects: •Remove all Degrees of the Burned, Poisoned, or Slowed condition affecting you. •End one Disease affecting you. •Force an entity Possessing you to make an opposed Determination Test, with the entity being expelled if you roll equal or greater than them. They cannot attempt to Possess you again for the remainder of the Encounter/Scene.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


High Altitude Adaptation. Your form has adapted to the highest climbs of the mountains your ancestors have called home, where you can hear the songs of the wind. You gain both Cold & Lightning Reduction 5, and do not suffer the negative effects for travelling at High Altitudes.

Dwarf Ancestry Reaction Card Wind Cushion RP Cost: 1RP Trigger: You or an entity/object within your AoC are Falling and collide with the ground Effect: Just before you land you create a cushion of air to keep you safe. You and every Falling entity/object within your AoC take no Falling damage, can land on their feet/upright.

Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the primordial. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Lakeborn. It is said some dwarven communities are built around underground lakes where the Lakeborn channel the powers of the springs to help heal the bodies of others. You can expend a Mark of Fate as an Activity during a Rest, where if a Target entity is submerged in water, you can reduce the Severity of a Scar Concept affecting the Target by one Severity, and they may roll any expended Hit Dice when replenishing HP during this Rest twice choosing which result to use.

Once an entity has been Targeted by this Feature, they cannot do so again until they have completed a Long Rest.

You also gain the Waters of Life action.

Dwarf Ancestry Action Card Waters of Life AP Cost: 2AP Target: A willing entity you can see within Range Range: Touch Effect: You utilise the crystalline waters of your homeland to aid your allies in healing. The Target can expend a number of their unexpended Hit Dice up to their SB. The Target recovers HP equal to the total roll of their expended Hit Dice + 1d10 + (their Endurance (minimum of 1) x your SB).

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Mental Resilience. It is said whatever force created the dwarves, made them able to resist the effects of those who would misuse the Thoughtweb. You gain Psychic Reduction 5, and have Advantage on Trait Tests made to resist, avoid, or end the Charmed and Confused conditions and effects that would alter your Concepts or read your thoughts.


Stone Gut. Some dwarves have been said to have guts made of stone, it is unclear quite how literal this really is. You gain Poison Reduction 5, and have Advantage on Trait Tests made to resist, avoid, or end the Poisoned condition and effects of ingested Poisons and Diseases.


Stone Speaker. You have been born with the ability to speak to the stone itself and learn its knowledge in return. You Learn the Primordial Language, gain Force Reduction 5, and gain the Hear the Stone action.

Dwarf Ancestry Action Card Hear the Stone AP Cost: 1AP Duration: 10 Minutes Effect: For the Duration, you gain Tremorsense out to 10m. You must be next to a stone surface or touching such a surface to use this Tremorsense as you hear the whispers of the stone.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Halflings

Halflings have existed for a very long time. For as long as anyone can remember, the halflings have had a great affinity for connecting with the Realms of Life and the world around them.

Like how Dwarves and Gnomes can often be found coexisting, so too do halflings and humans, with both lineages being found coexisting together. Halflings appearance-wise, like humans, are incredibly diverse in appearance and demeanour.


Type: Humanoid

Size: Small (0.6m - 0.9m)

Movement Speed: 6m

Lifespan: 150 Years



Halfling Ancestry Features

Bravehearts. Some halflings, known as Bravehearts, often are drawn to the life of adventure and seemingly have little to no sense of fear. You have Advantage on Trait Tests to resist, avoid, or end the effects of the Frightened and Terror conditions. You gain the Suppress Fear action.

Halfling Ancestry Action Card Suppress Fear AP Cost: 1AP Requirement: You are under the effects of the Frightened or Terror condition & no Trait Test is allowed to end the condition early Effect: You may repeat the original Trait  Test that granted the above condition. On a Successful Test: The Frightened/Terror condition ends.

You can use this action a number of times equal to your Skill Bonus, relenishing expended uses upon completing a Long Rest.


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.

You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Goldhearts. Some halflings, known as Goldhearts, often are core members of their communities able to sense the woes of those around them, and able to try and deal with the causes of illnesses within the community rather than the symptoms. You can speak telepathically to any entity you can see within 6m (Near) of you.

You have Advantage on Empathy and Medicine Skill Rolls, Targeting entities you can telepathically communicate with, made to determine aliments or emotional states of the Target.

You can perform any action that requires physical contact with an entity, including Touch Range spells and powers, Targeting any entity, no matter their distance from you, that you can telepathically communicate with.


Hearth & Home. Some halflings believe in carrying a memento of their home before they set out on adventure, for some it's for luck, for others it is a focus for specific magical rites. You carry with you an Item from your home known as a Hearthstone; while holding this Item, it can be used as a focus for Teleportation magic. This allows the caster if they are in contact with the Hearthstone to be able to Teleport to where you consider to be home, as if they had been there before, even if they never actually have.

In addition, when the Hearthstone is placed in the centre of a Campfire, the fire produces no smoke or other signs that may reveal the location to others.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the primordial. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Leywalkers. Some halflings can see and interact with the Ley Line network to better move between one place and another. You can detect when you are in contact with a Ley Line. When in contact with a Ley Nexus, a point where two or more Ley Lines meet, you can after 2 Rounds open a portal that connects with an adjacent Ley Nexus in the network.

In addition, you can ignore the negative effects of Difficult Terrain made of nonmagical plants or undergrowth.


Luckyfoot. Some halflings, known as Luckfeet, for an unknown reason have an unusual amount of luck. They are often sought out as many a farmer or fisher hopes that a Luckyfoot on their crew will lead to good fortunes for their crews. Whenever you roll a 1 on the d20 for a Trait Test, you can choose to reroll the die, you must use the new result.

If you have Advantage/Disadvantage on the roll the reroll occurs before the d20 results are compared.


Magic Touch. Some halflings can channel their magical potential into little things. When Crafting an Item, you can apply one effect as if you had Awakened the Item at Tier 1, though importantly the Item is not Awakened and can still gain another Tier 1 effect if it does become Awakened.

If you spend your Activity during a Short Rest making the Meal, then for every Hit Die that is rolled to recover HP, the consumer can add your Skill Bonus to the amount of HP recovered.


Small & Nimble. Your ancesty's size can be used to their advantage, if they spend time training to make use of it. You can move through the spaces of any entity who is at least one Size Category larger than you, whether they are hostile or not. Occupied spaces do not count as Difficult Terrain, but you cannot end your movement there.

You also can try to Hide when Obscured behind entities whose Size Categories are larger than you.


Stronger Together. You find yourself always more energetic when in a group. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.



Orcs

Orcs know not the nature of their creation, it is not by the hands of an Eternal that they were made, at least as far as the records say. But however they came to be, they are adept at channelling the powers of the Realm of Life, likewise those who have dedicated themselves to faith find it easier than most to draw on the powers of the Eternals. Orcs can be found across the world in settlements alongside the other folk, often alongside humans.

Orcs tend to be as tall if not taller than most humans with more square shaped skulls, but bar that, their body types vary as much as humans do.


Type: Humanoid

Size: Medium (1.8m - 2.1m)

Movement Speed: 6m

Lifespan: 250 Years

Physical Characteristics: Green skin, with some having blue and/or grey hues and tones. Tusks taking the place of canines on the lower jaw



Orc Ancestry Features

Adapted to the Plains. Some orcs are used to travelling intense bouts of sprints to travel the plains. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.


Champion’s Lineage. Your ancestors were champions blessed by the World Soul or another powerful force, whose magic stills flows through your bloodline to this day. Whenever you complete a Long Rest, you gain a Mark of Fate.

When you hit with an Unarmed Strike or a Weapon Attack, you can roll one of the Unarmed Strike/Weapon’s damage die an additional time, and add it to the Unarmed Strike/Weapon’s base damage. If you Unarmed Strike does not have a damage die, double the damage dealt.

You can use this increase the damage this way a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Durable Build. Orcs have adapted to withstand some of nature’s more usual forms of defence. You gain Poison Reduction 5, and have Advantage on Trait Tests made to resist, avoid, or end the Dazed, Poisoned, and Stunnned conditions and effects of Poisons and Diseases.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision to 12m.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the Eternals or the World Soul. When you gain this Ancestry Feature, choose either Eternal or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Nature’s Friend. Your lineage grants you an affinity with animals and plants. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Powerful Build. Your lineage allows you to perform far above your weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Relentless Endurance. Some orcs have the ability to keep standing against blows that would normally take them out. When you receive damage that would reduce you to 0 HP, you can instead choose to drop to 1 HP and gain BP equal to double your Skill Bonus.

Upon reaching your 5th Character Level, whenever you use this Feature, you may use a reaction (1RP) to make one Unarmed Strike or Weapon Attack.

Once you have used this Feature, you cannot do so again until you have completed a Long Rest.


Strength in Numbers. You find your abilities more powerful when fighting as a group. When you gain this Ancestry Feature choose one of the following options, this Feature is only active when in an Active Time Encounter/Scene with a group of at least 2 allied entities (Companions are not counted unless GG stated otherwise):

  • Group Caster. When the conditions are met you gain a +1 Group Bonus to Speell/Power Attack Rolls and to the Spell/Power TG, for every 2 allied entities involved in the Active Time Encounter.
  • Group Fighter. When the conditions are met you gain +1 AP, for every 2 allied entities involved in the Active Time Encounter.

All allied entities generate an extra 1 Limit Potential at the start of each of their Turns, for every 2 allied entities involved in the Active Time Encounter.



Oozelings

Oozelings are a complete unknown. It is unknown if they have any creator deities, if they are the product of experimentation and artifice into artificial beings, if it is their case then they are far more modified than the Altered, as while changed they can at least trace back their original ancestry. Others debate that they may be Worldborn, children of the World Soul, potentially animated pieces of the World’s very blood, though this idea sparked more debate about what that would even mean. But while their origins give scholars a great deal to discuss for the common folk, they are but another, if unusual, inhabitant of the world to coexist with.

Oozelings don’t have internal organs of the usual sort. They can detect sensory information, and breathe, speak, eat, and drink like other Characters. In humanoid form can wear clothing and other Items, hold equipment and use them with the same amount of precision as other humanoids.

Oozelings can vary in size and shape, they can morph their body to have a humanoid like appearance that has a similar range in size to humans, often using this when interacting with the world, and relaxing into a more blob-like shape during rest periods. An oozeling has no set colour and can generally be found in all colours. While gelatinous cubes can be see-through, all oozelings are opaque as it takes a lot of effort to maintain a see-through form for more than a moment. Oozelings can change the colour of their form by absorbing specially made coloured material that will not harm the oozeling but allow more unique patterns and colours. This can be permanent or temporary somewhat like a humanoid getting a tattoo or their hair dyed.


Type: Ooze

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.1m)

Movement Speed: 6m

Lifespan: Unknown

Humanoid Form. An oozeling can morph in and out of a Humanoid Form freely, this doesn’t require any actions but must be performed on your Turn. This change between forms will not allow you to dodge attacks or other effects, but does mean in changing forms inside of Armour you can Don and Doff Armour immediately upon assuming or dropping your Humanoid Form, if the Form is of an appropriate size for the Armour.

Being in a Humanoid Form will allow you to manipulate objects without the requirement of the Pseudopod Feature and interact with the world in the same way another Humanoid Character would.



Oozeling Ancestry Features

Adhesive Form. Some oozelings, like other oozes, can climb across walls and ceilings. You gain a Climbing speed equal to your Waling speed, and can walk across vertical surfaces or ceilings leaving your hands free.


Form Mimicry. Some oozeling have a greater amount of control of their humanoid form, this allows them to not just have a vague humanoid form, but to have the exact physical characteristics of other folk. You gain the Form Mimicry action.

Oozeling Ancestry Action Card Form Mimicry AP Cost: 1AP Effect: You alter your Humanoid Form to have general Physical Characteristics of other Ancestries. This allows you to gain aspects like body type, tails, wings, tusks, scaly skin, etc. However these changes to your form do not confer any mechanical benefits. If you spend enough time studying a specific entity (GG can decide what time length is suitable) you can morph into a physical form exactly like that of the entity. Obviously, you are still a gelatinous oozeling in colouration and skin texture, but the shape is correct. You can only perfectly mimic the form of one entity at a time.

Corrosive Touch. Some oozelings can choose to emit corrosive acid through their pores. You gain Acid Reduction 5, and your Unarmed Strikes increase the size of their damage die by 1, and deal Acid damage instead of Bludgeoning damage.

While Grappling a Target, at the start of each of the Grappled Target’s Turns they take Acid damage equal to your Skill Bonus.


Enhanced Senses. You are able to sense around you. Your Blindsight from the Eyeless Form benefit off the Ooze Entity Type increases to 12m.


Hold Breath. Your lineage has adapted to holding its breath for longer than normal. You can hold your breath for 1 Hour.


Pseudopods. Some oozelings have greater control of their forms to allow them to grow pseudopods to allow them to manipulate the world around them. You gain the Produce/Retract Pseudopods action.

Oozeling Ancestry Action Card Produce/Retract Pseudopods AP Cost: 1AP Effect: You grow or return a pseudopod that is up to 15 cm wide and 2m long. This can occur both in your Humanoid or base Form. As part of the this action, and subsequently whilst present, you can use this pseudopod to use the Use Item action, or make an Unarmed Strike (your base Reach with your pseudopods increases to 2m). The psuedopod may wield and use a Weapon, however, unless the Weapon has the Light Weapon Property, the Weapon gains the Heavy (3) Weapon Property or increases its current Heavy Property by 3, and the Weapon cannot be used if it does not meet this requirement.

Splitable Form. Some oozelings have the terrifying ability to divide in half to make them twice as lethal in combat. You gain the Split Form reaction and Merge Forms action.

Oozeling Ancestry Reaction Card Split Form AP Cost: 1RP Trigger: You are dealt Slashing damage. Effect: You split yourself in half. The second half forms in an unoccupied space with 1m of you. The second half only has armour if your current armour can split in half, it can also grab a spare and unused Shield, Weapon, and one other Item to have equipped, if you have none of these things then it only has its natural form to rely upon. Each half operates simultaneously in Initiative, sharing AP, RP, and limited use resources like Spell Slots and limited use Features between them. They each have half of your current HP and Hit Point Maximum, are one Size Category smaller and have separate Movement speeds whilst split. Each half is counted as a separate entity in terms of Targeting, and can both be hit and required to make Trait Tests from a single Area of Effect ability. Oozeling Ancestry Action Card Merge Forms AP Cost: 1AP Requirements: Your form is split, per the Split Form reaction. Effect: Both halves reform into the original merged form. Add together their Hit Points and Hit Point Maximums for the new total and otherwise returning the Character to normal.

Whilst under the effects of the Split Form reaction, if one half is reduced to 0 HP, any Items they were carrying are dropped to the ground, and that half will slide back to remerge with the other half per the Merge Form action, without requiring any AP or RP, following the rules for that action.


Telepathy. Some oozelings are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.


Turn Translucent. Some oozelings for a small period can turn translucent allowing them to better hide or ambush prey. You gain the Turn Translucent action.

Oozeling Ancestry Action Card Turn Translucent AP Cost: 2AP Duration: A number of Rounds equal to your Endurance (minimum of 1) ending at the end of your Turn on the appropriate Round. Effect: For the Duration of the action, you turn translucent. Whilst Translucent, if you have not moved or attacked, you can make a Stealth Skill Roll to Hide even if in plain sight and have Advantage on the Trait Tests made to remain Hidden for as long as you are translucent.

Where are the Eyes?. The lack of apparent sensory organs leads to oozelings being able to be hard to attack sensorily. You have Advantage on Trait Tests to resist, avoid, or end the Impaired condition.




Godborn

These Ancestries can trace their origins back to one or more creator deities. This category is where many World specific Ancestries may be located.


Crata

Crata are born of the shed blood of an Eternal, whose blood was made of shadow. Though no Crata could tell you of their past or from whom they originate.

They are a rarer sight amongst the many Worlds of Creation, primarily due to their need to utilise the corpses of beasts in order to not perish in the sun’s light. As such they are often found in the dark places of the World.

They have a loose humanoid form made of pure shadow their builds varying massively between individuals. They mainly however are distinguished by the corpses they have woven into costumes that cover their whole body made of the bodies of deceased monsters.


Type: Outsider & Undead

Size: Small (0.5m - 1.2m), Medium (1.2m - 2.5m), or Large (2.5m - 3.5m)

Movement Speed: 6m

Lifespan: Unknown

Shadow Form. You do not suffer the effects of the Tithe from your Undead Entity Type, nor can you be Turned. However, you have Vulnerability to Radiant damage and take 20 Radiant damage at the start of your Turn if you are in direct Sunlight without being in the shade or similar cover or wearing a Corpse Coat or something that completely encloses their form.

Corpse Coat. As an Activity during a Rest, if you are touching the remains of an entity whose Size Category is larger than your Size Category with either the Animal, Flora, Dragon, Ooze, Outsider, or Undead Entity Type, you can use innate magic to warp the flesh, bones, and tissue into an outfit around your form. This Corpse Coat remains around you until you form a new Corpse Coat, or you are reduced to 0HP, at which point your Corpse Coat breaks down to a rotten fluid.

Whilst wearing a Corpse Coat you cannot wear Armour Pieces, but you gain some benefits of the Corpse you wear, work with the GG to determine an aspect of the Corpse you are wearing to gain as a Feature. It could be special senses, Resistances, a Passive Trait, or maybe even an action or a benefit of an Entity Tag. All benefits provided by Crata Ancestry Features tied to your Coat are lost when your Coat breaks down util you gain a new Coat.



Crata Ancestry Features

Armoured Coat. Some crata are able warp the flesh of their Corpse Coats to provide greater protection. Each time you make a new Corpse Coat you can choose to take a specific Armour Form that you are Trained to be able to use:

  • Light Coat. Requires no Armour Training, counts as Light Armour. Your HT equals 11 + your Agility + your SB. The Armour is counted as being part of the Quilted Armour Group.

  • Composite Coat. Requires Medium Armour Training, counts as Medium Armour. Your HT equals 13 + your Agility (Maximum of 2) + your SB. The Armour is counted as being part of the Composite Armour Group.

  • Heavily Plated Coat. Requires Heavy Armour Training, counts as Heavy Armour. Your HT equals 16 + your SB, with the Clanking Armour Property. The Armour is counted as being part of the Plate Armour Group.

    You can ignore the Clanking Armour Property if you use half your Skill Bonus for calculating your HT with this option, or if the Magic Armour Pieces you have Soulbonds with would allow you to ignore Clanking Armour Property.

If you form a Soulbond to Magic Armour Pieces they are absorbed into your body. When you choose the Armour Form that matches the Armour Category (Light, Medium or Heavy) of the Magic Armour Pieces you gain the additional magical benefits that Armour Pieces would provide, with the exception of numerical bonuses to HT.


Coat’s Mobility. Some crata are able to shape their coats to enhance their mobility. are adapted to move across less common environments. Each time you make a new Corpse Coat choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and Tremorsense out to 3m.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects of travelling at High Altitude.

    You can walk across vertical surfaces or ceilings, potentially leaving your hands free.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover. You do not suffer the negative effects of travelling at High Altitude.

  • Swimming. You gain a Swimming speed equal to your Walking speed, do not suffer the negative effects for swimming at Low Depths, and can breathe underwater.


Corpse Weapons. You ensure you shape your Corpse Coats to include defensive Weapons. When you form a Corpse Coat choose Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

If you perform the Movement action more than once on your Turn, after you have moved at least half of your Movement speed using the additional Movement, you can make one melee attack with your Natural Weapons for 1AP.


Empowered Flesh. Some crata have a gift for drawing out a greater amount of power from the corpse they wear. Each time you form a Corpse Coat, you gain an additional two Features from the Corpse Coat based on the entity your Corpse Coat is from, work with the GG on this as stated in the Corpse Coat Feature.


Eyes of Shadow. As a being of shadow darkness does not impede your sight. You gain Blindsight out to SBm and gain Nightvision to 25m which works in magical Darkness at half the normal Nightvision Range.

This Nightvision sees the world in natural colour rather than in greyscale.


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature.


Powerful Build. Some crata can shape their coat to grant unusual strength. Whilst bonded to a Corpse Coat you have Advantage on Physique Tests, bar Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Stronger Together. You find yourself always more energetic when in a group. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Telepathy. Some crata are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.


Unusual Coat. Your Corpse Coats tend to have aspects tied to one of the Realms. You do not have to pay the Ancestry Feature Cost for taking a Template, with the exceptions of the Altered and Constructed Templates.

When you form a Corpse Coat, you can choose one between: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. You gain Reduction 5 to that Damage Type whilst you have your current Corpse Coat.



Draubekiw

Draubekiw are the kin of dragons, born of the same deities. It is said these deities first made dragons who dominated the air and planes, second, they made the Drauthazil based on the lineages of the dragons, they would build the first draconic cities and helped spread civilization and culture. Then those deities knew the caves and regions below would need to be populated. Some dragons found home in the dark spaces, but their size meant much was unreachable. So, the deities created the first draubekiw, the draconic essence was much weaker in these smaller beings, but they could in moments of duress unleash it through their roars or other means.

Being suited to the underground they often form settlements with the gnomes and dwarves, an adventurous few have however left for the surface leading to small enclaves that can be found in settlements across the world. Draubekiw are not the most physically adept of the draconic races, but they make up for this in their teamwork and with creative ingenuity, dealing with challenges together, often with inventions or mechanisms to enable them to overcome many challenges.

Draubekiw tend to be as small as a halfling. Some draubekiw may have wings, or sharpened talons, or bladed tails, each of which may vary between different draubekiw, with a variety of different sizes, shapes and appearances (if they have them at all). Some may have horns in a variety of shapes and patterns. A draubekiw’s scales can be almost any colour metallic and non-metallic, some with unique patterns to their scale colours.


Type: Humanoid & Dragon

Size: Small (0.6m - 0.9m)

Movement Speed: 6m

Lifespan: 125 years

Physical Characteristics: Scaled bodies with tails and dragon shaped skulls



Draubekiw Ancestry Features

Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Determined. Your ancestry gives you an identity to be proud of, which in turn aids your spirit of determination. You have Advantage on Determination Tests to resist, avoid, or end the Frightened and Terror conditions.


Draconic Weapons. Some draubekiw grow with sharpened talons or fangs, or tails that are bladed or have stingers, that can be used as another method to defend themself. When you gain this Feature, choose either Slashing, Piercing, or Poison damage. Your talons, fangs, and/or tail are Natural Weapons, which you can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

You can also use your tail to perform the Use Item action.


Draconic Wings. Some draubekiw are born with wings, these tend to take longer to grow to full strength but eventually allow the dragonborn to be capable of flight. You gain the Empowered Wings action.

Draubekiw Ancestry Action Card Empowered Wings AP Cost: 1AP Duration: Until the end of the next Encounter/Scene. Effect: You focus on empowering your wings to allow for flight, for the Duration of this action you have a Flying speed equal to your Walking speed. Empowered Effect: Upon reaching 5th Character Level, this action changes to double your Flying speed for the Duration of the action.

Once you have used this action you cannot do so again until you have completed a Short or Long Rest.

Upon reaching your 5th Character Level, your wings fully develop, you permanently gain a Flying speed equal to your Walking speed without need of an action and can Hover, if you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Armour Property Heavy 1. If the Armour Piece already has the Heavy Armour Property increase its value by 1.


Dragon's Roar. Some draubekiw have the ability to roar as their draconic kin do which can lead to confusion and fear in their opponents as they try to search for the dragon. You gain the Draconic Roar action.

Draubekiw Ancestry Action Card Draconic Roar AP Cost: 2AP Range: All entities in a 2m Radius, centred on you. Effect: Everyone caught in the area must take an Trait Test, the TG equals 8 + your SB + your Determination. The Trait Test required is determined by the kind of magic chosen with this use of the action: •Disorienting Cry. The Target affected must make an Intuition Test. On a failed Test, the Target gains a Degree of the Dazed condition until the end of your next Turn. •Frightening Roar. The Target affected must make a Determination Test. On a failed Test, the Target gains a Degree of the Frightened condition. A Target automatically succeeds on the Test if they can’t hear or see you.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Eyes of the Dragon. You can see in the dark. You gain Nightvision to 15m, and gain the Skill Foci Ivestigation:Sight, Perception:Sight, and Survival:Sight.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the Eternals or the cosmos. When you gain this Ancestry Feature, choose either Cosmic or Eternal magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Inspired Mind. You are quick to find inspiration in all the facets of the world around you. Your Inspired Event Scope increases by 1.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Telepathy. Some draubekiw, like some of dragonkind, are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.



Drauthazil

Drauthazil are the kin of dragons, born of the same deities. It is said these deities first made dragons who dominated the air and planes. But they knew that, like the other gods, they needed servants who would build settlements, civilisations, and culture. So, taking the essences of each draconic lineage did they make the drauthazil, they would build the first draconic cities and helped spread law and order across the land. Some also say that, for the most devout followers of the other folk, these deities would ascend those worthy into drauthazil. Drauthazil may be found still in these ancient settlements now expanded into modern cities, one of the many folks now living there. They may also be found elsewhere moving and travelling as all folk do in the pursuit of opportunity or out of necessity.

Drauthazil tend to be as tall if not taller than most humans, their body types vary as much as humans do, but there are aspects unique to them. Some drauthazil may have wings, sharpened talons, and or tails each of which may have different sizes, shapes and appearance, if they have them at all. Some may have horns in a variety of shapes and patterns. A drauthazil‘s scales can be almost any colour (metallic and non-metallic) some with unique patterns to their scale colours.


Type: Humanoid & Dragon

Size: Medium (1.5m - 2.2m)

Movement Speed: 6m

Lifespan: 500 years

Physical Characteristics: Scaled bodies with dragon shaped skulls



Drauthazil Ancestry Features

Draconic Weapons. Some drauthazil grow with sharpened talons that can be used as another method to defend themself. Your talons are Natural Weapons, which you can be used to make Unarmed Strikes dealing Slashing damage instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

You also gain the Tail Swipe action.

Drauthazil Ancestry Action Card Tail Swipe AP Cost: 2AP AoE: Your AoC Effect: Your tail lashes at your foes. Each entity no larger than one Size Category above you within the AoE must make a Physique Test, whose TG equals 8 + your Physique/Agility + your SB. On a Failed Test: The entity is thrown a number of metres into the air equal to half your Physique (minimum 1m) before being knocked Prone. Failed by 5+: They are instead thrown a number of metres equal to your Physique + your SB (minimum SB + 1m). Upon falling they gain a Degree of the Dazed condition.

Draconic Wings. Some drauthazil are born with wings, these tend to take longer to grow to full strength but eventually allow the drauthazil to be capable of flight. You gain the Buffeting Wings and Empowered Wings actions.

Drauthazil Ancestry Action Card Buffeting Wings AP Cost: 2AP AoE: 3m Cone, Emanating from You Effect: Your wings push your foes back. Each entity within the AoE must make a Physique Test, whose TG equals 8 + your Physique + your SB. On a Failed Test: The entity takes 1d4 Force damage and is pushed 3m directly away from you. Failed by 5+: After being pushed they are knocked Prone. Empowered Effect: This damage increases by 1d4 when your Character Level reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4). Drauthazil Ancestry Action Card Empowered Wings AP Cost: 1AP Duration: Until the end of the next Encounter/Scene. Effect: You focus on empowering your wings to allow for flight, for the Duration of this action you have a Flying speed equal to your Walking speed. Empowered Effect: Upon reaching 5th Character Level, this action changes to double your Flying speed for the Duration of the action.

Once you have used this action you cannot do so again until you have completed a Short or Long Rest.

Upon reaching your 5th Character Level, your wings fully develop, you permanently gain a Flying speed equal to your Walking speed without need of an action and can Hover, if you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Armour Property Heavy 1. If the Armour Piece already has the Heavy Armour Property increase its value by 1.


Dragon’s Breath. Many drauthazil have the ability to breathe energy at their opponents such as fire or ice. When you choose this Ancestry Feature, pick one of the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. You gain Reduction 5 to that chosen Damage Type.

You also gain the Minor Breath and Major Breath actions. You may choose to replace one attack made as part of the Attack action, with a Minor Breath or Major Breath, if you do so you cannot take either action as a separate action during the Turn.

Drauthazil Ancestry Action Card Minor Breath AP Cost: 1AP Target: One entity you can see within Range. Range: Your AoC Effect: Make an Attack Roll using your chosen Trait for the Dragon’s Breath Feature. On a Hit: The Target takes 1d10 + chosen Trait + SB damage of the Damage Type chosen for the Dragon’s Breath Feature. Empowered Effect: This damage increases by 1d10 when your Character Level reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10). Drauthazil Ancestry Action Card Major Breath AP Cost: 2AP AoE: 3m (Near) Cone, Emanating from You or 5m x 1m Line, Emanating from You Effect: Each entity within the AoE must take an Agility Test, whose TG equals 8 + your SB + your Trait chosen in the Dragon’s Breath Feature. On a Failed Test: The Target takes 1d10 damage of the Damage Type chosen for the Dragon’s Breath Feature. On a Successful Test: The Target takes half as much damage. Empowered Effect: This damage increases by 1d10 when your Character Level reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).

You can use your Major Breath action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

Endurance, Knowledge, Intuition, or Determination are the source of this Feature’s attack. It will determine which Trait is used for the Attack Roll and for the TG (choose when you select this Ancestry Feature).


Enchanted Breath. Some drauthazil have the ability to create a breath weapon enchanted with magical potential for more unusual effects. You gain the Enchanted Breath action.

Drauthazil Ancestry Action Card Enchanted Breath AP Cost: 2AP AoE: 3m (Near) Cone, Emanating from You or 5m x 1m Line, Emanating from You Effect: Each entity within the AoE must make a Trait Test, whose TG equals 8 + your SB + your Endurance. The Trait Test required is determined by the kind of magic chosen with this use of the action: •Burning Breath. The Target affected must make a Agility Test. On a failed Test, the Target gains two Degrees of the Burned condition.  If you have the Dragon’s Breath Ancestry Feature the Burned condition becomes Burned (X) where X equals the Damage Type chosen for that Feature. •Disorienting Breath. The Target affected must make an Intuition Test. On a failed Test, the Target  gains one Degree of the Dazed condition. •Frightening Breath. The Target affected must make a Determination Test. On a failed Test, the Target gains one Degree of the Frightened condition. •Poison Breath. The Target affected must make an Endurance Test. On a failed Test, the Target gains one Degree of the Poisoned condition.

Once you have this action you cannot do so again until you have completed a Long Rest.


Eyes of the Dragon. You can see in the dark. You gain Nightvision to 15m, and gain the Skill Foci Ivestigation:Sight, Perception:Sight, and Survival:Sight.


Hardened Scales. Some drauthazil’s scales are hard enough to act as natural armour. While you aren’t wearing any Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the Eternals or the cosmos. When you gain this Ancestry Feature, choose either Cosmic or Eternal magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Team Player. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP and +1RP.

At the end of each of your Turns, you can bestow any unused AP to any allied entity you can see within 3m (Near) of you. The most AP you can bestow each Turn this way, is equal to half your Skill Bonus. Any given AP not used by the Target is lost.

Whenever you perform an Inspired Action, all allied entities that can see or hear you, within 3m (Near) of you, generate double the Limit Potential until the start of your next Turn, and gain BP equal to your Skill Bonus.


Telepathy. Some drauthazil, like some of dragonkind, are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.



Itquonear

Itquonear are a people born of hatred and malice. They trace their creation to a cruel deity who wished only for mindless servants to act as its armies against the other Eternals and their creations in a war that stretched across the Realms, and he led them as a cruel tyrant, spreading nothing but hate and violence even against his own creations. At some point in the conflict the Itqonear revolted against their deity and fought alongside those they were made to destroy. This quickly turned the tide leading their creator’s defeat. This act alone would have led to these people being regarded as heroes, however what followed would tarnish their reputation amongst those whose memories stretch back to those mythic days.

It is said the ancient Itquonear, upon hearing the Eternals would merely banish their evil deity, after all the people they had harmed, after what they had done to their own creations, angered the Itquonear. A conclave was held, and it was decided that the Itquonear would enact their own vengeance, the exact details have been lost, but it is believed deicide of some form had occurred, and the Itquonear had consumed the essence of their creator.

Itquonear are now found across Creation, across the many Worlds they once fought over, now living as a common sight, especially in settlements of the godless. Though amongst the longer-lived supernatural forces, especially amongst the Eternals, they are still viewed with suspicion and distrust.

Itquonear appearance-wise and tend to be broader and taller than humans. But in skin tone and body type they can vary as much as a human does. Often some aspects common to Demi-Eternals can be found blended in with their form, be they extra eyes, feathers intermingled with hair, or skin growths in the form of halos rising above their heads, often tied to what part of the ancient deity their ancestors consumed. One universal aspect is their veins tend to glow with radiant light with colourations and brightness dependant on the emotion they are feeling, and the strength of the emotion as well as stress levels.


Type: Humanoid & Demi-Eternal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 1000 Years

Physical Characteristics: An unusual physical feature tied to the part of the creator deity your ancestors consumed



Itquonear Ancestry Features

Connection to the Eternals. The nature of your lineage grants you greater ease at accessing the magic of the Eternals. You Learn one Eternal Cantrip and always have Prepared a 1st Eternal Cosmic spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Eternal spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Determined. You will never be controlled again. You have Advantage on Determination Tests to resist, avoid, or end the Frightened and Terror conditions.

You also have Advantage on Trait Tests to resist, avoid, or end the Restrained condition.


Divine Guidance. Some Itquonear can tap into the essence of their devoured creator to assist them in need, but such connection does not come without risk. You do not have to pay the Ancestry Feature Cost for taking the Heavens-Touched Template and gain it as part of this Feature. The Eternal you have a connection to and who provides your guide is the Eternal who your ancestors consumed.

Whenever you complete a Long Rest, you gain a Mark of Fate.

In addition, one per Session the GG can invoke your Flawed Concept to affect your roleplaying in an Encounter/Scene without requiring a Mark of Fate, as your creator deity whispers in your ear encouraging you to darker deeds.


Eternal Slayer. Some Itquonear have gained the ability to strongly resist the power of Eternals. You have Advantage of Trait Tests to resist, avoid, or end the effects of Eternals, Demi-Eternals, and Eternal spells and rites.

You also gain Necrotic Reduction X and Radiant Reduction X, where X equals half your Character Level. Should this reduce the damage to 0 or by 5 or more, then you have Advantage on the next Attack Roll you make during your next Turn.


Eyes of Eternals. Some of the consumed Eternal's power enhances your vision, though long since diminished. You gain Nightvision to 25m and have Advantage on Intuition Tests that rely on sight.

This Nightvision sees the world in natural colour rather than in greyscale.


Knowledge of the Past. Itquonear were originally made to reincarnate upon death to ensure the number of soldiers never dwindelled, and that they would upon awakening gain all the knowledge accumulated from their past lives, to ensure they were immediatly ready to return to the fight. Whilst not all now do reincarnate with the loss of their Eternal and their Death Domain, some still do and have the abilitiy to recall the training of these past lives. When you fail a Trait Test, you can immediatley choose to roll a d6 adding the result to the Test's TTV potentially turning a failure into a success.

This bonus die increases in size when your Character Level reach 5th Level (1d8), 11th Level (1d10), and 17th Level (1d12).

Once you have used this Feature, you cannot do so again until the start of the next Encounter/Scene.


Might of the Eternals. Some of the consumed Eternal's power enhances your body already built for warfare. You have Advantage on Physique Tests, bar Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.

If your Long Rest would be interrupted, it takes 4 or more Hours of interruption before you are instead considered to have taken a Short Rest and need to spend the extra Hours resting to benefit from a Long Rest.

You gain a +1 Faith Bonus to your HT against Attack Rolls from Bloodied entities, and the Bonus increases to half your SB against Attack Rolls from entities with the Desperation condition.


Telepathy. Some Itquonear are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 12m of you.

You also can have Shared Bond Concepts with two more entities than normal.


Unit Cohesion. You were made to work well in a unit. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP, and both you and your allies increase your Walking speeds by a number of metres equal to half your SB.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.

You also find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).


Wings. Your lineage grows wings giving them the ability to fly. You gain a Flying speed equal to your Walking speed and can Hover, if you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Armour Property Heavy 1. If the armour already has the Heavy Armour Property increase its value by 1. When gaining this Feature, you can choose one of the following benefits:

  • Strengthened Wings. You ignore the Difficult Terrain penalty for increasing your altitude whilst Flying.
  • Stealthy Flying. Your wings make no sound when Flying.


Kol

Kol, sometimes reffered to as giantkin, are the kin of giants, born of the same creator deities, though with less of the divine blood running through their veins. The name covers a variety of folk who are related to giants. The giants, it is said, were children of many of the gods, and served as the first soldiers in an ancient and long forgotten war. Each kind of giant was shaped by their relationship with their progenitors to perform a specific purpose often take set roles in the hierarchy of giants, often based on their ancestor’s place in the hierarchy of their pantheon. Kol likewise found themselves pulled towards specific purposes, for example some found purpose in helping tend to the World Soul and stand as wardens of the World’s nature and caretakers of the land. Other giantkin found purpose intending to the land and wandering the mountains that their larger kin could not reach, as protectors of the World.

However, kol are far less likely to be shaped by additional shaping of their progenitor deities, and therefore less bound by the hierarchy and duty of their station than their giant brethren. This has led to the kol intermingling with the other folk of the World, living their own lives and going where their wills lead them.

Kol are a lot taller than humans, their body types vary as much as humans do. Exact features tend to depend more on the specific kind of kol they are, skin tone can vary as much as those of giants do. Other features are very open to match whatever kol you think are part of your setting.


Type: Humanoid & Giant

Size: Medium (1.7m - 2.5m) or Large (2.1m - 3.5m)

Movement Speed: 6m

Lifespan: 1000 Years

Powerful Build. Your lineage allows you to perform far above your weight class. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.



Kol Ancestry Features

Blessings of the Wild. Some kol can draw upon the natural environment around them to let them hide from danger. You gain the Skill Foci Stealth:Natural Environments.

You gain the Nature’s Cloak action.

Kol Ancestry Action Card Nature's Cloak AP Cost: 1AP Duration: 1 Round Effect: The natural world shields yo from harm. You can magically turn Invisible, along with any Objects in your possession or being carried, until the start of your next Turn. The condition is removed early if you deal damage to an entity, bestow a condition, or force an entity to make a Trait Test.

Once you use this action, you can’t use it again until you complete a Short or Long Rest.


Connection to the Realms. Kol are less moulded to their role than normal giants, this malleability grants them greater ease to connect to other Realms. You do not have to pay the Ancestry Feature Cost for taking the Death-Touched, Dream-Touched, Element-Touched, and Heavens-Touched Templates.

When you complete a Rest, you can choose one of the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, Thunder or Vorpal damage. You gain Reduction 5 to that Damage Type until you next complete a Rest.


Hard as Stone. Some kol have hides as hard as stone. You may use Endurance instead of Agility for your HT calculations.

You gain the Stone’s Hide reaction.

Kol Ancestry Reaction Card Stone's Hide RP Cost: 1RP Trigger: You receive damage. Effect: You gain Reduction 5 to a Damage Type from that attack, if it has multiple Damage Types you can only choose one to have Reduction to at a time from this ability. Empowered Effect: This Reduction increases by 3 when your Character Level reach 5th Level (8), 11th Level (11), and 17th Level (14).

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


High Altitude Adaptation. Your form has adapted to the highest climbs of the mountains your ancestors have called home, where you can hear the songs of the wind. You gain Cold Reduction 5, and do not suffer the negative effects for travelling at High Altitudes.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the World Soul or the cosmos. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Leywalkers. Some kol can see and interact with the Ley Line network to better move between one place and another. You can detect when you are in contact with a Ley Line. When in contact with a Ley Nexus, a point where two or more Ley Lines meet, you can after 2 Rounds open a portal that connects with an adjacent Ley Nexus in the network.

In addition, you can ignore the negative effects of Difficult Terrain made of nonmagical plants or undergrowth.


Mythical Inspiration. Tales tell of the giants who stood as champions of the gods and the world in the wars of myth. Some kol in the heat of battle radiate the same presence as those warriors of legend inspiring others to greater deeds like the warriors of eld. You gain the Inspiring Presence action.

Kol Ancestry Action Card Inspiring Presence AP Cost: 1AP Target: Select a number of allied entities within Range, who can see/hear you, up to your SB Range: 6m | Near Effect: You and each Target gains BP equal to your Character Level + your Determination + your SB. An entity can't gain BP from this action again until they have finished a Short or Long Rest.

One with Nature. You happen to have an affinity with animals and plants. You can communicate simple ideas to any Animal, Flora, or plant. They can understand what you say, though you cannot understand anything they may communicate back. You have Advantage on Determination Tests made to interact with them.


Runic Knowledge. The runic language is one known to all giants for it was made for them. Many kol have lost this knowledge, but a few still can perfectly recall the words and their meaning imprinted onto their people in the act of their creation. You Learn the Runic Language; you have Advantage on Determination Tests made to influence Giants, and have Advantage on Trait Tests involved in Crafting using Runic Language or recalling knowledge about the Runic Language and its use in magic.


Touch of the Elements. Some kol can imbue their bodies and weapons with the power of the primordial forces like their kin. When you choose this Feature choose Fire, Ice, Lightning, or Stone. You gain the Imbue Strike action.

Kol Ancestry Action Card Imbue Strike AP Cost: 1AP Target: Yourself or a Weapon you are holding Effect: The next time you hit with the chosen Weapon or an Unarmed Strike, you gain an effect based on the element chosen with the Touch of the Elements Feature: •Fire. You deal an additional 1d6 Fire damage and the Target gains one Degree of the Burned condition until the end of your next Turn. •Ice. You deal an additional 1d6 Cold damage and the Target gains one Degree of the Slowed condition until the end of your next Turn. •Lightning. You deal an additional 1d6 Lighting damage and the Target gains one Degree of the Dazed condition until the end of your next Turn. •Stone. You deal an additional 1d6 Force damage, and the Target is knocked Prone.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.




Beastkin

These Ancestries are for those Characters wishing to be humanoids that have animal-like traits for their Characters.


Avian

The Avian Ancestry describes any Character who is a humanoid with bird-like features.


Type: Humanoid & Animal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 90-500 Years

Glider. Your wings or feathered limbs even if not capable of flight allow you to glide. If you are not Incapacitated when Falling, you can use your feathered limbs to Glide (see the Falling section of the Exploration & Travel Chapter of the Core Rules). When you land, so long as you did not Fall to the ground due to the Prone condition, you are not knocked Prone and do not take Falling damage.



Avian Ancestry Features

Avian of Prey. Some avians are adapted for lightning-fast strikes. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

You can also add your Skill Bonus to your Initative Tests.


Blood Hunter. Your ancestry lends to you losing control, when you catch the scent of blood. You have Advantage on Trait Tests made as part of the Seek action, to find and track entities with the Bloodied condition.

If you deal damage with a Weapon Attack or Unarmed Strike against a Target with the Bloodied condition, you may make an Unarmed Strike against the same Target for 1AP.


Connection to the Primordial. The nature of your lineage grants you greater ease at accessing the magic of the World Soul. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Eyes of the Hunter. You have the eyes of a bird of prey. You gain Nightvision to 25m, and you have Advantage on Intuition Tests that rely on sight.


High Altitude Adaptation. Your form has adapted to the highest climbs of the mountains your ancestors have called home, where you can hear the songs of the wind. You gain Cold Reduction 5, and do not suffer the negative effects for travelling at High Altitudes.

You can also hold your breath for 1 Hour.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the Eternals or the cosmos. When you gain this Ancestry Feature, choose either Cosmic or Eternal magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Keen Insight. Your ancestry gives you a strong memory for most texts you have come across. You can add half your Skill Bonus (rounded down), to any Knowledge Test you make using a Skill you haven't already Learnt/Mastered.

You also have Advantage on Magical Lore Skill Rolls, made to identify spells or rites.


Migratory Flight. You are adapted to flying for long periods of time. You can maintain a constant Marching Pace whilst Flying for twice the amount of time before growing Exhausted.

When you would make an Initiative Test, you can grant yourself, and a number of allied entities equal to your SB, a Flight Bonus to their Initative Tests equal to your Agility or Knowledge (chosen when you make the Test).

Once you have granted a Flight Bonus this way, you cannot do so again until you have completed a Short or Long Rest.


Mimicry. Some avians have adapted to be able to recreate the sound they hear in the world around them, including voices. When you mimic a sound, anyone that hears the sounds you mimic, can tell they are imitations only with an Intuition (Empathy) Test, against a TG of 8 + your SB + your Determination.

Whenever somone you can see uses a Skill or Tool, you can use your reaction (1RP) to count as having Learnt the Skill or being Trained in the Tool. This benefit lasts for 1 Hour, and you can only mimic one Skill or Tool at a time.

Once you use this Feature to mimic a Skill or Tool use, you can't do so again until you complete a Short or Long Rest.


Natural Hunter. You are adapted to tracking and finding prey. You always know which way is north and gain the Skill Foci Survival:Navigation and Survival:Tracking.


Stormchaser. You are adapted to flying and hunting in the storm. You gain Lightning Reduction 5, and gain Advantage on Trait Tests to resist, avoid, or end the Dazed and Stunned conditions.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Talons. Some avians grow with sharpened talons that can be used as another method to defend themself. Your talons are Natural Weapons, which you can be used to make Unarmed Strikes dealing Slashing damage instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.


Wings. Your lineage grows wings giving them the ability to fly. You gain a Flying speed equal to your Walking speed and can Hover, if you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Armour Property Heavy 1. If the armour already has the Heavy Armour Property increase its value by 1. When gaining this Feature, you can choose one of the following benefits:

  • Flyby Attacks. If you are Flying and dive at least 3m towards a Target and then successfully hit it with a melee attack, the attack deals an additional 1d6 damage to the Target. The damage Type equals the main Damage Type of the attack.
  • Strengthened Wings. You ignore the Difficult Terrain penalty for increasing your altitude whilst Flying.
  • Stealthy Flying. Your wings make no sound when Flying.


Mammalians

The Mammalian Ancestry describes any Character who is a humanoid with mammal-like features.


Type: Humanoid & Animal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 90-700 Years



Mammalian Ancestry Features

Adapted for the Wilds. Some mammalians are adapted to move across less common elements. When you gain this Feature, choose either Burrowing, Climbing, Gliding, Running, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 1m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, you gain Cold Reduction 5, and do not suffer the negative effects for travelling at High Altitudes.

  • Gliding. If you are not Incapacitated when Falling, you can Glide (see the Falling section of the Exploration & Travel Chapter of the Core Rules).

    When you land, reduce the distance you use to calculate Falling damage by 25m, and so long as you did not Fall to the ground due to the Prone condition, you are not knocked Prone.

  • Running. Your Walking speed increases by 2m, and the AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, and you can hold your breath for 1 Hour.


Agile Build. Some mammalians have stronger limbs and faster reflexes than others. You can perform the Disengage action for 1AP, and can add your Skill Bonus to your Initative Tests.

You also gain the Agile Move action and Break Fall reaction.

Mammalian Ancestry Action Card Agile Move AP Cost: 1AP Effect: If your Movement speed is greater than 0, you can perform one of the following manoeuvres: •You can move a distance equal to your Walking speed without Triggering Opportunity Attacks. •You can Long or High Jump a distance, using either Physique as normal or your Skill Bonus whichever is higher, without Triggering Opportunity Attacks. Mammalian Ancestry Reaction Card Break Fall RP Cost: 1RP Requirement: You are not Incapacitated Trigger: You land after Falling between 2m and 10m Effect: You take no damage from the Fall and do not fall Prone.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Dexterous Appendages. Some mammalians have trunks, tails, or even feet that can be used to manipulate objects. You can use this appendage to perform the Use Item action.

Discuss with your GG, if you can do more advanced tasks, maybe it can be used to breathe through if it is a trunk, or maybe a Character's tail can hold Weapons with the Light Weapon Property.

If you want to use the appendage as a Natural Weapon, consider taking the Natural Weapons Ancestry Feature


Echolocation. You are adapted to hunting at night or underground. You gain Blindsight out to 6m. This sense is suppressed whilst affected by the Impaired (Hearing) condition.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Heavy Build. Some mammalians hav large builds that shake the earth around them. If you would deal damage with a melee attack against a Prone entity, the Damage Roll is increased by your SB.

Once per Turn, when you deal damage to a Target with a melee Weapon Attack or Unarmed Strike, whose Size Category is equal to your own or smaller, they must make a Physique Test whose TG equals 8 + your Physique + your SB.

On a failed Test, the Target is knocked Prone.

If the Weapon Attack was made with a Weapon with the Force Weapon Focus Property, then instead of making a Trait Test with this Feature, increase the TG of the Force Focus Property's effect by your SB.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the World Soul. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Keen Senses. Your ancestry gives you a strengthened sense. When you choose this Ancestry Feature, choose Hearing, Sight, or Smell. You have Advantage on Intuition Tests that rely on the chosen sense.


Natural Hunter. You are adapted to tracking and finding prey are hunts that take many days. You always know which way is north, you can remember any route you have travelled, using one of your Movement speeds, in the last week, and gain the Skill Foci Survival:Navigation and Survival:Tracking.

The Duration of the effects from Meals and Alchemical Concoctions you Consume are doubled.


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using fangs, claws, horns, etc. When you gain this Feature, choose either Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

If you perform the Movement action more than once on a Turn, after you have moved at least half your Movement speed from the additional uses of the Movement action, you can make one attack with your Natural Weapons for 1AP.


Powerful Build. Your lineage allows you to perform far above your weight class. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.

Whenever you hit a Target with an Unarmed Strike, if you choose to deal damage, you can also choose the Shove the Target.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Sure Footed. Some mammalians are adapted to living in less stable climbs. You have Advantage on Trait Tests made to resist or avoid being knocked Prone, or to catch yourself from a Fall.


Terrifying Roar. Some mammalians have the ability to emit a terrifying roar. You gain the Terrifying Roar action.

Mammalian Ancestry Action Card Terrifying Roar AP Cost: 2AP Target: All entities in a 2m Radius, centred on you. Effect: Everyone caught in the area must take a Determination Test, the TG equals 8 + your SB + your Determination. A Target automatically succeeds on the Test if they can’t hear or see you. On a Failed Test: The Target  gains a Degree of the Frightened condition until the end of your next Turn.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Thick Skin. Some mammalians have thickened hides able to protect against incoming strikes. You gain Damage Reduction X, where X equals your Endurance (minimum of 1), against Bludgeoning, Piercing, and Slashing damage as well as one other Damage Type chosen when you gain this Feature, bar Cosmic, Entropic, and Psychic damage.



Sun-Touched

The Sun-Touched Ancestry describes any Character who is a humanoid with reptile-like features.


Type: Humanoid & Animal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 70-500 Years



Sun-Touched Ancestry Features

Adapted for the Jungle. Some sun-touched have grown resistant to the danger of their natural environment. You gain Poison Reduction 5, and have Advantage on Trait Tests made to resist, avoid, or end the Poisoned condition and effects of Poisons and Diseases.


Aquatic Adaptation. Some sun-touched are adapted for living around bodies of water. You gain a Swimming speed equal to your Walking speed, and can hold your breath for 1 Hour.


Blood Hunter. Your ancestry lends to you losing control, when you catch the scent of blood. You have Advantage on Trait Tests made as part of the Seek action, to find and track entities with the Bloodied condition.

If you deal damage with a Weapon Attack or Unarmed Strike against a Target with the Bloodied condition, you may make an Unarmed Strike against the same Target for 1AP.


Chameleonic Scales. Some sun-touched have scales that can change colour to help them blend with their surroundings. You gain the Colour Shift action.

Sun-Touched Ancestry Action Card Colour Shift AP Cost: 2AP Effect: You can change the colour of your scales to blend into your surroundings. You have Advantage on Stealth Skill Rolls made to Hide in your current surroundings.

Coiled Retaliation. Some sun-touched find they are always ready to lash out at foes around them in a moment of danger. You gain the Coiled Retaliation reaction.

Sun-Touched Ancestry Reaction Card Coiled Retaliation RP Cost: 1RP Requirement: You are not Incapacitated Trigger: You land after Falling between 2m and 10m Effect: You take no damage from the Fall and do not fall Prone.

Enhanced Climbers. Some sun-touched are adapted for climbing up verticle surfces with ease. You gain a Climbing speed equal to your Walking speed, and can walk across vertical surfaces or ceilings leaving your hands free.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Fuelled By The Sun. Some sun-touched's scales can channel the power of the sun to enhance their abilities. As an Activity during a Short Rest, whilst the sun is visible, you can lay absorbing the sun's rays.

Once this Activity is completed, for the next Hour you gain +1AP, +1RP, and have Advantage on Inititative Tests.

Once per Encounter/Scene for the Duration, you can grant yourself Advantage on any Trait Test.


Hardened Scales. Some sun-touched's scales are hard enough to act as natural armour. While you aren't wearing any Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos, Eternals, and the World Soul. When you gain this Ancestry Feature, choose either Cosmic, Eternal, or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using sticky tongues, fangs, claws, horns, etc. When you gain this Feature, choose either Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

In addition, when you gain this Feature, choose one of the following actions: Grappling Strike, Nourishing Strike, or Poisoned Strike. You gain the chosen action.

Sun-Touched Ancestry Action Card Grappling Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Effect: The Range of the Natural Weapon attack increases by a number of metres equal to your SB. On a Hit: The Target is pulled a number of metres towards you equal to half your Physique. If the Target is pulled within your AoC, and if you have at least one hand free, they are immediately Grappled. Sun-Touched Ancestry Action Card Nourishing Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Effect: If the attack with your Natural Weapon hits the Target, it deals its normal damage, and you gain BP equal to your SB + the damage dealt. Sun-Touched Ancestry Action Card Poisoned Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Effect: If the attack with your Natural Weapon hits the Target, they must make an Endurance Test, the TG equal to 8 + your SB + your Endurance. On a Failed Test: The Target takes 1d6 Poison damage and gains a Degree of the Poisoned condition until the end of your next Turn.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Petrifying Gaze. Some sun-touched are said to, either from a curse or other arcane means, have the ability to turn those who gaze upon them to stone. You gain the Petrifying Gaze action.

Sun-Touched Ancestry Action Card Petrifying Gaze AP Cost: 2AP Target: One entity you an see within Range, who can see your face. Range: 6m | Near Effect: The Target must make an Endurance Test, the TG is equal to 8 + your SB + your Determination. On a Failed Test: The Target is Restrained until the end of your next Turn and gains one Degree of the Slowed condition. For as long as the Target is Restrained due to this action, you can repeat this action for 1AP, with the Target making the Trait Test at Disadvantage. Should the Target succeed on a Trait Test against this action, the Restrained condition and all Degrees of the Slowed condition bestowed by this action immediately end.

Powerful Build. Your lineage allows you to perform far above your weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Warding Scales. Some sun-touched's scales can repel magic. You have Advantage on Trait Tests made to resis, avoid, or end the effects of a spell or rite.



Waterborne

The Waterborne Ancestry describes any Character who is a humanoid with aquatic (including invertebrates) or amphibian-like features.


Type: Humanoid & Animal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m (Walking & Swimming)

Lifespan: 50-1000 Years

Strong Lungs. You can hold your breath for 1 Hour.



Waterborne Ancestry Features

Adapted for Extremes. Some waterborne have grown resistant to the dangers of their natural environment. You gain Poison Reduction 5, and have Advantage on Trait Tests to resist, avoid, or end the Poisoned, Paralysed, and Stunned conditions and Diseases.


Adaptive Camouflage. Some waterbourne have skin or scales that can change colour to help them blend with their surroundings, or for displays of feeling or emotions. You gain the Colour Shift action.

Waterborne Ancestry Action Card Colour Shift AP Cost: 2AP Effect: You can change the colour of your skin to blend into your surroundings. You have Advantage on Stealth Skill Rolls made to Hide in your current surroundings.

Aquatic Adaptation. Some waterborne are suited to living under the water, even briefly. You gain Cold Reduction 5, and can breathe underwater.


Athletic Build. Some waterborne are adapted to make it easier to navigate land or water. When you gain this Feature, choose between Land or Sea, and gain the following appropriate benefit:

  • Land. You may use your Agility instead of Physique to determine your Jumping distance, and you treat any Jump as if you had performed a Running Jump.
  • Sea. Your Swimming speed increases by 2m. So long as your Swimming speed is the only speed used, the AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

Bioluminescence. Some waterborne are adapted to the depths by providing light sources from their very body. During your Turn, you can freely turn off and on you Bioluminescence, with no AP required. When emitting light, a 4m Radius Sphere Centred on You is Well Lit, and an additional 4m Radius is considered Dimly Lit.


Blood Hunter. Your ancestry lends to you losing control, when you catch the scent of blood. You have Advantage on Trait Tests made as part of the Seek action, to find and track entities with the Bloodied condition.

If you deal damage with a Weapon Attack or Unarmed Strike against a Target with the Bloodied condition, you may make an Unarmed Strike against the same Target for 1AP.


Dangerous Skin. Some waterborne have poison that can be secreted through the skin, others may have stingers that can be used to stun foes. When you gain this Feature, choose either Poison or Sting. The TG for all Trait Tests using this Feature are equal to 8 + your Endurance + your SB.

You gain a benefit based off on the chosen result:

  • Poison. Any entity that Grapples you or otherwise comes into direct contact with your skin, such as from Unarmed Strikes, must succeed on an Endurance Test or take 1d4 Poison damage and gain a Degree of the Poisoned condition.
  • Sting. Any entity that Grapples you or otherwise comes into direct contact with your skin, such as from Unarmed Strikes, must succeed on an Endurance Test or take 1d4 Lightning damage and gain a Degree of the Dazed condition.

Until the entity breaks contact with your skin, they cannot reduce the Degrees of the condition applied by this Feature. If the entity manages to break contact with your skin, they can repeat the Trait Test at the end of each of their Turns, ending the condition early on a success.


Echolocation. You are adapted to hunting at night or underwater. You gain Blindsight out to 6m. This sense is suppressed whilst affected by the Impaired (Hearing) condition.


Eyes of the Deep. You are used to travelling in the dark depths. You gain Nightvision to 15m.


Hardened Defences. Some waterborne have natural defences. When you gain this Feature, choose Scales or Shell. Based on your choice you gain the following benefit:

  • Scales. While you aren’t wearing any Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.
  • Shell. Your HT is 18 and you cannot wear any Armour Pieces. You can use a Shield and still gain this benefit.

Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the World Soul. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using fangs, claws, horns, tentacles, etc. When you gain this Feature, choose either Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

If a Target takes damage from an Unarmed Strike using your Natural Weapons, the Target immediately becomes Grappled so long as you have one arm free to maintain the Grapple. Targets trying to escape your Grapple have Disadvantage on those Trait Tests.


Psionics Resistance. Some waterborne have minds that can repel psionics. You gain Psychic Reduction 5, and have Advantage on Trait Tests to resist, avoid, or end the effects of psionic powers and psionic rites.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Survivor of the Deep. In the dark below, things are much more dangerous than any threat on land. You Learn the Outsider Language, and have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terrorised conditions or resisting effects that would put you to sleep.

You also do not suffer the negative effects of travelling at Low Depths.




Faeborn

These Ancestries belong to the lesser Fae, they can all be found as agents, courtiers, and servants of the Archfae and the Great Courts.


Elves

Elves are the most commonly found agents of the Archfae and Fae Courts. They are the most common sight in their armies against the Nightmare, in the courts as servants and courtiers equally, or for other Realms they can be found as ambassadors or less savoury agents of the Archfae. It is said, some Archfae were themselves elves once, who through political manoeuvring and brave deeds earned ascension into the rank and were granted power over their Domains.

Elves were made to be mouldable by their Archfae and so appear in a wide variety of forms, even those who left the Realms of the Fae and their Courts behind to find a life amongst the common folk of the other Realms. But their ties to the Realms of Dream and their Fae ancestry remain, granting them a wide variety of abilities, alongside the right to swear fealty to an Archfae or Court at any time.

Elves' appearance-wise tend to be taller and lither than most humans. But in skin tone and body type they can vary as much as a human does, though the differences can be much broader as they are Fae Folk and so their features can at times be more exaggerated than with other folk.


Type: Humanoid & Fae

Size: Medium (1.5m - 2.2m)

Movement Speed: 6m

Lifespan: 750 Years

Physical Characteristics: Pointed Ears



Elven Ancestry Features

Adaptable Forms. The nature of elves makes them very morphable to better adapt to the Realms they travel in. You do not have to pay the Ancestry Feature Cost for taking a Template, with the exceptions of the Altered and Constructed Templates.

When you complete a Short or Long Rest, you can choose one between: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. You gain Reduction 5 to that Damage Type until you next complete a Rest.


Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Blessing of the Courts. Most elves are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Elf Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Elf Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Elf Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Dreamwalk. Elves as agents of the Archfae may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, if tied to an Archfae they may choose for the portal to open in their Archfae’s Domain or they can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when in your Archfae’s Domain, or near to the location of the Dreamer whose Dream Domain you are in.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Fae Jump. Some elves have been granted knowledge of the secret paths of their nobility. You gain the Fae Jump action.

Elf Ancestry Action Card Fae Jump AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Keen Eyed. Elves are known for their ability to pick out details at great distances. You have Advantage on Intuition Tests that rely on sight.


Moulded Form. Archfae are known for shaping the forms of their elven courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 1m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Timeless Souls. Not all elves get to enjoy the release of death, some have their souls plucked from the Realms of Death by their Archfae master's to serve them again in a new form, however this does have some advantages as it allows them, during their trances, to peer back into their past lives to hopefully find answers to the problems of today. During your Trance you can choose to gain Advantage on Trait Tests involving a specific Skill or Item until your next Trance again.

You could instead choose to delve into your memories, inform the GG you are doing this and what you are seeking the memory for, it could be to help answer a question, or to learn a fact, or for advice and reassurance. The GG then will inform you of a memory, there is a chance you get a random memory with no apparent tie to what you are seeking, it could be something abstract you will have to find the meaning of later, or it may be a moment that gives you the answer you seek. The GG can choose for this randomness to be determined by a Trait Test if they think it warranted. Be mindful your past lives may simply not have led a suitable life to give you the answers you seek.



Centaurs

Centaurs are less commonly seen members of the Fae Courts. They are the most common sight in their armies against the Nightmare as cavalry, or in the courts of the Archfae as members of their hunting parties, in fact many centaurs will be found taking part in the Wild Hunts of the Courts. It is unusual to find any centaur who have ascended to be an Archfae, but there are a few noted exceptions especially amongst the Auroral Court. Over time some centaurs have left the Realms of the Fae for a variety of reasons leading to enclaves of centaur being found across the World.

Centaur appearance-wise have an upper body that often is reminiscent of an elf with all the variety in characteristics an elf has. The notable feature though is their lower body, often it is in the form of a horse but being made to suit their Archfae’s wants they can be largely any quadruped, from cat to dog, lizard, dragon, and more. Some even have lower bodies that aren’t quadrupedal, some have the lower body of a snake, a spider, a millipede, and more. In the end, as long as they do not have two legs, centaurs can be a lot of things.


Type: Fae

Size: Medium (1.8m - 2.2m tall and 1.0 - 1.5m long)

Movement Speed: 8m

Lifespan: 750 Years

Physical Characteristics: Pointed Ears & more/less than 2 legs.

Centaurs Build. Any climb that requires hands and feet is especially difficult for you because of your unusual build. When you make such a Climb, each metre of movement costs you an additional 4 metres, instead of the normal 1 additional metre.



Centaur Ancestry Features

Adapted to the Plains. Some centaurs are used to travelling intense bouts of sprints to travel the plains. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.


Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Blessing of the Courts. Most elves are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Centaur Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Centaur Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Centaur Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Constricting Body. Some centaurs have bodies that allow them to constrict their foes, be they serpentine or insectoid. When Grappling an entity, you increase your TG for escaping your Grapple by 2.

Until this Grapple ends, the Target is Restrained, but you can’t constrict another Target and Attack Rolls against you are made with Advantage.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Keen Eyed. Centaurs are known for their ability to pick out details at great distances. You have Advantage on Intuition Tests that rely on sight.


Moulded Form. Archfae are known for shaping the forms of their centaur courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 1m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Natural Hunter. You are adapted to tracking and finding prey. You always know which way is north and gain the Skill Foci Survival:Navigation and Survival:Tracking.


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using fangs, claws, horns, tail stingers, etc. When you gain this Feature, choose either Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.


Powerful Build. Your lineage allows you to perform far above your weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.



Changelings

The origins of changelings are unclear; what is known is that sometimes the fae may steal away the child of a family of the Material Realm. In their place a changeling will be left, what happens to the mortal child is unclear as none know what the Archfae do with them, not even their elven courtiers. Changelings are often left in place of the child, which can lead to tumultuous childhoods depending on how parents deal with the exchange.

Some changelings go on to return to the Realms of the Fae, swearing themselves to an Archfae and acting as spies, courtiers, or storytellers, regaling the court with tales of their time in the Material Realm. Other changelings however remain in the Material Realm, making lives for themselves with their adopted families, or setting out on their own sometimes to find others of their kind, sometimes for adventure.

This does mean changelings are one of the few kinds of fae to not have many of their kind altered to suit the whims of their Archfae. Changelings in their natural form tend to be coloured as if purely existing in greyscale, with faded details for their features.


Type: Fae

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.2m)

Movement Speed: 6m

Lifespan: 350 Years

Shapeshift. Changelings can change their forms to be like those of others. You gain the Form Shift action.

Changeling Ancestry Action Card Form Shift AP Cost: 2AP Effect: You can change into another Small or Medium Size Category entity you have seen before whose form has the same basic layout of limbs as your True Form, or back into your True Form. You gain no mechanical effects from this change except for those conferred by the Size Category change, and your clothing and Items are not changed by this Feature. If you die you revert into your True Form. You can also choose to change your form to not match any specific entity following the same rules as listed above. This could be as simple as changing hair colour and length, or something more advanced like limb length, growing scales over your skin, or sex.

During a Short or Long Rest, you can choose for a form you are adopting to be your new True Form, this cannot be an appearance you have copied from another, but more a form that you believe better reflects you as an individual, usually a little part of your True Form still will show part of your Changeling nature no matter what form you shift into.



Changeling Ancestry Features

Blessing of the Courts. Most elves are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Changeling Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Changeling Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Changeling Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Dreamwalk. Changelings who act as agents of the Archfae may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, if tied to an Archfae they may choose for the portal to open in their Archfae’s Domain or they can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when in your Archfae’s Domain, or near to the location of the Dreamer whose Dream Domain you are in.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos. You Learn one Cosmic Cantrip and always have Prepared a 1st Circle Cosmic spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Cosmic spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Mimicry. Some changelings have adapted to be able to recreate the sounds they hear in the world around them including voices. When you mimic a sound, anyone that hears the sounds you mimic, can tell they are imitations only with an Intuition (Empathy) Test, against a TG of 8 + your SB + your Determination.

Whenever somone you can see uses a Skill or Tool, you can use your reaction (1RP) to count as having Learnt the Skill or being Trained in the Tool. This benefit lasts for 1 Hour, and you can only mimic one Skill or Tool at a time.

Once you use this Feature to mimic a Skill or Tool use, you can't do so again until you complete a Short or Long Rest.


Moulded Form. Archfae are known for shaping the forms of their changeling courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 1m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Telepathy. Some changelings are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.


Typeshift. Some changelings cannot just change their form but also how the fabric of reality treats them. When using your Form Shift action from the Shapeshifting Ancestry Feature, you can also choose any Entity Type, you are treated as being part of that Entity Type and Fae until you use your Form Shift action again.

You do not have to pay the Ancestry Feature Cost for taking Templates, except for the Altered Template.


Unbound. Some changelings choose to reject their Fae roots, choosing to live as the people of the Material Realm do. This has led to their spirits being less malleable to the whims and desires of Fae. You have Advantage of Focus Skill Rolls to resist, avoid, or end the effects of Fae entities.



Fairies

Fairies and their small kin, the sprites, and pixies, are common sights in the Realms of the Fae. They can be seen serving as messengers to their Archfae or performing pranks and other mischief, for those around them. Fairies' appearance-wise tend to have physical traits like elves, with a great deal of variance in the appearance of their wings.


Type: Fae

Size: Tiny (0.1m - 0.5m) or Small (0.5m - 1.2m)

Movement Speed: 6m

Lifespan: 750 Years

Physical Characteristics: Pointed Ears & Wings



Fairy Ancestry Features

Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Blessing of the Courts. Most fairies are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Fairy Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Fairy Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Fairy Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Fairy Circles. Fairies as agents of the Archfae may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, if tied to an Archfae they may choose for the portal to open in their Archfae’s Domain or they can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when in your Archfae’s Domain, or near to the location of the Dreamer whose Dream Domain you are in.

You can also choose to open a portal to a Fairy Circle you have met before and memorised, this Fairy Circle can be in any Realm, however if the Circle has been broken or destroyed the portal will fail to open.


Flightworthy Wings. Your lineage grows wings strong enough to allow them to fly. You gain a Flying speed equal to your Walking speed and can Hover.

If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Armour Property Heavy 1. If the Armour Piece already has the Heavy Armour Property increase its value by 1.


Hide from Consequences. Some fairies can draw upon the magic around them to let them hide from danger or the consequences of their mischief. You can squeeze through spaces as narrow as 2.5cm wide and you gain the Fairy Cloak action.

Fairy Ancestry Action Card Fairy's Cloak AP Cost: 1AP Duration: 1 Round Effect: You can magically turn Invisible, along with any objects in your possession or being carried, until the start of your next Turn. The condition is removed early if you deal damage to an entity, bestow a condition, or force an entity to make a Trait Test.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Magic Resistance. Some fairies find the very magical essence that fills their bodies grants them resistance to magical effects. You have Advantage on Trait Tests made to resis, avoid, or end the effects of a spell or rite.


Measure of their Heart. Some fairies can sense the emotions of those around them. When you gain this Ancestry Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG for this action. You gain the Heart’s Measure action.

Fairy Ancestry Action Card Heart's Measure AP Cost: 1AP Target: An entity you can see within Range Range: Touch Effect: The Target must make a Determination Test, the TG equals 8 + your SB + Your chosen Trait. On a Failed Test: You sense the current emotions being felt by the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Pixie Dust. Some fairies can emit a fine dust from their wings allowing others a temporary gift of flight. With 1 Minute of preparation, you can cover a number of entities equal to your SB + 1 in your pixie dust.

Each of these entities gains a Flying speed of 3m for the next 15 Minutes.

Once you have used this Feature, you may not do so again until you have completed a Short or Long Rest.



Gnomes

It is said long ago an ancient Archfae known as The Puppetmaker created small puppets, in the likeness of elves but smaller in stature, to keep them company in the dark caves they called their home. The incident that lead to their animation is lost to time and the fog of myth, but after the event there were no longer puppets but instead the first gnomes and the Archfae who created them disappeared.

Since then, gnomes have spread throughout the Courts. Commonly found as scribes, scholars, servants, and courtiers; meanwhile they can also be found as mages in the fight against the Nightmare, especially adept at disassembling the foul magicks of their enemies.

Gnomes like all fae are somewhat mouldable to fit their master's needs and wants. Some have come to leave the courts and settle in the Material Realm, many finding common ground and homes with the dwarves living in the underground. Others though choose to live closer to the wilds with other Fae folk, as it bears some resemblance to the environment of the Realms of the Fae.

Gnomes' appearance-wise tend to be taller and lither than most halflings and shorter than most humans or elves. Their skin has more wood-like textures, with the edges and angles of their form being more sharper and exaggerated then with other folk. But in skin tone and body type they can vary as much as an elf does.


Type: Humanoid & Fae

Size: Small (0.9m - 1.2m)

Movement Speed: 6m

Lifespan: 500 Years

Physical Characteristics: Pointed Ears and skin with a wood-like texture



Gnome Ancestry Features

Adept at Hiding. Gnomes can channel their fae magic into aiding their efforts to hide from threats. Your Walking speed increases by 2m, you have Advantage on Stealth Skill Rolls, and gain the Gnome’s Cloak action.

Gnome Ancestry Action Card Gnome's Cloak AP Cost: 1AP Duration: 1 Round Effect: You can magically turn Invisible, along with any objects in your possession or being carried, until the start of your next Turn. The condition is removed early if you deal damage to an entity, bestow a condition, or force an entity to make a Trait Test.

Once you use this action, you can’t use it again until you finish a Short or Long Rest.


Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Arcane Sight. Some gnomes find it easy to immediately work out the makeup of a spell and how best to counter it. You gain Damage Reduction 5 against damage from spells. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells and rites, and on Magical Lore Skill Rolls made to identify spells or magical rites.


Blessing of the Courts. Most gnomes are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Gnome Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Gnome Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Gnome Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Dreamwalk. Gnomes who act as agents of the Archfae may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, if tied to an Archfae they may choose for the portal to open in their Archfae’s Domain or they can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when in your Archfae’s Domain, or near to the location of the Dreamer whose Dream Domain you are in.


Eyes of Faelight. You are used to travelling in the dark. You gain Nightvision out to 25m.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Memories of the Deep. Some gnomes have access to long forgotten memories of their people’s shared past. You Learn the Outsider Language, and have Advantage on Trait Tests to resist, avoid, or end the Frightened, Restrained, Stunned, and Terror conditions.


Moulded Form. Archfae are known for shaping the forms of their gnome courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 3m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Skilled Runic & Gem Crafting. Some gnomes have not just a great understanding of magic but also have the ability to perceive it in a way no one else can, this leads to a greater ease in understanding and using the runic language whose very symbology is filled with magical potential, and gemstones whose ability to channels and store magic in its crystalline construction are unparalleled. You Learn the Runic Language. You have Advantage on Trait Tests involved in Crafting using Runic Language or Gemstones, or recalling knowledge about the use of the Runic Language and Gemstones in magic.



Goblins

Goblins are the most commonly found folk in the Courts of the Auroral Fae. They can be found in their armies against the Nightmare, sometimes in greater numbers than the elves, and in the courts as servants and courtiers equally. There are some notable Auroral Archfae who were goblins that ascended. Goblins can be found in the Summer and Winter Courts, though in much smaller numbers and not always on as high stations as their Auroral kin.

Goblins can be moulded by their Archfae but they tend to to be so varied normally that many Archfae need not have to mould them at all. This means that even amongst those goblins who have left the Courts for the Material Realm they vary drastically in form and ability.

Goblins appearance-wise tend to be smaller than elves with similar variations in form. Some have bodies covered in hair, others have no body hair. Though goblins tend to have features that are always more exaggerated than even the other fae, with unusual traits like large expressive eyes, glowing noses, scales, or mushroom growths instead of hair. Often with incredibly expressive and pronounced facial features, like something sculpted as part of a children’s fairytale story.


Type: Fae

Size: Small (0.9m - 1.2m) or Medium (1.2m - 2.4m)

Movement Speed: 6m

Lifespan: 80 Years

Physical Characteristics: Large Pointed Ears and green skin with shades of autumnal colours



Goblin Ancestry Features

Blessing of the Courts. Most goblins are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Goblin Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Goblin Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Goblin Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.

In addition, you can use the Aid action for 1AP. If the Target of your Aid action is successful, you both gain 1d6 + your SB BP.


Courtier at Heart. Some goblins are very used to making the most out of any social event. Whenever you spend Hit Die to recover HP during a Short Rest, you recover an additional 1d6 HP for every Hit Die spent.

If you take part in the Socialising during the Meal, every member of the party doubles the amount of BP gained.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Fae Agility. Some goblins can channel their fae magic into getting out of tight situations. Your Walking speed increases by 2m, and you can move through and stop in a space large enough for an entity one Size Category smaller than you without needing to squeeze, and can move through the spaces of any entity who is at least one Size Category larger than you, whether they are hostile or not. Occupied spaces do not count as Difficult Terrain, but you cannot end your movement there.

The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

You can take the Use Skill (Stealth) action for only 1AP, you can try to Hide when Obscured behind entities whose Size Categories are larger than you.


Fae Fury. Some goblins find it very easy to get mad at entties larger than them. Once per Turn, when you successfully hit with an Attack Roll against a Target that is any Size Category larger than you. You can after rolling for damage, increase the amount of damage dealt by 1d6. This damage is the same Damage Type as that dealt by the original attack, if the attack has multiple Damage Types choose one for this bonus damage’s Damage Type.

You can use this Feature a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

The damage die increases at Character Level 5 (1d8), level 10 (1d10), level 15 (1d12), and level 20 (1d20).


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Moulded Form. Archfae are known for shaping the forms of their goblin courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 1m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Powerful Build. Your lineage allows you to perform far above your weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, Reach, and the weight you can push, pull, drag, or lift.


Strength from Numbers. You find yourself always more energetic when in a group. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP, and both you and your allies increase your Walking speeds by a number of metres equal to half your SB.

All allied entities generate an extra half SB Limit Potential at the start of each of their Turns, for every 3 allied entities involved in the Active Time Encounter.

In addition, you gain the Strength From Numbers reaction.

Goblin Ancestry Reaction Card Strength From Numbers RP Cost: 1RP Requirement: You are in a group of 3 or more allied entities in an Encounter/Scene Trigger: You failed a Trait Test Effect: You gain a Group Bonus, equal to the number of allied entities you have in the Encounter/Scene (maximum your SB), to the Test, potentially turning a failure into a success.

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Merfolk

Merfolk are mainly found in the specific Courts of Archfae who have made water-based regions of their Domain for the merfolk to colonise. Merfolk can be found in the Fae armies against the Nightmare, but only in battles near bodies of water. Within the Courts, merfolk can be found as brightly coloured courtiers and entertainers, or as ambassadors to other cultures. It is unclear if any Archfae were once merfolk.

It is less common for merfolk moulded by the Archfae compared to the other Fae, which means they are more common in appearance between different Courts and the enclaves found in the Material Realm. Though dependent on the Court they originate from different merfolk who are descended from specific Court merfolk who settle in waters of suitable climate. So, Winter Court merfolk prefer more arctic or polar oceans whereas Summer Court merfolk prefer tropical waters.

Merfolk appearance-wise tend to be as tall and lithe as an elf, with as much variance in skin tone and body type, this is especially apparent when they alter their forms to forgo their tails, to have legs to allow them to move on land. Merfolk do often have fish scales across their body and frills that can change colour and position both for aesthetic choices as well as for displaying emotions and feeling.


Type: Fae

Size: Medium (1.5m - 2.2m)

Movement Speed: 6m (Walking & Swimming)

Lifespan: 350 Years

Physical Characteristics: Pointed Ears and a fishlike tail in place of a humanoid’s legs

Alterable Form. You can freely alter your form to turn your tail into a pair of fish scale covered legs and vice versa. While in Tail Form you have a Walking speed of 0m and your Swimming speed is increased by 3m.

You can also breathe underwater.



Merfolk Ancestry Features

Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Bioluminescence. Some merfolk are adapted to the depths by providing light sources from their very body. During your Turn, you can freely turn off and on you Bioluminescence, with no AP required. When emitting light, a 4m Radius Sphere Centred on You is Well Lit, and an additional 4m Radius is considered Dimly Lit.


Blessing of the Courts. Most merfolk are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Merfolk Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Merfolk Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Merfolk Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Blood Hunter. Your ancestry lends to you losing control, when you catch the scent of blood. You have Advantage on Trait Tests made as part of the Seek action, to find and track entities with the Bloodied condition.

If you deal damage with a Weapon Attack or Unarmed Strike against a Target with the Bloodied condition, you may make an Unarmed Strike against the same Target for 1AP.


Echolocation. You are adapted to hunting at night or underwater. You gain Blindsight out to 6m. This sense is suppressed whilst affected by the Impaired (Hearing) condition.


Eyes of the Deep. You are used to travelling in the dark depths. You gain Nightvision to 15m, and you have Advantage on Intuition Tests that rely on sight.


Hardened Scales. Some merfolk's scales are hard enough to act as natural armour. While you aren't wearing any Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Survivor of the Deep. In the dark below, things are much more dangerous than any threat on land. You Learn the Outsider Language, gain Cold Reduction 5, and have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terrorised conditions and on Focus Skill Rolls.

You also do not suffer the negative effects of travelling at Low Depths.


Underwater Hunter. You are adapted to tracking and ambushing prey underwater. You always know which way is north and gain the Skill Foci Survival:Navigation and Survival:Tracking. You gain the Emit Ink action.

Merfolk Ancestry Action Card Emit Ink AP Cost: 1AP Requirements: This action can only be used underwater. AoE: 3m (Near) Radius Sphere, Centred on You Duration: 1 Minute Effect: You emit a cloud of ink. For the Duration, the ink fills the AoE, with this area counting as Heavily Obscured. This ink cloud can be moved away with a reasonably strong current.


Satyrs

Satyrs are the most commonly found as courtiers and entertainers in the Courts of the Archfae. They are known for their revelry but can be trusted as faithful and resourceful messengers. This has led to them rarely being found in the battlefield except as the odd runner. Some Archfae are known to be ascended satyr, mainly in the Summer Court.

Satyrs are rarely modified by the Archfae and are usually left to their own devices. This leads to many leaving the Courts to journey the Realms, with some coming to settle in the Material Realm.

Satyr appearance-wise tend to resemble smaller elves with the addition of mammalian horns and hooves for feet. Some have legs covered in thick fur, but others do not, some are entirely covered in fur.


Type: Fae

Size: Medium (1.5m - 1.8m)

Movement Speed: 7m

Lifespan: 90 Years

Physical Characteristics: Pointed Ears, Mammalian Horns, and Hooves



Satyr Ancestry Features

Agile Build. Some satyrs have stronger limbs and faster reflexes than others. You can perform the Disengage action for 1AP, and can add your Skill Bonus to your Initative Tests.

You also gain the Agile Move action.

Satyr Ancestry Action Card Agile Move AP Cost: 1AP Effect: If your Movement speed is greater than 0, you can perform one of the following manoeuvres: •You can move a distance equal to your Walking speed without Triggering Opportunity Attacks. •You can Long or High Jump a distance, using either Physique as normal or your Skill Bonus whichever is higher, without Triggering Opportunity Attacks.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Blessing of the Courts. Most satyrs are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Satyr Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Satyr Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Satyr Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Dreamwalk. Satyr who act as agents of the Archfae may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, if tied to an Archfae they may choose for the portal to open in their Archfae’s Domain or they can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when in your Archfae’s Domain, or near to the location of the Dreamer whose Dream Domain you are in.


Fae Agility. Some satyr can channel their fae magic into getting out of tight situations. Your Walking speed increases by 1m, and you can move through and stop in a space large enough for an entity one Size Category smaller than you without needing to squeeze.

The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

You can take the Use Skill (Stealth) action for only 1AP.


Fae Jump. Some satyrs have been granted knowledge of the secret paths of their nobility. You gain the Fae Jump action.

Satyr Ancestry Action Card Fae Jump AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Fae Revelry. Some satyrs are very used to escalating any social event they take part in. Whenever you spend Hit Die to recover HP during a Short Rest, you recover an additional 1d6 HP for every Hit Die spent.

As an Activity during your Short Rest, you can encourage the party to join in dance and song, you and every Character that uses their Activity to take part gain the benefits of having Socialised during a Short Rest.

For as long as they have the BP bestowed by this Feature, they can choose at any time to lose all their remaining BP to perform an Inspired Action.

If 5 or more people take part in the revelry, including you, then you gain a Mark of Fate.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the primordial. You Learn one Pimordial Cantrip and always have Prepared a 1st Circle Pimordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Pimordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Magic Resistance. Some satyrs find the very magical essence that fills their bodies grants them resistance to magical effects. You have Advantage on Trait Tests made to resis, avoid, or end the effects of a spell or rite.


Natural Weapons. Your ancestry has adapted for fighting using your horns. When you gain this Feature, choose either Bludgeoning or Piercing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

If you perform the Movement action more than once on a Turn, after you have moved at least half your Movement speed from the additional uses of the Movement action, you can make one attack with your Natural Weapons for 1AP.



Trollkin

Trollkin as the name implies are the kin of trolls. Unlike their kin who exclusively tend to be found in the Winter Court, trollkin tend to be found amongst all three courts, especially in the Auroral Courts, which some believe is where these folk find their origins. Unlike their kin they can wander in the light of the sun without fear of turning to stone, but do find their regenerative abilities are less potent than their kin. But even so they still have the might trolls are renowned for and as such can be found amongst the martial forces of the Courts of the Archfae. Depending on the Archfae’s opinion of the trollkin some may rise to the highest ranks in the court, whilst others are treated as noting more than mindless brutes, left to act as guards and nothing more.

Trollkin are a lot taller than elves, their body types vary as much as elves do though always with an exaggerated lanky gait, instead of hair having hairlike growths of flesh. Though like goblins and trolls, trollkin tend to have features that are always more exaggerated than even the other fae, with unusual traits like large expressive eyes, glowing noses, scales, or mushroom growths instead of their norma hairlike growths. Often with incredibly expressive and pronounced facial features, like something sculpted as part of a children’s fairytale story. Exact features tend to depend more on the specific kind of trollkin they are, skin tone can vary as much as those trolls do. Other features are very open to match whatever trollkin you think are part of your setting.


Type: Fae & Giant

Size: Medium (2.1m - 2.5m) or Large (2.5m - 3.5m)

Movement Speed: 6m

Lifespan: Unlimited

Physical Characteristics: Large Pointed Ears, and blue or green skin with shades of autumnal or winter colours

Powerful Build. You have Advantage on Trait Tests to escape a Grapple, and you count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, Reach, and the weight you can push, pull, drag, or lift.



Trollkin Ancestry Features

Adaptable Forms. Trollkin are as adaptable as trolls. You do not have to pay the Ancestry Feature Cost for taking any Template.

When you complete a Short or Long Rest, you can choose one between: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. You gain Reduction 5 to that Damage Type until you next complete a Rest.

When you receive damage of a Damage Type other than Acid or Fire damage, you can choose to lose the Damage Reduction 5 provided by this Feature, and instead gain it for the Damage Type you just received. You cannot change the chosen Damage Type if you have received Acid or Fire damage since the end of your last Turn.


Blessing of the Courts. Most trollkin are tied to one of the Grand Fae Courts through their Archfae, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Trollkin Ancestry Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Trollkin Ancestry Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Trollkin Ancestry Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Hard as Stone. Some trollkin are able to briefly in sunlight turn their skin to stone briefly as armour. You may use Endurance instead of Agility for your HT calculations.

You gain the Stone’s Hide reaction.

Trollkin Ancestry Reaction Card Stone's Hide RP Cost: 1RP Requirement: Must be in sunlight or an area Well-Lit by magical light or moonlight Trigger: You receive damage Effect: You gain Reduction 5 to a Damage Type from that attack, if it has multiple Damage Types you can only choose one to have Reduction to at a time from this ability. You also may ignore restrictions on Trollkin Features that only work if you have not received Acid or Fire damage, until the end of your next Turn. Empowered Effect: This Reduction increases by 3 when your Character Level reach 5th Level (8), 11th Level (11), and 17th Level (14).

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Moulded Form. Archfae are known for shaping the forms of their trollkin courtiers to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 2m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.


Natural Adaptations. You are used to wandering the wilds. You can ignore the negative effects of Difficult Terrain made of nonmagical plants, earth, ice, rocks, snow, stone, or undergrowth.

When you choose this Ancestry Feature, choose Hearing or Smell. You have Advantage on Intuition Tests that rely on the chosen sense. You also can perform the Seek action for 1AP, and gain the Skill Foci Stealth:Natural Environments.


Natural Weapons. Some trolls have fangs or claws suitable for use as an offensive weapon which benefit from their bizarre adaptative properties. Your Natural Weapons can be used to make Unarmed Strikes.

Your Unarmed Strikes increase the size of their damage die by 1.

Each time you make an Unarmed Strike, you can choose for the Damage Type to be either Piercing, Slashing, or a Damage Type which you have a Damage Reduction due to a Trollkin Feature. If you choose a Damage Type which you have a Damage Reduction for, you can add the Damage Reduction value for that Damage Type to the Damage Roll.


Nightmare Hunter. Some trollkin have adapted to better hunt the creatres of Nightmare. You have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terror conditions.

WHen you score an Inspired Event, recover the use of 1 expended Hit Die. Your Critical Hit Scope increases by 1 for Attack Rolls made against entities with the Outsider Entity Type, this is instead increased by half your SB whilst under the effects of the Desperation condition.

You gain the Rampant Fury action.

Trollkin Ancestry Action Card Rampant Fury AP Cost: 1AP Requirement: You are under the effects of the Desperation condition Duration: 1 Encounter/Scene Effect: Increase your place in the Initiative Order by your Agility (minimum half your SB). For the Duration, the following effects occur, you can end the effects of this action early as an action (1AP): •Your AP & RP increases by 1. •You have Advantage on your Attack Rolls and Attack Rolls against you are made with Advantage. •Your Damage Reductions increase by your SB. •The Duration of all conditions applied to you are halved (minimum 1 Round). •The Hit Point Maximum reduction of your Regeneration Ancestry Feature is doubled.

Poison Adaptations. Some trollkin have been raised in highly toxic environments have adapted appropriately. You gain Poison Reduction 5, and have Advantage on Trait Tests to resist, avoid, or end Diseases and the Poisoned condition, and on Endurance Tests made for ingested substances.

When you receive damage, bar Psychic damage, from an entity within your AoC, you can deal Poison damage to the Target equal to 1d4 + your Endurance. You may expend a Hit Die to add it to the Damage Roll.

You may choose to instead deal the Poison damage to every entity within your AoC, though you may only do this a number of times up to your Skill Bonus replenishing expended uses upon completing a Long Rest.


Regeneration. Some trollkin have inherited the regenerative capabilities of the trolls. When you roll your Hit Die to recover HP, you are always treated as rolling the maximum result of the die. Whenever you would recover HP increase the HP restored by your Endurance, woth the exception of the regeneration effect of this Feature below.

Whilst you have HP less than your Hit Point Maximum, you recover HP at the start of each of your Turns, so long as you have not received Acid or Fire damage since the end of your previous Turn, equal to your Endurance (minimum of 1) + your SB, this is doubled whilst under the effects of the Desperation condition.

Whenever you take Acid or Fire damage your Hit Point Maximum decreases by the same amount. This reduction to your Hit Point Maximum is removed entirely during a Long Rest or is reduced by an amount equal to total rolled when determining the HP you restore during a Short Rest.

You gain the Quick Regeneration action.

Trollkin Ancestry Action Card Quick Regeneration AP Cost: 1AP Requirement: Must not have received Acid or Fire damage since the end of your last Turn Cost: 1 Unexpended Hit Die Effect: You recover HP equal to the Hit Die’s roll + your Endurance (minimum of 1). Bloodied Effect: You recover HP equal to two rolls of the Hit Die + your Endurance (minimum of 1). Desperation Effect: You recover HP equal to three rolls of the Hit Die + double your Endurance (minimum of 1).



Worldborn

These ancestries are not tied to any deities, or beings of other Realms. The Worldborn are children of the World and its Soul.


Awakened

The awakened are animals that have gained sapience either through the use of magic or by other means. As this can largely be any animal of medium size or smaller do feel free to choose alternate traits than those presented here to better reflect your chosen animal.


Type: Animal

Size: Tiny (0.2m - 0.5m), Small (0.5m - 1.2m), Medium (1.2m - 2.5m), or Large (2.5m – 5m)

Movement Speed: 6m

Lifespan: 90-1000 Years

Non-bipedal Build. If you choose a non-bipedal animal. Any climb that requires hands and feet is especially difficult for you because of your unusual build. When you make such a Climb, each metre of movement costs you an additional 4 metres, instead of the normal 1 additional metre.

Animal Form. If you are not playing a primate or other kind of Animal with dextrous equivalents to hands, you have Disadvantage on attacks made with Weapons or any actions made using Tools. You also are also only able to perform manipulation of objects your Animal normally can, this may also mean you are unable to perform Somatic Components for spellcasting.

Consider if your awakened has the ability conferred from their awakening to speak normally or if they can only make their normal animal sounds.



Awakened Ancestry Features

Adapted for the Wilds. Some awakened are adapted to move across less common elements. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 3m, and gain Force Reduction 5.

  • Climbing. You gain a Climbing speed equal to your Walking speed, you gain Cold Reduction 5, and do not suffer the negative effects of travelling at High Altitude.

    If you have the Non-bipedal Build Feature due to your Animal choice, you can walk across vertical surfaces or ceilings, potentially leaving your hands free if your chosen animal would allow for this.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, and you can breathe underwater.


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the World Soul. You Learn one Pimordial Cantrip and always have Prepared a 1st Circle Pimordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Pimordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).

If your chosen Animal does not have hands to perform Somatic Components, then you treat all Somatic Components of spells as instead being Verbal Components.


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Keen Senses. Your ancestry gives you a strengthened sense. When you choose this Ancestry Feature, choose Hearing, Smell, or Sight. You have Advantage on Intuition Tests that rely on the chosen sense.


Natural Hunter. You are adapted to tracking and finding prey. You always know which way is north and gain the Skill Foci Survival:Navigation and Survival:Tracking.


Natural Armour. Some awakened have thickened hides or other defences. While you aren’t wearing Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using fangs, claws, horns, etc. When you gain this Feature, choose either Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

If you perform the Movement action more than once on a Turn, after you have moved at least half your Movement speed from the additional uses of the Movement action, you can make one attack with your Natural Weapons for 1AP.


Powerful Build. Your lineage allows you to perform far above your weight class. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Psionic Gift. Some awakened have an immense amount of psionic power. You immediately gain 3 Psi Points, and whenever you would gain Psi Points from Levelling in a Class, you gain an additional Psi Point.

If you do not have a Class Feature that states otherwise, your Psi Limit is 1, until Character Level 5 when it becomes 2.

Rules for using Psi Points to manifest psionic powers are included in the Magic Chapter of the Core Rules.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Telepathy. Some awakened are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.


Unusual Traits. You can select one Passive Trait listed in the Stat Block of your Animal that is not included in the Ancestry Feature options of this Ancestry. Gaining its full effect.

You may instead use this Ancestry Feature, to choose any Ancestry Feature from one of the Beastkin Ancestries not listed in the Ancestry Feature options of this Ancestry. Gaining its full effect.


Voice of the Wilds. Some are still able to communicate with their animal kin. You have Advantage on Trait Tests made as part of the Socialise action, for entities of the same kind of Animal as you.

You also gain the ability to comprehend and communicate with Animals. The knowledge and awareness of many Animals is limited by their Knowledge (which is treated as 0 for the purposes of this Feature), but at minimum, Animals can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past Day. You might be able to persuade an Animal to perform a small favour for you, at the GG's discretion. When using the Socialise action with Animals due to this Feautre, the Animal Handling Skill can be used as part of the Socialise action.



Gemborn

The gemborn are children of the world growing from mineral deposits to form small communities across the world. Their crystalline structure seems to give them benefits to using psionic and magical abilities.

Appearance-wise their physical forms vary wildly but they are made entirely of gemstones and crystals and can appear in all the colours of these minerals. Their general form is somewhat humanoid with two arms and two legs, but body size and shape vary as much as a humanoid can.


Type: Construct & Primordial

Size: Small (0.5m - 1.2m), Medium (1.2m - 2.5m) or Large (2.5m - 3.5m)

Movement Speed: 6m (Walking & Burrowing)

Lifespan: 90-1000 years

Gemstone Shift. Gemborn have the ability to shatter themselves into fragments to better move around the battlefield without drawing the attacks of enemies. When you take this Feature choose either Knowledge, Intuition, or Determination as your chosen Trait for this Feature. You gain the Gem Shift action.

Action Card Gem Shift AP Cost: 1AP Requirement: You can only take this action if you have not moved this Turn Target: An unoccupied space you can see within Range Range: 3m | Near Effect: You Teleport to the Target, with your speed becoming 0 until the end of your Turn. All entities within your AoC when you Teleport, take Psychic damage equal to your chosen Trait and must make an Intuition Test, the TG equals 8 + your SB + your chosen Trait. On a Failed Test: The first attack made against the Target is made with Advantage as they are distracted by the fragmenting crystals.

Any time you gain the Bloodied condition you may immediately use the Gem Shift action instead as a reaction (1RP).

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Gemborn Ancestry Features

Adapted Form. Some gemborn are adapted to move across less common environments. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 2m, and gain Force Reduction 5.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects of travelling at High Altitude. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, and do not suffer the negative effects of travelling in the Low Depths.


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Gemhide Armour. Some gemborn are made of gems, rocks, or stone that provide them natural armour. While you aren’t wearing Armour Pieces, you can calculate your HT as 14 + your Endurance. You can use a Shield and still gain this benefit.


Ghostlight Eyes. You are used to travelling in the dark. You gain Nightvision to 12m, and Tremorsense to 3m.


Hidden in Plain Sight. Some gemborn look incredibly like natural rock outcroppings or boulders. When remaining perfectly still you are indistinguishable from a regular rocky/gem based mass, though depending on what you look like and environment you are in you may still be apparent as an oddity.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the cosmos and the World Soul. When you gain this Ancestry Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Modified Shift. Some gemborn have noticeable differences in how they shift. Choose one of the following modifications to the Gemstone Shift Feature:

  • Controller. When you use the Gem Shit action to Teleport, you can see any entity damaged by the action that is Invisible until the end of your next Turn.

    Entities that fail the Trait Test, take additional Psychic damage equal to your SB and are pushed back 1m directly away from you before being knocked Prone, if they cannot be pushed back due to the space being occupied, they are just knocked Prone.

  • Protector. When you use the Gem Shit action to Teleport, you gain 5 + your Character Level BP.

    You may choose to apply the Marked condition to one entity you damaged. While Marked, the Target has Disadvantage on Attack Rolls for any attack that doesn't Target you.

    If an entity you share a Bond Concept with, is within the AoC of any entity that you could Mark, you must Mark them, as a psionic compulsion overcomes you.


Powerful Build. Your lineage allows you to perform far above your weight class. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.

In addition, your Unarmed Strikes increase the size of their damage die by 1.


Psionic Gems. Some gemborn are composed of gems made of crystalised psionic energies. You immediately gain 3 Psi Points, and whenever you would gain Psi Points from Levelling in a Class, you gain an additional Psi Point.

If you do not have a Class Feature that states otherwise, your Psi Limit is 1, until Character Level 5 when it becomes 2.

Rules for using Psi Points to manifest psionic powers are included in the Magic Chapter of the Core Rules.


Psychic Attachment. Some gemborn find themselves able to psychically bonded to certain items from or tied to the Outside, without needing to allow them to feed off of their souls. You can treat yourself as being Soulbonded to one Magic Item with the Parasite or Outsider Item Tags without requiring a Soulbond slot.

You can end your Soulbond attachments to Items with the Parasite or Outsider Item Tags without any negative consequences.


Psychic Commune. The psionic power of a group makes you all more powerful than you would be alone. When working with a group of 3 or more allied entities within 6m (Near) of you, you and any allied entities within 6m (Near) of you gain +1 AP.

So long as the above conditions are met and you can manifest psionic powers, you and any other ally within 6m (Near) of you who can manifest psionic powers, can manifest powers as if you were occupying that ally’s space and vice versa.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Resonant Crystals. Some gemborn find their crystalline nature aids them in resisting psionic powers and spells. You have Psychic Reduction 5, and have Advantage on Trait Tests to resist, avoid, or end the effects of spells, psionic powers, and rites.


Stoneform. Some gemborn being made of stone find magical effects cannot petrify them. You cannot gain the Petrified condition, instead when you would gain the condition you gain the Paralysed condition.


Telepathy. Some gemborn are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.



Insectoids

The Insectoids are a folk that have long existed as part of the World. It is said the first hives of the insectoids were made at the dawn of the World by the World Soul, with the intent of being the World Soul's protectors and caretakers.

There are some insectoids who the World Soul selects for tasks of great import, these insectoids are known as Paragons. Each Paragon is granted a greater amount of freedom and individuality to perform their task, these insectoids, after they have carried out their task, will return to the hive. Once they have returned, they will enter an eternal torpor, becoming encased in amber. While in this amber torpor, the Paragons can commune, provide company and advise the World Soul, likewise they will advise the hive queens with their knowledge of the outside world.

There are also some insectoids born with less of a tie to the Hive, these often will go out to make a life for themselves as their free will rather than the needs of the hive dictate.


Type: Humanoid & Animal

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 30 Years



Insectoid Ancestry Features

Adapted for the Hive. Some insectoids are adapted to better suit their roles needed for the hive. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 3m, and gain Force Reduction 5.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects of travelling at High Altitude. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, and can breathe underwater.


Cooperative Mindset. You find it easier to form bonds with those around you. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Extra Limbs. Some insectoids are born with additional limbs. You can use this appendage to use the Use Item action or make an Unarmed Strike. These additional limbs may wield and use a Weapon, however, unless the Weapon has the Light Weapon Property, the Weapon gains the Heavy (3) Weapon Property or increases its current Heavy Property by 3, and the Weapon cannot be used if it does not meet this requirement.


Hive Telepathy. Some insectoids are born with the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 24m of you.

In addition, you do not need to sleep during a Long Rest, and can instead remain conscious during a Long Rest though only able to perform light Activities. You are Immune to spells and magical effects that would force you to sleep.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the primordial. You Learn one Pimordial Cantrip and always have Prepared a 1st Circle Pimordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Pimordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Innate Psychic. The nature of your lineage grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Ancestry Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Ancestry Feature (chosen upon gaining this Feature).


Insectoid Build. Some insectoids have stronger limbs and faster reflexes than others. You gain +1RP, can perform the Disengage action for 1AP, and can add half your Skill Bonus to your Initative Tests.

You also gain the Agile Move action.

Insectoid Ancestry Action Card Agile Move AP Cost: 1AP Effect: If your Movement speed is greater than 0, you can perform one of the following manoeuvres: •You can move a distance equal to your Walking speed without Triggering Opportunity Attacks. •You can Long or High Jump a distance, using either Physique as normal or your Skill Bonus whichever is higher, without Triggering Opportunity Attacks.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Insectoid Senses. Some insectoids have eyes adapted for underground tunnels, with antennas also used to assist in sensing the world around them. You gain Nightvision out to 12m and Blindsight out to your Unarmed Strike's Reach.


Invertebrate Shell. Some insectoids have hardened shells that protect them and aid them in ambushing prey. While you aren’t wearing Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.

You gain the Colour Shift action.

Insectoid Ancestry Action Card Colour Shift AP Cost: 2AP Effect: You can change the colour of your skin to blend into your surroundings. You have Advantage on Stealth Skill Rolls made to Hide in your current surroundings.

Natural Hunter. You are adapted to tracking and finding prey. You always know which way is north and gain the Skill Foci Survival:Navigation and Survival:Tracking.


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using sharpened mandibles, claws, horns, stingers, etc. When you gain this Feature, choose either Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1, and your Reach increases by 1m.

If a Target takes damage from an Unarmed Strike using your Natural Weapons, the Target immediately becomes Grappled so long as you have one arm free to maintain the Grapple. Targets trying to escape your Grapple have Disadvantage on those Trait Tests.


Poison Stinger. Some Insectoids have poison stingers or fangs. When you deal damage with an Unarmed Strike, you can force the Target to make an Agility Test, whose TG equals 8 + your Physique/Agility (chosen by you) + your SB.

On a failed Test, the entity gains 1 Degree of the Poisoned and Burned (Poison) conditions. The Degrees of the Burned (Poison) condition cannot be removed until the Poisoned condition is removed.

If failed by 5 or more, they gain an additional Degree of each condition.

Whenever an entity with Degrees of the Poisoned condition from this Feature, fails the Tests to reduce the Degrees of the Poisoned condition by 5 or more, they gain an additional Degree of the Poisoned and Burned (Poison) conditions.

When you deal Poison damage with any effect, you can choose to treat the Poison damage as Non-Lethal Damage.


Powerful Build. Your lineage allows you to perform far above your weight class. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Quickened Healing. Some insectoids have enhanced regenerative properties. When you would have your HP restored, increase the HP gained by the highest value of your largest unexpended Hit Die.


Web Walker. Some insectid have the ability to weave webs and cross them safely. You automatically succeed on Agility Tests made against the Web spell, and can ignore any movement restrictions from webbing, and do not cause it to vibrate, allowing the Target to be ignored by Tremorsense or similar abilities tied to detecting movement or contact with webbing.

As an Activity during a Rest, you can create 1 Unit of Web Weave during a Short Rest, or SB Units of Web Weave during a Long Rest. Web Weave is a Textile Material, that if used as a Crafting Material for Armour or Clothing, confers a +1 Material Bonus to HT and other entities Disadvantage on Trait Tests made to escape a Grapple from the Wearer.

You gain the Web Shot action.

Insectoid Ancestry Action Card Web Shot AP Cost: 2AP Target: An entity/object/vehicle/structure you can see within Range Range: 24m | At Range Duration: 1 Encounter/Scene Effect: You shoot a mass of thick, sticky webbing at the target. The Target must make a Physique or Agility Test (chosen by them), whose TG is equal to 8 + your Endurance + your SB. Objects or structures automatically fail the Test. On a Failed Test: For the Duration, the Target is Restrained. They can use an action (2AP) on their Turn to try to repeat the Test to escape the webs early. Whilst Restrained this way, if the Target is smaller than your Size Category, you can use an action (2AP), to pull them up to your Physique metres towards you. You may also for Target of your Size Category or larger use the action to pull yourself that distance towards them. The webs are flammable. The web exposed to fire burns away in 1 Round. An entity starting their Turn in webbing that is aflame is dealt 2d4 Fire damage.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Plantoids

The plantoids are a folk that have long existed as part of the World. Viewed as children of the World Soul plantoids are found throughout the World, it is unclear if they are their own peoples or spirits of nature possessing flora and shaping them into suitable host forms.

Some abilities of plantoids have come from their own forms and innate magic but others come from the multitude of creatures that may use the plantoid’s body as a host for their nests or hives.

Appearance-wise plantoids vary as much as plants and fungi do. They all are humanoid in form but bar that the sky's the limit.


Type: Humanoid & Flora

Size: Small (0.5m - 1.2m) or Medium (1.2m - 2.5m)

Movement Speed: 6m

Lifespan: 1000 Years

Plant's Rest. Plantoids don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 Hours a Day. Whilst meditating a Plantoid can dream. After resting in this way, you gain the same benefit that a Humanoid does from 8 Hours of sleep. You are also Immune to spells and magical effects that would force you to sleep.

It also takes twice the amount of time you can survive without Food & Drink, without consequences, and of Suffocation (both time you can hold your breath and the number of Rounds you can survive when you run out of breath/are choking).



Plantoid Ancestry Features

Ancient Mind. Some plantoids are ancient as the trees they live with, making their minds harder for those unaccustomed to interact with. You gain Psychic Reduction 5, and have Advantage on Trait Tests made to resist, avoid, or end the Charmed, Confused, Dazed, and Stunned conditions and effects that would read your thoughts.


Deep Roots. Some plantoids have grown deeper roots to steady themselves against strong blows. You have Advantage on Trait Tests made to resist or avoid being knocked Prone, moved against your will, or to catch yourself from a Fall.

You also gain the Root Senses action.

Plantoid Ancestry Action Card Root Senses AP Cost: 1AP Duration: 10 Minutes Effect: You use your roots to feel vibrations of your surroundings. For the Duration, so long as you are in contact with loose earth, soil, or water you gain Tremorsense out to 12m.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Environmental Adaptations. Some plantoids by the nature of the plants they are made of or the entities that reside in them to make their nests offer a variety of benefits to some plantoids. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 3m, and have Advantage on Trait Tests to resist or avoid being moved against your will or knocked Prone.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects of travelling at High Altitude. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, can breathe underwater, and do not suffer the negative effects of travelling in the Low Depths.


Eyes of Night. You are used to travelling in the dark. You gain Nightvision out to 12m.


Flowering Plants. Some plantoid grow beatutiful flowers across their form. You can perform the Socialise action for 1AP.

Any entity that Grapples you or otherwise comes into direct contact with your skin, such as from Unarmed Strikes, must succeed on an Endurance Test, whose TG equals 8 + your Endurance + your SB.

You gain the Pollen Cloud action.

Plantoid Ancestry Action Card Pollen Cloud AP Cost: 2AP AoE: Your AoC Effect: You emit of cloud of pollen from your flowers. Each entity of your choosing within the AoE may expend a number of unexpended Hit Dice up to half their SB. Replenishing HP equal to 1d6 + the total roll of the expended Hit Dice + their Endurance. You may also choose to expend a number of your unexpended Hit Dice up to half your SB. If you do so add the total roll of these expended Hit Dice + your Determination to the HP restored. If you do so each entity must make a Determination Test, whose TG equals 8 + your Endurance + your SB. On a Failed Test: They are also Charmed by you for 1 Hour.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

If you chose the Poison Petals Ancestry Feature, you can instead use the action to cause entities within the AoE of your choosing to make an Endurance Test, whose TG equals 8 + your Endurance + your SB.

On a failed Test, the entity takes 1d6 Poison damage and gains a Degree of the Poisoned condition.

If they failed the Test by 5 or more, they take twice as much damage and gain an additional two Degrees of the condition.

On a successful Test, they take half as much damage.

You may choose to expend a number of Hit Dice up to half your SB, to add the expended Hit Dice and your Endurance to the Damage Roll. If you do so, and they fail the Test by 5 or more, they also become Charmed by you.


Fuelled By The Sun. Some plantoid's leaves can channel the power of the sun to enhance their abilities. As an Activity during a Short Rest, whilst the sun is visible, you can rest absorbing the sun's rays.

Once this Activity is completed, you are considered to have consumed 20 Units of Food & Drink, and for the next Hour you gain +1AP and a +1 Rest Bonus to your HT.

After using this Activity, you gain a use of the Solar Beam action.

Plantoid Ancestry Action Card Solar Beam AP Cost: 1AP+ AoE: Xm x Ym Line, Emanating from You Effect: You unleash a beam of stored solar energy. Upon using this action you can Charge the Action or Unleash the Beam. Charge Action: You may spend 1 or more AP, noting down the AP charged thus far. If at the end of your Turn, you have not spent any AP to Charge this action, all charged AP are lost. Unleash Beam: For the AoE X equals the amount of AP Charged with this action, and Y equals a quarter of the AP Charged (minimum of 1m, maximum of 3m). Each entity within the AoE must make an Agility Test, whose TG equals 8 + your Endurance + your SB. On a Failed Test: The entity takes 1d12 Radiant damage + your Endurance + 3d12 for every 3AP Charged with this action. Failed by 5+: They take twice as much damage and gain the Wide Open condition. Successful Test: They take half as much damage.

Once this action has been used, you may not do so again until you have completed the Activity from this Feature again. If you have used this Activity, but have not used the action before using this Activity again or completing a Long Rest, you lose the use of this action due to the previous use of this Actiity.


Hidden in Plain Sight. Some plantoids look incredibly like other natural flora. When remaining perfectly still you are indistinguishable from a regular plant, though depending on the plant you look like and environment you are in you may still be apparent as an oddity.


Innate Magic. The nature of your lineage grants you greater ease at accessing the magic of the primordial. You Learn one Pimordial Cantrip and always have Prepared a 1st Circle Pimordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Pimordial spell.

You can cast each of the 1st and 2nd Circle spells with this Ancestry Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Ancestry Feature (chosen upon gaining this Feature).


Leywalkers. Some plantoids can see and interact with the Ley Line network to better move between one place and another. You can detect when you are in contact with a Ley Line. When in contact with a Ley Nexus, a point where two or more Ley Lines meet, you can after 2 Rounds open a portal that connects with an adjacent Ley Nexus in the network.

In addition, you can ignore the negative effects of Difficult Terrain made of nonmagical plants or undergrowth.


Natural Armour. Some plantoids have regrowing armour made from their own bodies. While you aren’t wearing Armour Pieces, you can calculate your HT as 13 + your Agility. You can use a Shield and still gain this benefit.

In addition, you gain a +2 Armour Bonus to your HT, until you take damage at which point this Bonus becomes lost. You regrow this armour, replenishing the Bonus, at the end of every Short or Long Rest.


Natural Weapons. Your ancestry has adapted for fighting using your physical form, such as using claws, horns, stingers of the entities living within you, etc. When you gain this Feature, choose either Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1. At the start of each of your Turns, whilst Grappling or being Grappled by an entity, you deal 1dX damage of your Unarmed Strike's Damage Type to the entity, where the X is one die size smaller than your Unarmed Strike damage die (minimum 1d4).

In addition, if you use a ranged Weapon that uses wooden Ammunition such as arrows, you can freely create Ammunition from your body when reloading your Weapon.


One with Nature. You happen to have an affinity with animals and plants. You can communicate simple ideas to any Animal, Flora, or plant. They can understand what you say, though you cannot understand anything they may communicate back. You have Advantage on Determination Tests made to interact with them.

If you would gain Half Cover from foliage, for you it is treated as Three-Quarters Cover.

Your body also becomes home to a small entity of your homeland, you gain a Familiar as if you had cast the Find Familiar spell (to calculate Stats it is considered to have been cast with a Spell Slot whose Circle equals your Skill Bonus). It has the Animal, Fae, or Flora Entity Type, the Class Companion Companion Tag, and deals Force damage with their Natural Weapons if you picked the Animal Entity Type or Poison damage if you chose the Flora Entity Type.


Poison Petals. Some plantoid's carry poisons to ward of threats, sometimes delivered via their petals, sap, or thorns. You gain Poison Reduction 5. You have Advantage on Trait Tests made to resist, avoid, and end the Poisoned condition, and the effects of Poisons and Diseases.

Any entity that Grapples you or otherwise comes into direct contact with your skin, such as from Unarmed Strikes, must succeed on an Endurance Test, whose TG equals 8 + your Endurance + your SB.

On a failed Test, they take 1d4 Poison damage and gain a Degree of the Poisoned condition. Until the entity breaks contact with your skin, they cannot reduce the Degrees of the condition applied by this Feature. If the entity manages to break contact with your skin, they can repeat the Trait Test at the end of each of their Turns, ending the condition early on a success.


Powerful Build. Your lineage allows you to perform far above your weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Tree Step. Some plantoids can draw upon the natural environment around them to let them move across the forests with ease. You gain the Tree Step action.

Plantoid Ancestry Action Card Tree Step AP Cost: 1AP Effect: You can step magically into a tree you can touch and appear in an unoccupied space adjacent to a second tree within 12m (At Range) of the original tree. Both trees must be Large or larger and living.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.




Templates

To apply a Template, you must have first picked at least one Ancestry. Once you have chosen an Ancestry, you can then select one Template, a Character can only choose one Template during Character Generation.

Usually, a Template will state an Ancestry Feature Cost alongside some mandatory Template Features. This is how many Ancestry Features are counted as having been taken to gain that Template. This means if you have already taken 3 Ancestry Features during Character Generation you cannot choose a Template.

Bar this cost, selecting Template Features works like choosing Ancestry Features from a mixed background, where you can select Features from either the Template or Ancestry until you have reached the maximum number of Ancestry Features for Character Generation.

Templates gained after Character Generation from Class Features or Feats, ignore the Ancestry Feature Cost.


Altered

Altered are those who are created or modified by artificial means, it could be magic, it could be science, could be mutation or corruption. Some altered remember their pasts prior to their alterations, whereas others remember nothing. This is very open to making a Character however you want to best suit their backstory.


Type: Same as Ancestry, in addition to one other Entity Type of your choice

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Unknown

Physical Characteristics: Your body should have observable alterations where possible, to reflect the Template Features you have gained

Ancestry Feature Cost: 1

Improved Form. Your alterations are focused on improving you. You gain Reduction 5 to one Damage Type of your choosing, bar Cosmic or Entropic damage, and gain Nightvision out to 12m.

In addition, you gain one Altered Template Feature for free when gaining this Template.



Altered Template Features

Acidic Spit. Some altered have had their saliva modified to be acidic enough to harm others. You gain Acid Reduction 5 and the Spit Acid action.

You may choose to replace one attack made as part of the Attack action, with a Spit Acid attack, if you do so you cannot take the Spit Acid action as a separate action during the Turn.

Altered Template Action Card Spit Acid AP Cost: 1AP Target: An entity you can see within Range Range: 6m | Near Effect: Make an ranged Attack Roll using your Endurance. This Attack Roll ignores the Disadvantage from making a ranged Weapon Attack while within a hostile entity’s AoC. On a Hit: The Target takes 1d10 + Endurance + SB Acid damage. Empowered Effect: This damage increases by 1d10 when your Character Level reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).

Altered Form. Some altered are adapted to move across less common environments. When you gain this Feature, choose either Burrowing, Climbing, Gliding, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 3m, and have Advantage on Trait Tests to resist or avoid being moved against your will or knocked Prone.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects of travelling at High Altitude. You can walk across vertical surfaces or ceilings leaving your hands free.

  • Gliding. If you are not Incapacitated when Falling, you can Glide (see the Falling section of the Exploration & Travel Chapter of the Core Rules).

    When you land, reduce the distance you use to calculate Falling damage by 50m, and so long as you did not Fall to the ground due to the Prone condition, you are not knocked Prone.

  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, can breathe underwater, and do not suffer the negative effects of travelling in the Low Depths.


Altered Mind. The nature of your adaptations has unlocked access to the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Template Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Template Feature (chosen upon gaining this Feature).


Enhanced Defences. Some altered have received subdermal modifications, hardened Scales or even a reinforced carapace. You gain a +1 Armour Bonus to HT.


Enhanced Senses. Some altered received modified sensory organs to enhance one of their senses. When you choose this Template Feature, choose either Hearing, Sight, or Smell. You have Advantage on Intuition Tests that rely on that sense.


Enhanced Survival. Some altered have adaptations that mean they technically gain energy from magical reserves or other means. You do not need to eat, drink, or breathe.


Finish the Fight. Some altered have been modified to have organs that kick in just before death to stave it off a little longer. For you the Wounded condition has two additional Degrees added before the first normal Degree of the condition.


Hardened Constitution. Your alterations have been designed to make you harder to kill. You gain Poison Reduction 5 and have Advantage on Trait Tests made to resist, avoid, and end the Poisoned condition, and the effects of Poisons and Diseases.


Modified Rest. Some altered have their brains enhanced to allow them to shut down parts of their brain throughout the day to ensure they are always partially conscious and ready to work. Instead of sleeping you can fall into a meditative state to recharge while maintaining consciousness. Your Long Rest requires only 4 Hours of being in this meditative state. During this time, you remain conscious, even if inert and unmoving.

In addition, spells, powers, and other magical effects cannot force you to sleep.


Natural Weapons. Altered may be given a variety of ways to fight opponents, sharpened fangs, horns, claws, tentacles, etc. When you gain this Feature, choose either Bludgeoning, Piercing, Poison, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

You also when taking this Feature can choose between these extra effects for your Natural Weapon:

  • Acid Strike. Your Natural Weapon adds Acid damage to its Damage Type. If the attack with your Natural Weapon hits the Target, they take an additional 1d6 Acid damage.

    While Grappling a Target, at the start of each of the Grappled Target’s Turns they take 1d4 Acid damage.

  • Enhanced Grappler. Your Natural Weapon’s damage die increases in size by an additional 1, and when you hit with this weapon for 1AP you automatically Grapple the Target. While Grappling a Target this way you cannot use your Natural Weapon.


Powerful Build. Some altered can perform far above their weight class. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, Reach, and the weight you can push, pull, drag, or lift.


Redundant Organs. Some altered have been gifted with additional organs to take the strain should the original be damaged. You can have 2 Mild Scar Concepts and 2 Moderate Scar Concepts at any time.

In addition, when you would reduce damage and gain a Mild Scar Concept, you can choose to not gain the Mild Scar Concept.

Once you have avoided a Mild Scar Concept this way, you may not do so again until you have completed a Long Rest.


Resilient Mind. Some altered have been trained or designed to resist certain mental and emotional effects. You have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terror conditions, and on Focus Skill Rolls.


Scattered Memory. Some altered do not remember their pasts before they were experimented on only gaining brief flashes of what they think were their past life, other altered who were created from scratch may have had implanted memories from their creator to grant them knowledge and skills for when they are completed. When you complete a Long Rest, you may choose one Language, one Skill, and one Tool or Weapon.

Until the end of the next Long Rest, you are treated as having Learnt and been Trained in these chosen abilities. The GG may give you glimpses of memories, or you may have some suggestions of your own to accompany them.

When you fail a Trait Test using the chosen Skill or Tool/Weapon then you may roll 1d6 and add the result to the Test potentially turning a failure into a success as forgotten muscle memory kicks in.

You can use the d6 bonus for a failed Test a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Telepathy. Some altered have gained the ability to communicate with others telepathically. You can speak telepathically to any entity you can see within 6m of you.



Constructed

Constructed are those machines, potentially made of clockwork, steampower, magitech, electronics, or just magic. Some have organic components used in their construction, while others may be made of metal or synthetic polymers. Constructs use the Ancestry more in what kind of beings they were based off of in their design to replicate, maybe because your creator was of that Ancestry or maybe your creator wanted to harken back to myths or legends of the past when designing you. This is very open to making a Character however you want to best suit their backstory for your Construct Character.


Type: Replaces at least one of their Ancestry’s Entity Types with Construct

Size: Tiny (0.2m - 0.5m), Small (0.5m - 1.2m), Medium (1.2m - 2.5m), or Large (2.5m – 5m)

Movement Speed: Same as Ancestry

Lifespan: Unknown

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained

Ancestry Feature Cost: 1

Constructed Form. You were built to be more than a simple construct. You gain Nightvision to 12m. If the Mending spell is cast on you, you can expend an unused Hit Die, roll it, and regain a number of Hit Points equal to the roll plus your Endurance (minimum of 1).

You can be affected by spells and of the Restoration Spell/Power School, even if they state they do not affect Constructs.



Constructed Template Features

Adapted Form. You were made to operate in a specific environment. When you gain this Feature, choose either Burrowing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, Tremorsense out to 3m.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1. Armour from the Built In Defences Template Feature is counted as modified to allow for unaffected Flight.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and do not suffer the negative effects of travelling in the Low Depths.


Artificial Mind. The nature of some constructed’s artificial mind means they are harder to charm or frighten. You have Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terror conditions, and on Focus Skill Rolls.


Artificial Weapons. Constructed may be given a variety of ways to fight opponents, rams, claws, enhanced fists, etc. When you gain this Feature, choose either Bludgeoning, Lightning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.


Built-In Defences. Some constructed are built to be well armoured. If you have this Feature, you gain no benefits from wearing Armour Pieces, though the Shield Bonus from Shields still applies as normal. Each time you finish a Long Rest, you can choose to take a specific Armour Mode that you are Trained to be able to use:

  • Light Core Material. Requires no Armour Training, counts as Light Armour. Your HT equals 11 + your Agility + your SB. The Armour is counted as being part of the Quilted Armour Group.

  • Composite Armoured Core. Requires Medium Armour Training, counts as Medium Armour. Your HT equals 13 + your Agility (Maximum of 2) + your SB. The Armour is counted as being part of the Composite Armour Group.

  • Heavily Plated Core. Requires Heavy Armour Training, counts as Heavy Armour with the Clanking Armour Property. Your HT equals 16 + your SB. The Armour is counted as being part of the Plate Armour Group.

    You can ignore the Clanking Armour Property if you use half your Skill Bonus for calculating your HT with this option, or if the Magic Armour Pieces you have Soulbonds with would allow you to ignore Clanking Armour Property.

If you form a Soulbond to Magic Armour Pieces they are absorbed into your body. When you choose the Armour Mode that matches the Armour Type of the Magic Armour Pieces you gain the additional magical benefits that Armour Pieces would provide, with the exception of numerical bonuses to HT.


Built-In Weapons. Some constructed were built for warfare, assassination, or security and were fitted with Weapons built into their bodies. When you gain this Feature, pick one Weapon without the Two-Handed or Heavy Weapon Properties with the exception of a Shortbow or Light Crossbow which can also be chosen (if you choose these Ranged Weapon options you still require a second hand for the loading and firing). You can speak with the GG to have a Weapon that does not meet the above conditions if you can come up with a reason for it and they agree.

This chosen Weapon is built into your forearm, and cannot be removed from your person without the removal of the limb or with specific technical knowledge and expertise of your construction. You can also, if you have an appropriately skilled technician who would allow you to, swap an equivalent type of Weapon with the one attached to your forearm.

For 1AP you can retract the Weapon into your arm or deploy it. While deployed you cannot use the hand for anything else.

In addition, you gain this Feature, you can choose one of the following adaptations to your Weapon:

  • Auto-Loader. You can ignore the Loading Weapon Property for the Weapon so long as a specialised section of your body for storing Ammunition for that Weapon is not empty.
  • Hidden Weapon Slot. While the Weapon is retracted it is hidden from casual observation, to find it with physical searching will require an Investigation or Perception Skill Roll with a TG equal to 10 + your Endurance + your SB.
  • Quick Deployer. You can retract or deploy the Weapon as a normal Use Item interaction, allowing you to do so as part of another action.

Enhanced Senses. Some constructed are made with advanced sensors that enable them to detect things others may miss. When you choose this Template Feature, choose either Hearing, Sight, or Smell. You have Advantage on Intuition Tests that rely on that sense.


Hidden Compartments. Some constructed are built with concealed internal storage compartments. You gain an internal compartment in your body, the compartment is hidden from casual observation, to find it with physical searching will require an Investigation or Perception Skill Roll with a TG equal to 10 + your Endurance + your SB.

If the compartment is hidden within your torso, it has 25 Container Slots, you can also if it is empty store another entity who is at least one Size Category smaller than you. Otherwise it is deemed to have 5 Container Slots. For every 5 Container Slots, the compartment can store 2 additional Units of Ammunition.


Inbuilt Tools. Some constructed have tools built into their bodies. Choose a Tool you are Trained in; this Tool is built into your body. When using this Tool increase its Item Bonus by 1.

Someone who is suitably trained in your construction can remove the Tool and upgrade it or replace the Tool with a higher quality one.

You normally still require the normal amount of hands free to operate the Tool, though you can speak with the GG to potentially get around this if you can come up with a reason, or be upgraded to allow for hands free use. Another consideration is a hand may not be needed to operate the Tool but cannot be used for anything else while the Tool is working, such as wrist mounted Thieves’ Tools.


Light Construction. Some constructed are built with light weight components. Your Walking speed increases by a number of metres equal to half your SB.

In addition, you count as one Size Category smaller when determining the ability to move through another entity's space, spaces you can squeeze through, and Stealth bonuses.


Multi-Limbed Construction. Some constructed are built with an additional pair of arms. You gain a Climbing speed equal to your Walking speed.

You can use these appendages to use the Use Item action or make an Unarmed Strike. These additional limbs may wield and use a Weapon, however, unless the Weapon has the Light Weapon Property, the Weapon gains the Heavy (3) Weapon Property or increases its current Heavy Property by 3, and the Weapon cannot be used if it does not meet this requirement.


Multi-Legged Construction. Some constructed are built with one to two additional pairs of legs. You have Advantage on Trait Tests to resist or avoid being moved against your will or knocked Prone.

Whilst Climbing, you can walk across vertical surfaces or ceilings leaving your hands free.


Powerful Build. Some constructed were made specifically for combat or heavy manual labour. You have Advantage on Physique Tests, bat Attack Rolls. You count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Preprogramming. Some constructed were made with inbuilt instructions and training for a set role. Choose between Diplomat, Fabricator, or Merchant, while the title may not necessarily fit what your Character was designed for in their Background consider using them as a guide or inspiration, reflavouring the role to better suit your Character. You gain the following bonus based on your choice:

  • Diplomat. You Learn an additional Language, and an additional Skill.
  • Fabricator. You Learn an additional Skill, and become Trained in an additional Tool.
  • Merchant. You Learn an additional Language, and become Trained in an additional Tool.

Protective Shielding. Some constructed have runes carved into their plating, others have energy or arcane field generators that help protect the unit. You gain a +1 Shield Bonus to your HT, and you gain the Discharge Shield reaction.

Constructed Template Reaction Card Discharge Shield RP Cost: 1RP Trigger: You start a Turn being Grappled. Effect: You discharge some of your shield’s energy into the Grappling entity dealing 1d6 + SB Lightning damage to the Grappling entity. You have Advantage on Trait Tests made this Turn to escape the Grapple.

Scrap Bot. Some constructed are made in a less organised or consistent manner, though this can have its uses. When you gain this Feature, choose between Endurance, Knowledge, Intuition, or Determination. You gain the Activate Scrap action.

Constructed Template Action Card Activate Scrap AP Cost: 2AP Effect: You can rummage in your internals to try and activate a part of your machinery. When you do so, roll a d10 and consult the Scrap Bot Table below. If the result requires a Trait Test the TG is equal to 8 + your SB + your chosen Trait.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

Scrap Bot Table
Results
1

Unexpected Chaos. Multiple components activate at once. Roll on this Table at the start of each of your Turns for 1 Encounter/Scene, rerolling this result on subsequent rolls. Each effect only applies the initial result (lasting until the start of your next Turn, if they would last for a longer Duration) rather than continually usable for the Encounter, with the exception of the final result.

2

Loose Bolts. An assortment of nuts, bolts, and strange components that look like pyramidal synthetic components fall out of your body; you hope they’re not important. Until the end of the Encounter/Scene, the ground within 2m (Near) of you is Difficult Terrain for everyone but you.

3

Remolded Form. Additional plates appear. Until the end of the Encounter/Scene, your Size Category increases by one.

4

Jump Drive. A forgotten motor activates jumping you through space. You Teleport up to 6m (Near) to an unoccupied space you can see. Until the end of the Encounter/Scene, you can use this effect again once on each of your Turns as an action (1AP).

5

Grenade!. A small spherical metallic Object is launched to a space you can see within 6m (Near) of you. At the end of your Turn, the sphere explodes, and each entity within 1m (Melee) of it must succeed on an Agility Trait Test or take 1d6 Force damage. Until the end of the Encounter/Scene, once per Turn, you can use this effect again, deploying another grenade as an action (1AP).

6

Quickened Function. Subroutines activate to speed up your motors and reactive functions. Until the end of the Encounter/Scene, you have an additional 1AP and 1RP each Turn.

7

Self-Repair Function. Programming activates to repair your wounds. You regain 10HP. Until the end of the Encounter/Scene, you regain 5 HP at the start of each of your Turns.

8

Wrist Rockets. A small missile launcher deploys from your wrist. Until the end of the Encounter/Scene, you can cast the Magic Missile spell once per Turn, using your chosen Trait for this Feature as your Spellcasting Trait.

You can instead of casting it, however, choose to spend 1AP to charge it up. When you cast the spell, increase the Circle it is cast at for each Turn you charged it up (to a maximum of 5th Circle).

9

Shield. A small energy field activates surrounding you and your allies within 2m (Near) of you. Until the end of the Encounter/Scene, while in this area you and your allies gain +1 Scrap Bonus to your HT.

10

Experimental Function. You were built with some unique technology or magic. You can suggest to the GG for a suitable effect, the effect can be the same or different each time you get this result. If you cannot agree on an effect, choose any other result on the Table except Unexpected Chaos.



Death-Touched

Death-Touched are those Characters who for one reason or another, have been touched by the Realms of Death. You may have an ancestor who was a vampire or were bitten by one without truly turning, you may have died and been brought back for one reason or another, you may have made a deal with a ghost to fulfil their vendetta in exchange for them granting you powers, or maybe you journeyed to the Realms of Death and left part of your soul behind and brought back part of that Realm with you. These are but a few examples for you to look at, but so long as your backstory ties you to the Realms of Death, you may use this Template.


Type: You gain the Undead Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Unknown, some can be immortal or do not age so long as their Tithe is satisfied

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained

Ancestry Feature Cost: 1

Natural Weapons. Death-Touched have a variety of ways their forms have adapted to cause harm often in pursuit of their tithe including growing sharpened fangs, claws, etc. When you gain this Feature, choose Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.


The Tithe. All Undead have to fulfil a Tithe to avoid being dragged back into the Realms of Death, vampires need blood, most summoned undead use the magic of their summoner to feed the Tithe. While your nature means that you won’t get sucked back into the Realms of Death for failing to meet the Tithe, you will need to satisfy the Tithe to make the full use of your deathly abilities.

First you will need to work out what the focus of your Tithe is. Generally, this will come from the kind of Undead you are related to, but general ideas can be blood, flesh/specific organs, or psychic energy/emotions. There can be more unusual things like life energy or cerebral fluid. You gain the Tithe as a second Flawed Concept “The Tithe: [name of what you feed on]”.

Once you have worked out what your Tithe is next comes your Hunger, except for the Embraced by Death, and Eyes of Death Template Features, wherever you use a Feature granted by this Template it counts as drawing upon your deathly energy, and when you do so, your Hunger will increases as stated in the Feature or action/reaction granted by the Feature.

Once the Hunger equals your Character Level + your Determination, otherwise known as your Hunger Limit, you will have to make a Hunger Test. You also will need to make a Hunger Test whenever you can see or smell the object of your Tithe.

A Hunger Test is a Determination (Focus) Test with a TG of 10 + your Hunger Tally.

On a successful Test, you resist the Hunger.

On a failed Test, you succumb to the Hunger and enter a rage. In this state you must move directly toward the nearest entity you are able to feast upon, unless you saw something that set the Hunger Test off at which point move directly towards that Target and take an action that would allow you to get at your Tithe object, which will most likely be the Attack action. If you have a Feature that lets you attack multiple times in one Attack action, then you must make multiple Attacks. Once your attack is resolved, you regain control of yourself.

Once you have fed you reduce your Hunger Tally by your Skill Bonus.


Turn Resistance. Death-touched are not fully Undead; this means that effects that would Turn the Undead have a reduced effect against you. You have Advantage on Trait Tests to resist, avoid, or end any effect that Turns the Undead.



Death-Touched Template Features

Deathly Scream. Some death-touched can emit a scream that can frighten someone to death. You gain the Deathly Scream action.

Death-Touched Template Action Card Deathly Scream AP Cost: 2AP Requirement: This action cannot be performed while in direct sunlight Targets: All entities that can hear you within Range, bar Constructs and Undead Range: 6m | Near Tithe Cost: Hunger Increases by 3 Effect: You can emit a deathly scream. All Targets must make an Endurance Trait Test. The TG equals 8 + your SB + your Endurance. On a Failed Test: The Target takes SBd12 Psychic damage and gains one Degree of the Frightened condition until the end of your next Turn. On a Failed Test with 4+ Degrees of the Frightened Condition or Minion Tag: The Target’s HP is reduced to 0HP, but they are Stabilised. On a Successful Test: The Target takes half as much damage.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Detect Life. Some death-touched are able to sense those that they can feed upon for their tithe. You gain the Detect Life action.

Death-Touched Template Action Card Detect Life AP Cost: 1AP Range: 12m | At Range Duration: 1 Round Tithe Cost: Hunger Increases by 1 Effect: You can open your awareness to detect life essences of beings around you. You know the vague direction of any entity within Range that is not behind Total Cover, that is not a Construct or an Undead. Until the start of your next Turn, you cannot have Disadvantage on Attack Rolls against an entity you have sensed with this action.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Embraced by Death. Some death-touched are filled with a sufficient amount of energy from the Realms of Death that they find themselves resilient to often lethal wounds. For you the Wounded condition has two additional Degrees added before the first Degree of effect.


Enhanced Senses. Some death-touched have heightened senses to detect prey. When you choose this Template Feature, choose either Hearing, Sight, or Smell.

When making Intuition Tests that rely on that sense, you can choose have Advantage on the Test increasing your Hunger by 1.


Ethereal Step. . Some death-touched have the ability to turn phase into an Incorporeal form briefly to break into the Ethereal Realm briefly and jump a short distance closer to their foes. You gain the Ethereal Step action.

Death-Touched Template Action Card Ethereal Step AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Tithe Cost: Hunger Increases by 1 Effect: You can Teleport to the Target point. Until the end of your next Turn following this jump, you have Resistance to all damage received and are Incorporeal.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Eyes of Death. You are used to travelling in the dark. You gain Nightvision to 25m and gain Spiritsight to 25m.


Frightening Presence. Some death-touched are able to channel their deathly aspect to terrify those around them. You have Advantage on Trait Tests made to resist, avoid, and end the Charmed, Frightened, and Terror conditions, as well as effects to magically put you to sleep. You can choose to instead automatically succeed the Test but increase your Hunger by 5.

You gain the Death Mask action.

Death-Touched Template Action Card Death Mask AP Cost: 2AP Range: Self AoE: 3m Cone, Emanating from You Tithe Cost: Hunger Increases by 1 Effect: You reveal your deathly aspect. Each entity within the AoE must make a Determination Test, the TG is equal to 8 + your SB + your Determination. Constructs and Undead are Immune to this action. On a Failed Test: The entity gains one Degree of the Frightened condition. If They Failed by 5+: They gain an additional Degree of the Frightened condition. On a Successful Test: The entity has Disadvantage on the next Trait Test they make.

Once you use this action, you can’t use it again until you complete a Short or Long Rest.


Hide in Shadow. Some death-touched find themselves able to mould the very shadow to keep them hidden. While in Dimly Lit areas or Darkness, you can take the Use Skill (Stealth) action for 1AP, increasing your Hunger by 1.


Powerful Build. Some death-touched are stronger than their appearance would imply. You can choose to have Advantage on a Physique Test, bar an Attack Roll, and count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift. Each time you do so increase your Hunger by 1.


Supernatural Grip. Some death-touched are adapted to being able to defy gravity. You can choose to gain a Climbing speed equal to your Walking speed and walk across vertical surfaces or ceilings leaving your hands free. Each time you do so increase your Hunger by 1.


Supernatural Speed. Some death-touched can use their energies to increase their speed. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

When you use the Movement action any additional times after the first on your Turn, for those actions your Walking speed increases by 3m and your Hunger increases by 1.


Regeneration. Some death-touched find the energies that flood their bodies allow their wounds to knit back together. At the start of each of your Turns, if you have at least 1 HP you may choose to regain a number of Hit Points equal to your SB + your Endurance, when you do so increase your Hunger by 2.

If you took Fire or Radiant damage since the end of your last Turn, this Feature doesn’t function for this Turn.


Semi-Incorporeal Form. Some death-touched are able to briefly turn their forms incorporeal in order to move through areas normally unavailable to them. You can move through other entities, objects, and terrain features as if they were just Difficult Terrain, but cannot enter these spaces if you do not have enough movement to leave the space, when you do so increase your Hunger by 1.


Undead Endurance. Some death-touched have the ability to keep standing against blows that would normally take them out. When you receive damage that would reduce you to 0 HP, so long as it is not from Radiant damage or a Critical Hit, you can instead choose to drop to 1 HP and your Hunger increases by 1.

Once you have used this Feature, you cannot do so again until you have completed a Long Rest.


Upgraded Natural Weapons. Some death-touched have unusual uses for their Natural Weapons, from venom coated claws, to bloodsucking fangs, and more. When you gain this Feature, choose one of the following actions: Bloodletting Strike, Life Draining Strike, or Weakening Strike. You gain the chosen action.

Death-Touched Template Action Card Bloodletting Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Tithe Cost: Hunger Increases by 1 Effect: If the attack with your Natural Weapon hits the Target, it deals its normal damage, and you regain HP equal to your SB + the damage dealt. This counts as Feeding for your Tithe if your Tithe involves blood. Death-Touched Template Action Card Life Draining Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Tithe Cost: Hunger Increases by 1 Effect: If the attack with your Natural Weapon hits the Target, they must make an Endurance Test, the TG equal to 8 + your SB + your Endurance. On a Failed Test: The Target’s Hit Point Maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the Target finishes a Long Rest. The Target dies if this effect reduces their Hit Point Maximum to 0. You gain a number of BP equal to half the damage dealt. This counts as Feeding for your Tithe. Death-Touched Template Action Card Weakening Strike AP Cost: 1AP Requirement: This action can only be used when performing an Unarmed Strike using your Natural Weapons. Tithe Cost: Hunger Increases by 1 Effect: If the attack with your Natural Weapon hits the Target, they must make an Endurance Test, the TG equal to 8 + your SB + your Endurance. On a Failed Test: The Target gains one Degree of the Dazed condition until the end of your next Turn.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Dream-Touched

Dream-Touched are those Characters who for one reason or another have been touched by the Realms of Dreams and Nightmares. You may have an ancestor who was a a being of Dreams or perhaps had bonded your bloodline with a Spirit from the Realm of Dreams, you may be in fact an entity born of the dreams of a mortal but somehow with stronger ties to the Material Realm than is normal, or maybe you journeyed to the Realms of Nightmare and left part of your soul behind and brought back part of that Realm with you. These are but a few examples for you to look at, but so long as your backstory ties you to the Realms of Dreams, you may use this Template.


Type: You gain the Dreamed Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Unknown

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained

Ancestry Feature Cost: 1

Dream Telepathy. Dream-touched, like the psychic beings of the Realms of Dreams, can communicate with others telepathically. You gain Psychic Reduction 5, and you can speak telepathically to any entity you can see within a number of metres of you equal to 2 times your Character Level.



Dream-Touched Template Features

Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas using your Dream Telepathy Feature to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Bonded Minds. Some dream-touched are truly gifted in telepathic communication. You gain the Mind Bond action.

Dream-Touched Template Action Card Mind Bond AP Cost: 1AP Target: An entity you are communicating Telepathically with using the Dream Telepathy Feature Duration: 1 Hour Effect: For the Duration, you give the Target the ability to speak telepathically with you and you can ignore the sight requirement to use your Dream Telepathy Feature with the Target. You can end this effect early this does not require an action. To speak telepathically with you, the Target must be within the Dream Telepathy Feature’s Range. You can maintain this Feature for a number of simultaneous entities equal to your SB; giving it to one entity more while it is affecting the others, takes it away from the earliest Target. Entities you have a Shared Bond Concept with do not count against the number of simultaneous uses of this action you can maintain at once.

Dream Cloak. Some dream-touched have the ability to bring forth the magic of the Realms of Dreams in the form of a cloak to disrupt the sense of attackers. You gain the Dream Cloak reaction.

Dream-Touched Template Reaction Card Dream Cloak RP Cost: 1RP Trigger: An Attack Roll being made against you. Effect: You wrap yourself in a cloak filled with vibrant distracting colours and patterns. Until the start of your next Turn, Attack Rolls, Targeting you, including the Triggering Attack Roll, are made with Disadvantage.

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Dream Form. Some dream-touched have the ability to alter their form in limited ways. You can change the colouration of your physical form, like hair, skin or eye colour, and certain aspects like hair length freely. At the end of a Long Rest, you may choose one of the following larger scale alterations to your form, how these changes manifest physically is entirely up to you:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and Tremorsense out to 1m.

  • Climbing. You gain a Climbing speed equal to your Walking speed.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.


Dream Guide. Some dream-touched may have gained their ability by allowing a spirit to find a home in their Dream Domain, these spirits can then be called upon to provide their ageless guidance to the dreamer. During your sleep you can choose to gain Advantage on Trait Tests involving a specific Skill or Tool until you next sleep again.

You could instead choose to delve into the memories and wisdom of your spirit ally. Inform the GG you are doing this and what you are seeking the guidance for, it could be to help answer a question, or to learn a fact, or for advice and reassurance. The GG then will inform you of a conversation with the spirit, there is a chance you get random guidance with no apparent tie to what you are seeking, it could be something abstract you will have to find the meaning of later, or it may be something that gives you the answer you seek. The GG can choose for this randomness to be determined by a Trait Test if they think it warranted. Be mindful your spirit may simply not have suitable experience or perspective to compare to your mortal life to give you the answers you seek.


Dreamwalk. Dream-touched may have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, entering the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with, or near to the location of the Dreamer whose Dream Domain you are in.


Dreamswalker. Some dream-touched can navigate between Dream Domains with ease as if they have lived there their whole life. You have Advantage on Trait Tests to navigate the Realms of Dreams and to be able to enter Dream Domains without permission or a key.


Empathetic Touch. Some dream-touched can sense the emotions of those around them. When you gain this Template Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG for this action. You gain the Empathetic Sense action.

Dream-Touched Template Action Card Empathetic Sense AP Cost: 1AP Target: One entity you can see within Range Range: Touch Effect: You can use your magic to force the Target to make a Determination Test, the TG equals 8 + your SB + Your chosen Trait. On a Failed Test: You sense the current emotions being felt by the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Eyes of Nightmare. Some dream-touched have adapted to living on the boundaries of the territories of the Nightmare. You gain Nightvision to 12m and Tremorsense to 2m.


Innate Psychic. The nature of your ties to the Realms of Dreams grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Template Feature, without expending Psi Points, at their base Grade. Once you have done so, you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Template Feature (chosen upon gaining this Feature).


Inspired Mind. You are quick to find inspiration in all the facets of the world around you. Your Inspired Event Scope increases by 1.


Lucid Dreaming. Some dream-touched have the powerful ability for lucid dreaming, without the normal vast amount of training or magical ability, allowing them to be conscious of the goings on in their Dream Domain. When sleeping you can be fully conscious in your Dream Domain, this means that while you have the same awareness of any sleeper of the world around them, you are in effect able to interact with and even manipulate the denizens and environment of your Dream Domain as the Master of this Domain. This means you can make your Domain appear in any way with any furnishings or features you wish.

Though, the Dreamborne who inhabit your Domain, due to you perceiving them as a lucid entity can be barely changed as they are considered fully formed Dreamed with their own personalities and control of form.


Magic Resistance. Some dream-touched’s nature means they can repel magic. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells and rites.


Memories of the Nightmare. Some dream-touched have access to long forgotten memories of the Dream’s conflict against the Nightmare. You have Advantage on Trait Tests to resist, avoid, or end the Frightened, Restrained, Stunned, and Terror conditions.


Nightmare Form. Some dream-touched are able to channel the powers of the Nightmare, to place horrifying visions in the mind of a target. You gain the Nightmare Visions action.

Dream-Touched Template Action Card Nightmare Visions AP Cost: 2AP Target: An entity you can communicate with via your Dream Telepathy Feature Effect: The Target makes a Determination Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The Target gains one Degree of the Frightened condition, and drops what they are holding. If They Failed by 5+: They gain an additional Degree of the condition and the Confused condition. On a Successful Test: The Target has Disadvantage on the next Trait Test they make.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Element-Touched

Element-Touched are those Characters who for one reason or another have been touched by the Outer Realms Primordial. You may have an ancestor who was a denizen of one of these Realms, you may have been exposed to a magical rite gone wrong, or merely had your body filled with the energies of one of these Realms. These are but a few examples for you to look at, but so long as your backstory ties you to the Realms Primordial, you may use this Template.


Type: You gain the Primordial Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: The Lifespan of your Ancestry increases by a fifth

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained tied to your chosen element

Ancestry Feature Cost: 1

Elemental Bond. All element-touched are tied to one of the elements of the Outer Realms Primordial. When you gain this Template choose between Air (Lightning damage), Earth (Force damage), Fire (Fire damage), or Water (Cold damage).

Any other Feature from this Template that refers to your chosen element or its associated Damage Type, will use the element you chose for this Feature.

You gain Reduction 5 to the Damage Type associated with your chosen Element, and Learn the Primordial Language.



Element-Touched Template Features

Arcane Sight. Some element-touched find it easy to at a glance work out the makeup of a spell and how best to counter it. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells and rites, and on Magical Lore Skill Rolls made to identify spells or magical rites.


Convocation of the Elements. Some element-touched have connected with their element more than most allowing them constant benefits from channelling the pure energies of their element’s Realms. You gain a benefit based on your chosen element:

  • Air. You can squeeze through a space as narrow as 3cm wide and have Advantage on Trait Tests to escape a Grapple. You gain the Channel the Wind reaction.
  • Earth. Upon completing a Short or Long Rest, you can choose to gain Resistance to either Bludgeoning, Piercing, or Slashing damage. This Resistance remains until you next complete a Short or Long Rest. You gain the Channel the Stone action.
  • Fire. You can freely turn off and on your fiery luminescence. When emitting light, a 5m (Near) Radius area around you is considered Well Lit, and the area an additional 5m (At Range) Radius beyond that is considered Dimly Lit. You gain the Channel the Flame action.
  • Water. You do not consider ice and snow as Difficult Terrain and have Advantage on Trait Tests to escape a Grapple. You gain the Channel the Ice action.
Element-Touched Ancestry Reaction Card Channel the Wind RP Cost: 1RP Trigger: A ranged Attack Roll being declared against you. Duration: 1 Round Effect: You can channel the wind to potentially cause the missile to miss. Until the start of your next Turn, ranged Attack Rolls, Targeting you, including the Triggering Attack Roll, are made with Disadvantage. Element-Touched Ancestry Action Card Channel the Stone Court AP Cost: 1AP AoE: 3m Radius Circle, Centred on You Effect: You can stamp the ground to cause a small tremor. All other entities within the AoE must make an Agility Trait Test, the TG is equal to 8 + your SB + your Physique. On a Failed Test: The Target is knocked Prone. Element-Touched Ancestry Action Card Channel the Flame Court AP Cost: 1AP Duration: 1 Round Effect: For the Duration, you can surround yourself in flames to engulf nearby foes. While these flames surround you, any entity that moves into your AoC for the first time on a Turn, or starts their Turn in this area, takes 1d6 Fire damage. Element-Touched Ancestry Action Card Channel the Ice Court AP Cost: 1AP AoE: 3m Radius Circle, Centred on You Duration: 1 Round Effect: You emit a chill aura freezing the land around you. For the Duration, all other entities treat the AoE as Difficult Terrain.

Dual Elemental Lineage. Some element-touched can trace their lines to two different elements. You can choose a second element for your Elemental Bond Template Feature. Air and Earth cannot be paired together, and Fire and Water cannot be paired together.


Elemental Caster. Some element-touched find it easier to manipulate magic involving their element. When casting a spell or manifesting a psionic power whose Damage Type is associated with your chosen element, you can reduce any Damage Reduction the Target has of that Damage Type by your SB (to a minium of 0). You also treat any roll of a 1 or a 2 on the damage dice dealing that Damage Type as a roll of a 3.


Elemental Constitution. Some element-touched’s nature are so full of their element that they are able to resist toxins intended for mortals. You gain Poison Resistance and have Advantage on Trait Tests to resist, avoid, or end the Poisoned conditon.


Elemental Glide. Some element-touched find the element they bonded to will shift around them to allow for quickened travel. You gain the Element Glide action.

Element-Touched Template Action Card Element Glide AP Cost: 1AP Target: An unoccupied space you can see in Range, connected to your current location by a continuous piece of the element chosen with your Elemental Bond Feature. Range: 12m | At Range. Effect: Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Elemental Movement. Some element-touched gain the ability to move about in the Realms they are tied to. You gain the following benefit based off of your chosen element:

  • Air. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

    You do not suffer the negative effects of travelling at High Altitude, and can hold your breath indefinitely while you are not Incapacitated.

  • Earth. You gain a Burrowing and Climbing speed equal to your Walking speed, and you gain Tremorsense at a 3m Range.

    You also can breathe when buried in earth.

  • Fire. Your Walking speed increases by 2m.

    You ignore the effects of being within 2m of Lava for a number of Turns equal to your Endurance Trait. You also do not treat Lava as Difficult Terrain.

    You also can breathe in the midst of fire without risk of harm.

  • Water. You gain a Swimming speed equal to your Walking speed.

    You do not suffer the negative effects of travelling at Low Depths, and can breathe underwater.


Elemental Navigator. Some element-touched are highly skilled at navigating the Realms of their element. While in the elemental Realms tied to your chosen element you always know which way is north and are treated as having the Skill Foci Survival:Navigation and Survival:Tracking.

In addition, you also gain the above bonus in other Realms where the environment is sufficiently tied to your element, lava fields and volcano for fire, ocean depths for water, the underground for earth, and the endless sky for air.


Elemental Strikes. Some element-touched have the ability to imbue their bodies and weapons with the power of the primordial forces. You gain the Imbue Strike action.

Element-Touched Template Action Card Imbue Strike AP Cost: 1AP Target: Yourself or a Weapon you are holding Effect: The next time you hit with the chosen weapon or an Unarmed Strike, you gain an effect based on the element chosen with the Touch of the Elements Feature: •Cold. You deal an additional 1d6 Cold damage and the Target gains one Degree of the Slowed condition until the end of your next Turn. •Fire. You deal an additional 1d6 Fire damage and the Target gains one Degree of the Burned condition until the end of your next Turn. •Force. You deal an additional 1d6 Force damage, and the Target is knocked Prone. •Lightning. You deal an additional 1d6 Lighting damage and the Target gains one Degree of the Dazed condition until the end of your next Turn.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Elemental Shift. Some element-touched are able to shift briefly into their element allowing them to pass too difficult to reach areas. You can pass through the spaces occupied by other entities, but not finish your Turn there, and can move through a space as narrow as 3cm wide without squeezing.


Eyes of Night. Some element-touched have the ability to see in the dark. You gain Nightvision to 12m.


Innate Magic. The nature of your bond to the Outer Realms Primordial grants you greater ease at accessing the magic of the Primordial. You Learn one Pimordial Cantrip and always have Prepared a 1st Circle Pimordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Pimordial spell.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Leywalkers. Some element-touched can channel their connection with the primordial powers to see and interact with the Ley Line network to better move between one place and another. You can detect when you are in contact with a Ley Line. When in contact with a Ley Nexus, a point where two or more Ley Lines meet, you can after 2 Rounds open a portal that connects with an adjacent Ley Nexus in the network.


Sense Magic. Some element-touched are strongly in tune with their magical nature. You always have the Detect Magic spell Prepared.

You can cast the spell Detect Magic for 2AP with this Feature, a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Touch of the Inner Elemental Realms. Some rare few element-touched are tied to a connecting Inner Elemental Realm. When you gain this Feature select an Inner Elemental Realm that is connected to your chosen element and gain its associated benefit. Air-Touched can choose between Thunder and Wood, Fire-Touched can choose between Metal and Thunder, Earth-Touched can choose between Fungi and Metal, and Water-Touched can choose between Fungi and Wood. The benefits granted are:

  • Fungi. You gain Necrotic Reduction 5. You gain one Cantrip and one 1st Circle spell with the Fungi Spell Tag.
  • Metal. You gain Vorpal Reduction 5. You gain one Cantrip and one 1st Circle spell with the Metal Spell Tag.
  • Thunder. You gain Thunder Reduction 5. You gain one Cantrip and one 1st Circle spell with the Thunder Spell Tag.
  • Wood. You gain Radiant Reduction 5. You gain one Cantrip and one 1st Circle spell with the Wood Spell Tag.

The 1st-Circle spell is always considered Prepared.

You can cast the 1st Circle spell with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).



Fae-Touched

Fae-Touched are those Characters who for one reason or another have been touched by the Courts of the Fae. You may have an ancestor who was a Fae, you may have made a bargain with one of the Fae Courts, potentially even pledging yourself into the service of one of the Courts or to a specific Archfae, you may have been swapped with a changeling as a baby and been raised by the Fae instead of suffering another fate, or maybe you journeyed to the Realms of Fae and brought back some of the Realms magic with you. These are but a few examples for you to look at, but so long as your backstory ties you to the Fae you may use this Template.


Type: You gain the Fae Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: The Lifespan of your Ancestry increases by a quarter

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained

Ancestry Feature Cost: 1

Ties to the Fae. Fae-touched tend to know at least one member of the Fae who, even if not the reason they became fae-touched, is a source of aid when they travel in the Realms of the Fae. You Learn the Fae Language, and gain a token of your Fae associate, while wearing this token they can telepathically communicate with you even across the Realms, they can Teleport to your location when in the Realms of Dreams, and it can be used as a token of great familiarity in any rites they may perform that require having an object they are familiar with to Target such as the Scrying rite.


Dreamwalk. Fae-touched have the ability to open temporary portals into the Realms of Dreams, using their connection to the Material Realm to in theory take a shorter path between two points, though as is the way of the Realms of Dreams these routes may end up longer than their Material counterparts.

With 2 Rounds of focus, you can open a temporary portal to the Realm of Dreams, you may choose for the portal to open close to your Fae associate or you can choose to enter the Dream Domain of a nearby dreamer.

While in the Realms of Dreams with 2 Rounds of focus you can open a portal to the Material Realm either to a location you are familiar with when near your Fae associate, or near to the location of the Dreamer whose Dream Domain you are in.



Fae-Touched Template Features

Animal Friend. You happen to have an affinity with animals. You can communicate simple ideas to any Animal. The Animal can understand what you say, though you cannot understand anything they may communicate back.


Blessing of the Courts. Some fae-touched tie themselves to one of the Grand Fae Courts through their contact, however some more directly serve a Grand Court, their allegiance granting certain abilities. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG of certain reactions.

You also must when choosing this Feature, pick one of the following Courts to tie yourself to granting its boon:

  • Auroral Court. You gain Radiant Reduction 5; you also gain the Aid of the Auroral Court reaction.
  • Summer Court. You gain Fire Reduction 5; you also gain the Luck of the Summer Court reaction.
  • Winter Court. You gain Winter Reduction 5; you also gain the Bane of the Winter Court reaction.
Fae-Touched Template Reaction Card Aid of the Auroral Court RP Cost: 1RP Trigger: An entity you can see within Range is hit by an Attack Roll Range: 6m | Near Effect: You magically cause the attack to miss, by swapping places with the Target, letting the weapon pass through the momentarily empty space. If you are Bonded with the Target, they instead Teleport to an unoccupied space within 1m of you. Fae-Touched Template Reaction Card Luck of the Summer Court RP Cost: 1RP Trigger: An entity you can see within Range of you fails a Trait Test. Range: 6m | Near Effect: You grant the Target Advantage on the next Trait Test they make. If you are Bonded with the Target, they instead can reroll the failed Trait Test. Fae-Touched Template Reaction Card Bane of the Winter Court RP Cost: 1RP Trigger: When you receive damage from an entity you can see within Range Range: 6m | Near Effect: The Triggering Target must make a Determination Test, TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target takes 1d10 Cold damage and has Disadvantage on their next Trait Test.

Blessings of the Fae. Some fae-touched can draw upon the natural environment around them to let them hide from danger. You gain the Fae Cloak action.

Fae-Touched Template Action Card Fae Cloak AP Cost: 1AP Duration: 1 Round Effect: You can magically turn Invisible, along with any objects in your possession or being carried, until the start of your next Turn. The condition is removed early if you deal damage to an entity, bestow a condition, or force an entity to make a Trait Test.

Once you use this action, you can’t use it again until you complete a Short or Long Rest.


Bonded Casting. Some fae-touched can call upon the power of community to aid their spellcasting. While you and at least two other entities who you each share a Bond Concept with, are within 5m (Near) of each other. You each count spells each other has Prepared as part of your own Prepared Spell List.

You each can also, if your ally is willing, use an ally’s Spell Slot whose spell Circle is equal to or less than your Skill Bonus.


Cooperative Mindset. Some fae-touched find it easier to form bonds with those around them. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Courtier at Heart. Some fae-touched are used to making the most out of any social event. Whenever you spend Hit Die to recover HP during a Short Rest, you recover an additional 1d6 HP for every Hit Die spent.

If you take part in the Socialising during the Meal, every member of the party doubles the amount of BP gained.


Distracting Blast. Some fae-touched have the ability to cast dazzling patterns to bring joy and euphoria to the target. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG for this action. You gain the Distracting Blast action.

Fae-Touched Template Action Card Distracting Blast AP Cost: 2AP Target: An entity you can see within Range Range: Your AoC Effect: The Target must make an Intuition Test, the TG equals 8 + your SB + your chosen Trait. On a Failed Test: The Target gains the Confused condition.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Eyes of Night. Some fae-touched have the ability to see in the dark. You gain Nightvision to 12m.


Fae Jump. Some fae-touched have been granted knowledge of the secret paths of their patron. You gain the Fae Jump action.

Fae-Touched Template Action Card Fae Jump AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Fae Token. Some fae-touched can make a smaller temporary facsimiles of the token they recieved from their Fae Associate. During a Rest, you can make one of these Tokens from something tied to you, such as a lock of hair, a childhood toy, or something else. This object remains your Token until you complete a Long Rest. While the Token remains imbued with your power the following effects occur:

  • Rite Focus. Any spells or rites that require you have an object or entity to Target who you are familiar with, have the maximum level of familiarity, if Targeting the Token or the Target holding/wearing it. Once the spell or rite is cast, the Token disintegrates.
  • Scrying. You gain the Scrying Trance action.
  • Sending. You can cast the Sending spell without requiring a Spell Slot. The Target of the spell must be the entity holding your carrying the Token, and the spell's Range is changed to 16km (Beyond).
  • Teleport. You gain the Teleport action.
Fae-Touched Template Action Card Scrying Trance AP Cost: 2AP Duration: 1 Minute Range: 16km Effect: During this trance, you can see and hear from the Token as if you were located where it is. While you are using your senses at the Token’s location, you are Blinded and Deafened in regard to your own surroundings. The trance ends early if you dismiss it (no action required) or are Incapacitated. When the trance ends, the Token disintegrates. Fae-Touched Template Action Card Teleport AP Cost: 2AP Range: 16km Effect: You can Teleport with a number of willing entities in physical contact with you, equal to your SB, to the nearest unoccupied spaces where Token is located. Once you have Teleported, the Token disintegrates.

Once you have made a Token, you may not do so again until you have completed a LonG Rest. When you complete a Long Rest, whatever Item formed your previous Token reforms next to you.


Keen Senses. Fae-touched are known for their ability to pick out details at great distances. You have Advantage on Intuition Tests that rely on sight.


Luck of the Fae. Some fae-touched have a small amount of luck granted by their fae bonds, allowing them to avoid potentially deadly incidents without having to do a thing. You gain the Fae Luck reaction.

Fae-Touched Template Reaction Card Fae Luck RP Cost: 1RP Trigger: You failed an Agility Test to resist or avoid damage or another harmful effect Effect: Roll 1d4, adding its result to your Test’s TTV. Potentially turning a failure into a success.

Innate Magic. The nature of your connection to the Fae grants you greater ease at accessing the magic of the cosmos and the primordial. When you gain this Template Feature, choose either Cosmic or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Magic Resistance. Some fae-touched find the very magical essence that fills their bodies grants them resistance to magical effects. You have Advantage on Trait Tests made to resis, avoid, or end the effects of a spell or rite.


Moulded Form. Archfae are known for shaping the forms of the fae-tocuhed bonded to them to better suit their whims. Choose one of the following movement types: Burrowing, Climbing, Flying, or Swimming.

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, and you gain Tremorsense at a 2m Range.

  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes.

  • Flying. You gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Swimming. You gain a Swimming speed equal to your Walking speed, and can breathe underwater.

Be sure to consider how your appearance has been altered to better reflect your chosen change.



Fate-Touched

Fate-Touched are those Characters who for one reason or another have a large amount of luck, or the ability to rewrite the strands of fate to their Advantage. These reasons will be highly varied and often unique to the Character. It is advised you speak with the GG before choosing this Template, to see if it fits with the specific game and setting as well as if it makes sense for the Character.


Type: Same as Ancestry

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Same as Ancestry

Ancestry Feature Cost: 1

Marked by Fate. Fate-touched are those marked by fate for a greater purpose, who can change the strands of fate themselves. Whenever you complete a Long Rest, you gain 1 Mark of Fate.

Increase the number of Marks of Fate you can have at any one time by 1.



Fate-Touched Template Features

Cooperative Mindset. Some fate-touched find it easier to form bonds with those around them. The requirements for moving between Relationship Levels is halved for you (be sure to inform the GG you have this Feature).

You also can have Shared Bond Concepts with two more entities than normal.


Determined. Some fate-touched find that their destiny is a source of pride or reassurance, spurring on their spirit of determination! You have Advantage on Determination Tests to resist, avoid, or end the Frightened and Terror conditions.


Embraced by Destiny. Some fate-touched find it is not yet their fated hour to die. For you the Wounded condition has two additional Degrees added before the first Degree of effect.


Exploit the Moment. Some fate-touched can exploit a moment where fate is most pliable to grant them an additional boon. Once per Turn, when you score a Critical Hit, you can double your Trait bonus for the damage in addition to the normal effects.


Fateful Intuition. Some fate-touched get flashes of inspiration to aid them in stressful situations. When you roll for a Trait Test that isn't an Attack Roll, you can roll a d10 and add the number rolled to the TTV.

You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the result of the roll has been declared.

Once you use this Feature, you can’t use it again until you complete a Short or Long Rest.


Fateweaver. Some fate-touched can briefly see the weaves of fate and change them to their advantage. You gain 1 Fate Point, which is replenished after being expended upon completing a Long Rest.

Whenever you make a Trait Test, after rolling the d20 but before knowing the result, you can spend one Fate Point to roll an additional d20. You choose which of the d20s is used for the Trait Test result.

In the event you have Advantage/Disadvantage on the roll, roll the d20 normally to determine the Advantage or Disadvantage result, then once that has resolved roll the d20 granted by the Fate Point and you can choose between those two d20 results which you carry through to the Trait Test result.


Innate Diviners. Some fate-touched have an innate connection to the magics of divination. You Learn one Cantrip and always have Prepared a 1st Circle spell from the Divination Spell School.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the Divination Spell School.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Inspired Mind. You are quick to find inspiration in all the facets of the world around you. Your Inspired Event Scope increases by 1.


Rewrite the Stars. Some fate-touched find that they can manipulate fate to stay safe from harm. You gain the Rewrite the Stars reaction.

Fate-Touched Template Reaction Card Rewrite the Stars RP Cost: 1RP Trigger: You are hit by an Attack Roll or you fail a Trait Test to resist or avoid a damaging effect Effect: You can cause the Triggering d20 roll to be rerolled. For Attack Rolls, use whichever result would lead to the lowest TTV. For Trait Tests use whichever result would lead to the highest TTV.

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Tip the Scales. Some fate-touched can tip the scales of fate in the favour of their allies. You gain the Tip the Scales reaction.

Fate-Touched Template Reaction Card Tip the Scales RP Cost: 1RP Trigger: You or a willing entity you can see within Range, rolls a 9 or less on a d20 roll Range: 3m | Near Effect: You turn the d20 roll into a 10.

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Heavens-Touched

Heavens-Touched are those Characters who for one reason or another have been touched by the Realms of the Heavens. You may have an ancestor who was a demi-eternal or were blessed by one, you may have been marked by an Eternal when you were born or very young, or maybe you were exposed to the energies of the Realms of the Heavens, an Eternal, or one of their servants and were left with part of that power merging with your form. These are but a few examples for you to look at, but so long as your backstory ties you to the Realms of the Heavens you may use this Template.


Type: You gain the Demi-Eternal Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: The Lifespan of your Ancestry increases by half

Physical Characteristics: Your body should noticeably have some traits based on how the Heavens have altered your form. Such as a halo whose form is like that of your Eternal, vestigial wings, glowing eyes, etc

Ancestry Feature Cost: 1

Demi-Eternal Guide. All heaven-touched be they tied directly to an Eternal, a Demi-Eternal, or be they assigned to a Demi-Eternal to watch over their nascent power, will be assigned a servant Demi-Eternal of lower rank who serves the one tied to the heavens-touched and now will also serve them. This guide will provide advice and guidance, even if not always requested, and can grow in power as you do. You Learn the Eternal Language and start the game with a higher Relationship Level with your associated Eternal than normal.

In addition, you gain a Demi-Eternal Guide Companion who does not take part in combat Teleporting away or hiding, providing the odd bit of commentary telepathically. The appearance and demeanour of the Guide often will be partly dictated by the Eternal whose hierarchy they serve in.



Heavens-Touched Template Features

Bonded Guide. SomeDemi-Eternal Huides form stronger bonds with their charges be they friendly, familial, or even adversarial. Your Demi-Eternal Guide is treated as a Familiar from the Find Familiar spell, with the Class Companion Companion Tag. To determine the Guide's Stats, treat the Find Familiar spell as having been cast at a Circle equal to your SB.

The Guide determines its own form and has the Demi-Eternal Entity Type, you cannot temporarily or permanently dismiss the Guide, however, it can choose to temporarily dismiss itself.

When it drops to 0HP the Guide will Teleport to another Realm to recover, the Guide will reappear when you next complete a Short or Long Rest, replenished as if they had completed a Long Rest.


Channel the Starlight. Some heavens-touched find it easier to manipulate magic involving the light of the heavens. When casting a spell or manifesting a psionic power that deals Radiant damage, you can reduce any Radiant Reduction the Target has by your SB (to a minium of 0). You also treat any roll of a 1 or a 2 on the damage dice dealing Radiant damage as a roll of a 3.


Consuming Light. Some heavens-touched channel the burning fire of their celestial light to burn away their foes. You gain the Consuming Light action.

Heavens-Touched Template Action Card Consuming Light AP Cost: 2AP Duration: 1 Round Effect: You expend one Hit Die and for the Duration you emit light, with a 2m Radius area around you being considered Well-Lit and the area an additional 2m Radius beyond that is considered Dimly Lit. Every entity that starts their Turn within or moves into your Well-Lit area for the first time on a Turn, must make a Determination Trait Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The entity gains the Impaired (Sight) condition until the end of your next Turn and takes Radiant damage equal to a roll of your expended Hit Die. While the Target is Impaired (Sight) by this action, your attacks and spells against the Target deal extra Radiant damage equal to your SB.

Once you have used this action, you may not do so again until you have completed a Long Rest. However if you would Die, after you have performed you Final Moment you use this action even if you have not replenished a use of this action.

When this action is used due to Dying, you expend all your unexpended Hit Dice as part of this action, rolling all of them to calculate the damage dealt. Allied entiies within the Well Lit area do not take damage instead restoring HP equal to the Radiant damage dealt.


Eyes of the Heavens. Some heavens-touched have the ability to see in the dark. You gain Nightvision to 25m.


Frightful Visage. Some heavens-touched channel darker emotions to twist their light into something more terrifying, some say donning the mantle of those who escort the souls of the departed to their proper rest. You gain Necrotic Reduction 5, and gain the Channel Darkness action.

Heavens-Touched Template Action Card Channel Darkness AP Cost: 2AP Targets: Any number of entities you can see within Range Range: 3m | Near Effect: You emit a frightening presence. All Targets must make a Determination Trait Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The Target gains one Degree of the Frightened condition. If They Failed by 5+: They gain an additional Degree of the condition. While the Target is Frightened of you due to this action, your attacks and spells against the Target deal extra Necrotic damage equal to your SB.

Once you have used this action, you may not do so again until you have completed a Long Rest.


Healing Touch. Some heavens-touched have the ability to channel the cesestial magic into healing power for others. You gain the Healing Touch action.

Heavens-Touched Template Action Card Healing Touch AP Cost: 1AP Target: An entity you can see within Range Range: Touch Effect: Roll a number of d4s equal to your SB. The Target regains HP equal to the total rolled + your SB.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Heavenly Luminescence. Some heavens-touched are able to provide light sources from their very body. You can freely turn off and on your luminescence. When emitting light, a 5m (Near) Radius area around you is considered Well Lit, and the area an additional 5m (At Range) Radius beyond that is considered Dimly Lit.


Innate Magic. The nature of the heavens-touched grants them greater ease at accessing the magic of the Eternals. You Learn one Eternal Cantrip and always have Prepared a 1st Circle Eternal spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Eternal spell.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Inspired Mind. You are quick to find inspiration in all the facets of the world around you. Your Inspired Event Scope increases by 1.


Knowledgeable Guide. Some heavens-touched have guides that are very knowledgeable in occult and magical lore. Whilst your Demi-Eternal Guide is present and able to communicate with you, you have Advantage on Faiths and Magical Lore Skill Rolls.


Magic Resistance. Some heavens-touched find the very magical essence that fills their bodies grants them resistance to magical effects. You have Advantage on Trait Tests made to resis, avoid, or end the effects of a spell or rite.


Messenger of the Eternals. Some heavens-touched may hear whispers they believe must come from one of the Eternals, or perhaps one of their servants. An Eternal or their servant might choose at a particular moment to deliver a message through you, and you can decide whether to use your own voice or to allow the entity's voice to come through your mouth to deliver the message, translated into any Language your speak.


Radiant Strike. Some heavens-touched can channel magic from the Realms of the Heavens into their blows. You gain the Radiant Strike action.

Heavens-Touched Template Action Card Radiant Strike AP Cost: 1AP Requirement: This action can only be used when rolling an Attack Roll. Effect: You alter the attack to be a radiant strike. The benefit is determined by the kid of Attack Roll that was being made: •Melee Weapon Attack/Unarmed Strike. Your attack deals an additional 1d6 Radiant damage, and you may choose to replace the Weapon’s/Unarmed Strike’s Damage Type with Radiant damage. •Ranged Weapon Attack. Your attack deals an additional 1d4 Radiant damage, and you may choose to replace the Weapon’s Damage Type with Radiant damage. The missile also emits light until the end of your next Turn, the 1m Radius area around the missile is considered Well-Lit and the area an additional 1m Radius beyond that is considered Dimly Lit. •Spell/Power Attack. You can replace one Damage Type of the spell/power with Radiant damage.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Telepathy. Some heavens-touched are granted the ability to communicate with all beings no matter the language barriers. You can speak telepathically to any entity you can see within 6m of you.


Wings of the Heavens. Some heavens-touched have wings like those of the servants of Eternals. You gain a Flying speed equal to your Walking speed and can Hover.

If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

You also gain the Protective Wings reaction.

Heavens-Touched Template Reaction Card Protective Wings RP Cost: 1RP Trigger: An allied entity in your AoC is hit by an Attack Roll Effect: You can extend your wings to shield your ally. You grant a Faith Bonus to the ally’s HT equal to your SB against that Attack Roll, potentially causing it to miss. If the attack against your ally still hits you take Force damage equal to your SB.

You can use this reaction a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.



Mask-Touched

Mask-Touched are those Characters who for one reason or another have been touched by the Realms of the Masquerade. You may have an ancestor who was a Masked Evil, perhaps an ancestor or you made a deal with a Masked Evil to gain a portion of their power in exchange for something, or maybe you journeyed to the Realms of the Realms of the Masquerade or survived an encounter with a Masked Evil and part of that Realm became implanted in you. These are but a few examples for you to look at, but so long as your backstory ties you to the Realms of the Masquerade you may use this Template.


Type: You gain the Masked Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: The Lifespan of your Ancestry increases by half.

Physical Characteristics: Your body should noticeably have some traits based on how Masquerade has altered your form. Such as horns, tails, changes to the colour of your skin, etc. At the very least somewhere on your form should notably be a mask showing your tie to one of the 13 bloodlines of the Masquerade. With it covering the right side of your face if you are tied to the Masked Courtiers, and covering the left side of your face if you are tied to the Masked Beasts

Ancestry Feature Cost: 1

Masked Allegiance. All mask-touched are bound to one of the 13 bloodlines and either the Masked Courtiers, the Maledar and the Masked Beasts, the Abyssians. When you choose this Template, you must select if you trace your power from the Maledar or Abyssians. Any other Feature from this Template that refers to your chosen lineage will use the side you chose for this Feature.

In addition, if you choose Maledar, you Learn the Netheral Language and gain Fire Reduction 5. If you choose Abyssian, then you Learn the Abyssal Language and gain Fire Reduction 5.



Mask-Touched Template Features

Blood Fuelled. Some mask-touched can sense their foes' wounds and gain power from their pain. Upon gaining this Feature, gain an ability based on your Masked Alledgiance:

  • Masked Beast. If you damage an entity already under the effects of the Bloodied condition, then you can make an Unarmed Strike for only 1AP against the same Target. You may replace the Damage Type of the Unarmed Strike with a Damage Type tied to a Resistance or Reduction gained from this Template.

    If the Target was already under the effects of the Desperation condition, then increase the Critical Hit Scope of the Unarmed Strike by 1.

  • Masked Courtier. If make an Attack Roll against a Target under the effects of the Bloodied condition, then you make the Attack Roll with Advantage.

    If the Target was already under the effects of the Desperation condition, then on a hit until the start of your next Turn, the Target has Disadvantage on Attack Rolls and any entities affected by the Target's spells that require a Trait Test make them with Advantage.


Bloodline Resistance. Some mask-touched find their bloodlines may grant additional resistances to certain threats. Select the following Resistance based off of your bloodline:

  • The First. You gain Resistance to Entropic damage.
  • The Changed. You gain Resistance to Acid damage.
  • The Decayed & The Terror. You gain Resistance to Necrotic damage.
  • The Dominator. You gain Resistance to Force damage.
  • The Fallen & The Judge. You gain Resistance to Radiant damage.
  • The Heartless. You gain Resistance to Cold damage.
  • The Keeper. You gain Resistance to Psychic damage.
  • The Primal. You gain Resistance to Lightning damage.
  • The Quiet & The Schemer. You gain Resistance to Poison damage.
  • The Voice. You gain Resistance to Thunder damage.

Concealed Barbs. Some mask-touched have forms covered with concealed bards to better protect themselves. You gain the Release Barbs action.

Mask-Touched Template Action Card Release Barbs AP Cost: 1AP Effect: You can cause small barbs to protrude all over your body. At the start of each of your Turns while the barbs are out, you deal 1d6 Piercing damage to any entity Grappling you or any entity Grappled by you. You can retract the barbs as an action (1AP).

Dexterous Tail. Some mask-touched have greater control of their tails to allow them to manipulate the world around them. You can use this tail to perform the Use Item action.

Discuss with your GG, if you can do more advanced tasks, such as being able to hold Weapons with the Light Weapon Property.

If you want to use the appendage as a Natural Weapon, consider taking the Natural Weapons Template Feature


Diabolic Defence. Some mask-touched find their ties to the Masked Evils takes the form of more defensive adaptations. Upon gaining this Feature, gain an ability based on your Masked Alledgiance:

  • Masked Beast. Your Background HP increases by 2, and whenever you would gain HP from Levelling in a Class add 2 to the total increase.

  • Masked Courtier. When you would reduce the damage and gain a Mild Scar Consequence, you can choose to not gain the Mild Scar Consequence.

    Once you have avoided a Mild Scar Consequence this way, you may not do so again until you have completed a Long Rest.


Diabolic Diplomats. Some mask-touched find themselves drawing upon the powers of their allegiance to give them a slight edge over the competition. Upon gaining this Feature, gain an ability based on your Masked Alledgiance:

  • Masked Beast. You gain a more muscular form, you have Advantage on Intimidation Skill Rolls and count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.
  • Masked Courtier. You gain a silvered tongue. You gain Advantage on Diplomacy and Deception Skill Rolls.

Diabolic Gambit. Some mask-touched find their abilities only become active in moments of absolute desperation. While under the effect of the Desperation condition you gain the following ability based on your Masked Alledgiance:

  • Masked Beast. On the first Turn after you first gain the Desperation condition in an Encounter/Scene, you can take the Attack action for 1AP.

    Every Turn after whilst under the Desperation condition, you can, after successfully damaging an entity, make a single Unarmed Strike for 1AP against the same Target.

  • Masked Courtier. After you first gain the Desperation condition in an Encounter/Scene, once during the Encounter/Scene you can choose after being hit by an Attack Roll that was not a Critical Hit, for the attack to miss.

    Every Turn after you first gain it, whilst under the Desperation condition, you can take the Disengage action for 1AP.


Eyes of the Masked. Some mask-touched have adapted to living in the Realms of the Masquerade. You gain Nightvision to 12m which works in magical Darkness at half the normal Nightvision Range.

This Nightvision sees the world in natural colour rather than in greyscale.


Frightening Presence. Some mask-touched can channel their darker aspects to terrify those around them. You gain the Frightening Presence action.

Mask-Touched Template Action Card Frightening Presence AP Cost: 2AP Targets: Any number of entities you can see within Range Range: 3m | Near Effect: You emit a frightening presence. All Targets must make a Determination Trait Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The Target gains one Degree of the Frightened condition. If They Failed by 5+: They gain an additional Degree of the condition. Whilst a Target has Degrees of the Frightened condition from this action, they gain Damage Magnification X for a Damage Type chosen by you when you use this action, which you have Resistance or Reduction to granted by this Template, where X equals their Degrees of the Frightened condition. Should the Target gain the Terror condition due to having five or more Degrees of the Frightened condition including from this action, then X instead equals 10 whilst they have the Terror condition.

Once you have used this action, you cannot do so again until you have completed a Short or Long Rest.


Hide in Shadow. Some mask-touched find themselves able to mould the very shadow to keep them hidden. While in Dimly Lit areas or Darkness, you can take the Use Skill (Stealth) action for 1AP.


Innate Magic. TThe nature of your connection to the Masquerade and your bloodline grants you greater ease at accessing the magic of the Cosmos and in rarer cases the Eternals or the Elements. When you gain this Template Feature, choose either Cosmic, Eternal, or Primordial magic. You Learn one Cantrip and always have Prepared a 1st Circle spell from the chosen Spell List.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle spell from the chosen Spell List.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Natural Weapons. Some mask-touched have a variety of ways their forms have adapted to cause harm including growing sharpened fangs, claws, barbed tails, etc. When you gain this Feature, choose Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

In addition, when you successfully hit a Target with a Natural Weapon Attack, you can channel your mask-touched power into the strike. The Unarmed Strike replaces its Damage Type with the Damage Type of a Resistance gained from this Template. Also, you increase the size of the damage die by an additional 1.

You can use this channeling of your mask’s power to enhance your Natural Weapon, a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Power From Pain. Some mask-touched find their abilities only become active in moments of desperation when all they feel is pain and stress. Whilst under the effects of the Bloodied condition you gain the following ability based on your Masked Alledgiance:

  • Masked Beast. At the start of each of your Turns, you gain BP equal to your SB.
  • Masked Courtier. You can take the Dodge action for 1AP.

Telepathy. Some mask-touched especially those tied to The Keeper, are granted the ability to communicate with all beings no matter the language barriers. You can speak telepathically to any entity you can see within 6m of you.


Wings of the Masquerade. Some mask-touched have wings like those of the Masked Evils you are tied to. You gain a Flying speed equal to your Walking speed and can Hover.

If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

You also gain the following ability based on your Masked Alledgiance:

  • Masked Beast. If you are Flying and dive at least 3m toward a Target, and then successfully hit it with a melee Attack Roll, the attack deals an extra 1d6 damage to the Target, the Damage Type is one you choose from amongst the Resistances you gained from this Template.

  • Masked Courtier. Your wings make no sound when Flying.



Outside-Touched

Outside-Touched are those Characters who for one reason or another have been touched by the Outside. You may have an ancestor who was touched by the Outside, you may have been subject the a magical rite or experiment playing with the forces of the Outside, maybe you met an outsider and they left some part of themselves with you altering your form, or maybe you merely were exposed to the energies of the Outside and it took part of you for its own. These are but a few examples for you to look at, but so long as your backstory ties you to the Outside you may use this Template.


Type: You gain the Outsider Entity Type in addition to your Ancestry’s Entity Type(s)

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Unknown

Physical Characteristics: Your body should have noticible traits where possible, to reflect the Template Features you have gained.

Ancestry Feature Cost: 1

Innate Psychic. The nature of your connection to the Outside grants you greater ease at accessing the Thoughtweb and its powers. You Learn one Psionic Talent and always have Prepared a 1st Grade Psionic power.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Grade Psionic power.

You can manifest each of the 1st and 2nd Grade powers with this Template Feature, without expending Psi Points, at their base Grade. Once you have done so you cannot do so again until you have completed a Long Rest.

Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Maniffesting Trait for these powers, when manifested using this Template Feature (chosen upon gaining this Feature).


Outside Telepathy. Outside-touched, like the psionic beings of the Outside, have the ability to communicate with others telepathically. You can speak telepathically to any entity within a number of metres of you equal to 2 times your Character Level.

In addition, you learn the Outsider Language, and gain Entropic Reduction 5 and Psychic Reduction 5.




Outside-Touched Template Features

Altered Form. Some outside-touched find themselves gaining psionic abilities to mirror or find their bodies warping to allow for the freedom of movement other folks have enjoyed until this moment. When you gain this Feature, choose either Burrowing, Climbing, Flying, or Swimming:

  • Burrowing. You gain a Burrowing speed equal to your Walking speed, gain Force Reduction 5, and Tremorsense out to 3m.
  • Climbing. You gain a Climbing speed equal to your Walking speed, and do not suffer the negative effects for travelling at High Altitudes. You can walk across vertical surfaces or ceilings leaving your hands free.
  • Flying. You gain a Flying speed equal to your Walking speed, and can Hover.
  • Swimming. You gain a Swimming speed equal to your Walking speed, you gain Cold Reduction 5, can breathe underwater, and do not suffer the negative effects of travelling in the Low Depths.

Ambient Empath. Some outside-touched find that their psionic powers give them an ambient sense of the emotions of those around them. You have Advantage on Empathy, Diplomacy, and Deception Skill Rolls against entities who are eligible Targets for your Outside Telepathy Feature.


Eldritch Mind. Some outside-touched find their minds become like labyrinths when it comes to intrusion. You are Immune to any effect that allows other entities to sense your emotions or read your thoughts.

You may choose for other entities to have Disadvantage on Empathy Skill Rolls to ascertain your intentions or sincerity.

You also have Advantage on Focus Skill Rolls.


Innate Magic. TThe nature of your connection to the Outside grants you greater ease at warping the rules of the cosmos. You Learn one Cosmic Cantrip and always have Prepared a 1st Circle Cosmic spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Cosmic spell.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Natural Weapons. Outside-touched have their bodies altered and warped to form a variety of ways their forms have adapted to cause harm including growing sharpened fangs, claws, tentacles, etc. When you gain this Feature, choose Bludgeoning, Piercing, Psychic, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

Your Unarmed Strikes increase the size of their damage die by 1.

Should you use your Natural Weapon to Grapple an entity, attempts to escape this Grapple are made with Disadvantage.


Outsider's Form. Some outside-touched are able to channel their aberrant aspects to terrify those around them. You gain the Reveal Form action.

Outside-Touched Template Action Card Reveal Form AP Cost: 2AP Targets: Any number of entities you can see within Range Range: 3m | Near Effect: You emit a frightening presence. All Targets must make a Determination Trait Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The Target takes Xd6 Psychic damage, where X equals your SB,  and gains one Degree of the Frightened condition. If They Failed by 5+: They gain an additional Degree of the condition and the damage die becomes a d12. On a Successful Test: The Target takes half as much damage.

Once you have used this action, you cannot do so again until you have completed a Short or Long Rest.


Outsider's Regeneration. Some outside-touched have their forms altered in such a way as to repair themselves over time. When you roll your Hit Die to recover HP, you can reroll any Hit Die results of a 1 or a 2, though you must use the new result.

You also gain the Accelerated Regeneration action.

Outside-Touched Template Action Card Accelerated Regeneration AP Cost: 2AP Effect: Roll and expend any number of unexpended Hit Die to regain HP as if you were experiencing a Short Rest. You can also choose to expend a Hit Die to remove a Mild Scar Concept, or 3 Hit Die to reduce a Moderate Scar Concept into a Mild Scar Concept. Any Hit Die expended for these effects cannot be rolled to regain HP.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Powerful Build. Some outside-touched find their bodies have warped and been remoulded to be stronger than they appear. You have Advantage on Physique Tests, bar an Attack Roll, and count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Psychic Attachment. Some outside-touched find themselves able to psychically bonded to certain items from or tied to the Outside, without needing to allow them to feed off of their souls. You can treat yourself as being Soulbonded to one Magic Item with the Parasite or Outsider Item Tags without requiring a Soulbond slot.

You can end your Soulbond attachments to Items with the Parasite or Outsider Item Tags without any negative consequences.


Psionic Being. Some outside-touched have forms composed as much of pure psionic energy, as they are more traditional material. You immediately gain 3 Psi Points, and whenever you would gain Psi Points from Levelling in a Class, you gain an additional Psi Point.

If you do not have a Class Feature that states otherwise, your Psi Limit is 1, until Character Level 5 when it becomes 2.

Rules for using Psi Points to manifest psionic powers are included in the Magic Chapter of the Core Rules.


Psionic Blast. Some outside-touched have the ability to unleash a wave of psionic energy at their foes. You gain the Unleash Blast action. You may choose to replace one attack made as part of the Attack action, with a use of the Unleash Blast action, if you do so you cannot take the Unleash Blast action as a seperate action during the Turn.

Outside-Touched Template Action Card Unleash Blast AP Cost: 2AP Range: Self AoE: 3m Cone. Emanating from You Effect: You unleash a blast of raw psionic energy. All entities caught in the AoE must take a Knowledge (Focus) Test, the TG equals 8 + your SB + your Knowledge. On a Failed Test: The Target takes 1d8 Psychic damage and gains one Degree of the Dazed condition. If They Failed by 5+: They gain an additional Degree of the condition. On a Successful Test: The Target takes half as much damage. Empowered Effect: This damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Psychic Eye. Some outside-touched find their eyes become changed and modified, granting them additional senses to allow them to see even in pitch darkness. You gain Nightvision out to 12m, and Blindsight out to 3m.

At your 10th CHaracter Level, you also gain Truesight out to 3m.


Quick Warp. Some outside-touched are able to warp space, to allow them to seemingly teleport across the battlefield. You gain the Warp Space action.

Outside-Touched Template Action Card Warp Space AP Cost: 1AP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You Teleport to the Target.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Telepathic Leech. Some outside-touched are able to use their telepathic powers to drain the life from others. You gain the Leech Life action.

Outside-Touched Template Action Card Leech Life AP Cost: 1AP Target: One entity you are telepathically communicating with Effect: You make the Target take a Knowledge (Focus) Test, the TG equals 8 + your SB + your Knowledge. On a Failed Test: You learn a current desire of the Target, you may choose for the Target to take 1d6 Psychic damage and you regain HP equal to the damage dealt. Empowered Effect: This damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Whispers of the Void. Some outside-touched may hear whispers from the Outside or a specific Outsider. An Outsider might choose at a particular moment to deliver a message through you, and you can decide whether to use your own voice or to allow the entity's voice to come through your mouth to deliver the message, translated into any Language your speak.



Were-Touched

Were-Touched are those Characters who for one reason or another have been touched by the curse of selenthropy without suffering it currently. You may have an ancestor who was a selenthrope or were bitten by one, but the curse did not fully take hold, you may have been cursed by a supernatural entity, or perhaps you were cured of selenthropy and some lingering traces of the curse remain upon your soul. These are but a few examples for you to look at, but so long as your backstory ties you to selenthropic curse you can take this Template.


Type: Same as Ancestry

Size: Same as Ancestry

Movement Speed: Same as Ancestry

Lifespan: Same as Ancestry

Physical Characteristics: Your body should noticeably have some traits based on how selenthropy has altered your form, even when you are not shifted into your selenthropic form

Ancestry Feature Cost: 1

Selenthropic Aspect. All were-touched can tie their selenthropic change to a specific animal and can turn into a form closer to that animal. When gaining this Template consider what kind of animal your selenthropy is tied to. Considering the chosen animal, choose one of the following Selenthropic Aspects: Burrower, Charger, Climber, Defender, Diver, Flyer, Hunter, Stalker, or Traveller. You gain the Transform action.

Were-Touched Template Action Card Transform AP Cost: 1AP Duration: 1 Encounter/Scene Effect: You can transform into a form that has some elements of your chosen animal. This isn’t a full transformation like a were-entity but something milder referred to as a shifted form. You gain a number of BP equal to your Endurance + your SB. This transformation ends early if you become Incapacitated or you use an action (1AP) to revert back to your original form.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.

While transformed by the Transform action, you gain the Natural Weapons ability and one of the following effects based on your above choice:

  • Natural Weapons. When you gain this Template, choose Bludgeoning, Piercing, or Slashing damage. Your Natural Weapons can be used to make Unarmed Strikes dealing your chosen Damage Type instead of Bludgeoning damage.

    Your Unarmed Strikes increase the size of their damage die by 1.

    You may also use Agility instead of your Physique for your Attack and Damage Rolls woth your Natural Weapons.

  • Burrower. While Transformed, you gain a Burrowing speed equal to your Walking speed, gain Force Reduction 5, and gain Tremorsense out to 3m.

  • Charger. While Transformed, you have Advantage on Physique Tests, bar Attack Rolls, and count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.

  • Climber. While Transformed, you gain a Climbing speed equal to your Walking speed, Cold Reduction 5, and do not suffer the negative effects of travelling at High Altitude.

  • Defender. You double the number of BP gained when Transforming. While Transformed, you have Advantage on Endurance Tests, bar Attack Rolls, and you gain a +1 Shift Bonus to your HT.

  • Diver. While Transformed, you gain a Swimming speed equal to your Walking speed, you can breathe underwater, and gain Cold Reduction 5. You also do not suffer the negative effects of travelling at Low Depths.

  • Flyer. While Transformed, you gain Lightning Reduction 5, and also gain a Flying speed equal to your Walking speed and can Hover.

    If you try to Fly while wearing unmodified Medium or Heavy Torso Armour Pieces, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.

  • Hunter. While Transformed, you have Advantage on Intuition Tests, bar Attack Rolls, you are Immune to the Surprised condition, and whilst you are not Incapacitated, Attack Rolls against you from entities within SBm of you cannot be made with Advantage.

  • Stalker. While Transformed, you have Advantage on Agility Tests, bar Attack Rolls, and you can take the Dodge action for 1AP.

  • Traveller. While Transformed, your Walking speed increases by 2m, and you can take the Disengage action for 1AP.



Were-Touched Template Features

Animal Traits. Some were-touched find they have more advanced animal-like features even when not transformed. When you gain this Feautre, choose any Ancestry from the Beastkin Ancestries. You gain any Movement speeds granted to that Ancestry, and can gain any 2 Ancestry Features from the chosen Ancestry.


Blood Hunter. Some were-touched lose control when they catch the scent of blood. You have Advantage on Trait Tests made as part of the Seek action, to find and track entities with the Bloodied condition.

Whilst under the effects of the Transform action, if you deal damage with a Weapon Attack or Unarmed Strike against a Target with the Bloodied condition, you may make an Unarmed Strike against the same Target with your Natural Weapons for 1AP.


Blood Rage. Some were-touched inherit the darker aspects of their selenthropic inheritance. Whilst under the effects of both the Transform action and the Bloodied condition, when you make an Attack Roll against a Target with your Natural Weapons, you have Advantage on the Attack Roll.

If you hit the Target with this Attack Roll, any other Attack Rolls made against the Target this Turn are made with Advantage, and until the start of your next Turn, the Target also has Disadvantage on Trait Tests they make.


Eyes of Night. Some were-touched have the ability to see in the dark. You gain Nightvision to 12m.


Improved Transformation. Some were-touched find it easier than others to control and shift between forms with greater ease. You gain 2 additional uses of your Transform action, and the action's Duration increases to 15 Minutes.


Innate Magic. The nature of your connection to the natural world grants you greater ease at accessing the magic of the Primordial. You Learn one Primordial Cantrip and always have Prepared a 1st Circle Primordial spell.

Upon reaching your 5th Character Level, you always have Prepared a 2nd Circle Primordial spell.

You can cast each of the 1st and 2nd Circle spells with this Template Feature, without expending a Spell Slot, at their base Circle. Once you have done so, you cannot do so again until you have completed a Long Rest.

Knowledge, Intuition, or Determination is your Spellcasting Trait for these spells, when cast using this Template Feature (chosen upon gaining this Feature).


Keen Senses. Some were-touched find their changes have enhanced their senses. When you choose this Template Feature, choose Hearing, Sight, or Smell. You have Advantage on Intuition Tests that rely on the chosen sense.


Leywalkers. Some were-touched find the nature of their changes, allow them to see and interact with the Ley Line network to better move between one place and another. You can detect when you are in contact with a Ley Line. When in contact with a Ley Nexus, a point where two or more Ley Lines meet, you can after 2 Rounds open a portal that connects with an adjacent Ley Nexus in the network.

In addition, you can ignore the negative effects of Difficult Terrain made of nonmagical plants or undergrowth.


Natural Hunter. You are adapted to tracking and finding prey. You always know which way is north, you can remember any route you have travelled, using one of your Movement speeds, in the last week, and gain the Skill Foci Nature:Identifying Tracks, Survival:Navigation, and Survival:Tracking.


One with Nature. You happen to have an affinity with animals and plants. You can communicate simple ideas to any Animal. They can understand what you say, though you cannot understand anything they may communicate back, unless the Animal is that of your Selenthropic animal. You have Advantage on Determination Tests made to interact with your Selenthropic Animal.


Powerful Build. Some were-touched find their bodies have changed to be stronger than they may appear. You have Advantage on Physique Tests, bar an Attack Roll, and count as one Size Category larger when determining Carrying Capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.


Selenthropic Regeneration. Some were-touched find their selenthropic changes lead to their wounds knitting closed in stressful circumstances. Whenever you use the Transform action, you can spend Hit Die to recover HP as if you had a Short Rest.

If you have the Bloodied condition at the start of your Turn, you regain HP equal to your SB. This does not apply if you received damage from Weapons with the Silvered Weapon Property or Radiant damage since the end of your previous Turn.


Stronger as a Pack. You find yourself always more energetic when in a pack. You Learn an additional Language. When working with a group of 3 or more allied entities in an Encounter/Scene, you gain +1AP.

You have Advantage on an Attack Rolls against a Target, if the Target is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on an Attack Rolls against a Target, if the Target is within your AoC and you are not Incapacitated.

Whenever you perform an Inspired Action, all allied entities that can see or hear you generate double the Limit Potential until the start of your next Turn.


Terrifying Prescence. Some were-touched have the ability to terrify those around them. You gain the Terrifying Prescence action, when using the Transform action, you can perform this action as part of the Transformation for 0AP.

Were-Touched Template Action Card Terrifying Prescence AP Cost: 2AP Targets: All entities that can see you within Range Range: 6m | Near Effect: You emit a frightening presence. All Targets must make a Determination Trait Test, the TG equals 8 + your SB + your Determination. On a Failed Test: The Target gains one Degree of the Frightened condition. If They Failed by 5+: They gain an additional Degree of the condition.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Untapped Potential. Some were-touched can call upon the powers of multiple aspects of their selenthropic animal. You gain double the number of BP when you use the Transform action.

In addition, you can choose a second Selenthropic Aspect option for the Feature. You gain the benefits of both aspects when under the effect of the Transform action.