Complete Ancestries
Echoes of the Past
Human
Lore Page: Humans
Human | |||||
Humans from the planet Earth, and for some reason Kul'dah. You know what a human is, squishy apes with a love for tools. | |||||
Ready for Anything | Cool Under Pressure | ||||
Once per session as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool. | When a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made. |
Hu'zark
Lore Page: Hu'zark
Humanoid dragons created by the Garm a long time ago. They usually stand around 5-6 feet in height. Mutations within the species cause them to have many different layouts for their horns and sometimes digitigrade legs.
Hu'zark | |||||
{{{RaceDesc}}} | |||||
Dragon Remnant | The Garm's Expirement | ||||
Dragon blood runs in your veins, allowing you to cast ancient spells when you attack. when you attacks someone. You can spend aaaaa to activate any weapon trait.
Even ones your weapon lacks |
At the cost of two strain,You can read the thoughts of a nearby person or creature. |
Possible Malus
Name | Description |
Not The Most Powerful | You cannot increase you Brawn rating above 3 during character creation. |
Cold Blooded | Some Hu'zark's Dragon blood isn't strong enough to keep them warm. Without the proper clothes, you will quickly perish in the cold.
When in an environment that is too cold, each minute you stay in this environment will cause you to gain 1 wound. During Combat you upgrade all checked by 1 Difficulty. The Clothes needed to protect against this takes up your armor slot, and has the Stats of Padded Clothes. |
Garm
Lore Page: Garm
The Garm are one of the first to travel the stars, and are the creators of the Hu'Zark. Large bulky humanoids with grey leathery skin, with the most unique characteristic being their lack of a mouth. You will find many old Labs created during the Age of Experimentation that were made by the Garm.
Garm | |||||
{{{RaceDesc}}} | |||||
Telepathic | Overcharge | ||||
Since you lack a mouth, you have to speak by projecting your thoughts. This allows you to easily sneak messages to select people. You can also send multiple different messages at once, albeit with some difficulty. | Even Garm who are not spell casters know how to tap into their inner supply of energy to give them just a bit more ‘Mmmph’ when they need it. |
Possible Malus
Name | Description |
Lost in Translation | When performing a social check against Non-Garm Ancestrys. Upgrade your difficulty by 2 |
Not the Most Agile | You cannot increase your Agility beyond 3 during character creation. |
Arakona
Lore Page: Arakona
Arakona are large spider like creatures that mostly stay within their own section of space. Though you can find some drones who will leave the hive, they are far and few. The Arakona are known to be builders of many of the machines that exist, and its rumored they created the Sentient factory.
Arakona | |||||
{{{RaceDesc}}} | |||||
Poisons Claws | Amazing Climbers | ||||
When attacking with your fist. You can use claws instead that do +2 damage, and can spend aa to inflict poison onto a person. This does 2 damage a turn on the enemy for 2 Turns and gives the enemy a j. | You can upgrade a die in your pool when climbing a surface. |
Possible Malus
Name | Description |
Simple Drone | You cannot increase your Intellect above 3. |
Without The Queen | Without the queen your mind seems always a bit jumbled.
You always add h to your Dice pool when using a skill that needs Intellect. |
Wasie
Lore Page: Wasie
Wasie are shapeshifters and so are not defined by a notable size or shape. Despite being able to replicate other species’ forms, they are unable to replicate coloration. Instead, Wasie have their own unique color patterns.
Wasie | |||||
{{{RaceDesc}}} | |||||
Change Shape | Unstable Blood | ||||
AT the cost of 2 Strain With +1 strain being added for any changes to silhouette, you are able to change your entire shape and size.
This change can also be done per limb to turn them into sharp melee weapons, a tool like a crowbar, or something of similar size and shape. |
Your blood is extremely dangerous for others to touch. When attacked you can spend 2 threat to cause your target to be covered in some of your blood.
This inflicts Burn 2 on them using your Brawl damage for the base. |
Possible Malus
Name | Description |
Lost In the Sauce | You have some form of Addiction, this has to be dealt with each In-game Day. You increase the difficulty of each check by the amount of days you have not gotten your Fix.
Your drugs are illegal, and are not the easiest thing to find. |
Poisoned Blood | Anyone who tends to your wounds must upgrade the difficulty of a medicine check by 2, unless they have medical supplies on hand.
Any h can be Spent on dealing damage to the healer |
Machine Ancestries
Those who are machines or partial machines have unique rules. Most of this has to do with V Space, but just know that these ancestries have unique rules about them. The first rule is that all Machine Ancestries start with -10 EXP from having these unique talents.
Name | Description |
Pre-installed Functions | Built into your body is.
-V Scope: Letting you look into Virtual space without connecting to it. -Bridge: Letting you fully connect to Virtual Space, when connected your body is left alone, but you are fully aware of its status. Dropping in and out is a full round action. -PAD: You have a built in Personal Assistant Device (A cellphone). Your Body can hold some amount of software for hacking [Work on hacking rules] |
Machine | When in a dangerous environment (Space, extremely temp, toxic air, etc) You do not take any penalty. The exception is for radiation, you are still effected. |
Android
Lore Page: Androids
Androids come in many shapes and sizes. They can come from a large range of backgrounds. Some were created by the Arakona while others seem to appear at random. They are humanoid in form, most typically resembling humans. It is common for androids to be obviously robotic but not unheard of for them to pass as human.
Android | |||||
{{{RaceDesc}}} | |||||
Made of Sturdier Stuff | Lighting Fast CPU | ||||
Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. | You cannot be surprised, and can choose to roll Cool or Discipline for your initiative |
Possible Malus
Name | Description |
Made by The Imperfect | When you break your strain threshold. You suffer a Non-Permanent critical injury. This injury can be fixed by performing a Full Reboot, which takes a full round of combat. Requires: Your Ancestry to be a Machine or Construct. |
Machine in Mind and Body | When you perform a Social related check. You always add j to your pool. |
Personal Artificial Intelligence
Personal Artificial Intelligence | |||||
{{{RaceDesc}}} | |||||
Jacked in | Flexible Assistant | ||||
Your real body is a small Card that can be inserted into a special slot built into most robots and even some PADs. When inserted into another body, you inherent its WT, ST, Talents, and Physical Stats (Brawn and Agility,)
The WT of this shell is seperate from your own, and when you break the shells WT, any excess damage is dealt to your WT. You can always deploy a Hard Light Shell that takes a form of your choosing that is at Size 1. When you break your WT in this form, it instantly breaks and can only be used again once the scene ends. IN an emergency you can spend 5 Strain to instantly recharge it, or request someone else do a hard [CHECk] to fix it. |
You are treated like a full Deck, and can treat "Computer's Hacking" the same as a spell in combat.
This might have its own unique spell list. But for now, you have access to the following spells -Attack -Mask -Utility -Predict These cost 1 strain to cast. To make up for the fact you get a smaller list. |
Star of Solestine
Sun Elves
Tall thin creatures with long ears, know for there love for red tape and bureaucracy.
Elf | |||||
{{{RaceDesc}}} | |||||
Glimpse into Another | In Touch With Nature | ||||
You can spend 2 Strain to reach into the mind of another creature. Letting you easily read their memories. If the person is unconscious this has no cost. | You can communicate with the local Fauna, asking them simple questions and getting back either a yes or no. Plants are usually to simple to lie. |
Name | Description |
Glimpse into Another | You can spend 2 Strain to reach into the mind of another creature. Letting you easily read their memories. If the person is unconscious this has no cost. |
In Touch With Nature | You can communicate with the local Fauna, asking them simple questions and getting back either a yes or no. Plants are usually to simple to lie. |
Moon elves
Tall think humanoid creatures with long ear and silvery grey skin. Most live in the Old Forest of Mithral.
Dark Elf | |||||
{{{RaceDesc}}} | |||||
Power of the Old and Forgotten | Aspects of the Mithral | ||||
You can spend 1 story point to call on the power of the old gods to protect you or another person. This gives the person +2 Soak and +2 Defense for 1 Round. | You can commune with the Da'ji of the world. Da'ji are spirits that inhabit all things. These simple spirits can communicate like a normal person. But are not always truthful. |
Name | Description |
Power of the Old and Forgotten | You can spend 1 story point to call on the power of the old gods to protect you or another person. This gives the person +2 Soak and +2 Defense for 1 Round. |
Aspects of the Mithral | You can commune with the Da'ji of the world. Da'ji are spirits that inhabit all things. These simple spirits can communicate like a normal person. But are not always truthful. |
Hares
A group of rabbitfolk originally created by a wizard for his own personal army. Live practically anywhere and aren't that picky about work.
Hare | |||||
{{{RaceDesc}}} | |||||
Lucky Foot | Combat Leap | ||||
After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. | While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.
(Don't worry about the ceiling. Just assume all rooms are big enough) |
Name | Description |
Lucky Foot | After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. |
Combat Leap | While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.
(Don't worry about the ceiling. Just assume all rooms are big enough) |
Corvids
A group of Crowfolk, who mostly live in the high mountains of Shi.
Corvid | |||||
{{{RaceDesc}}} | |||||
Keen Eye | Glide | ||||
When performing a Perception check, You can add 1 j to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce. | While falling you can use your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling. |
Name | Description |
Keen Eye | When performing a Perception check, You can add 1 j to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce. |
Glide | While falling you can use your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling. |
Golem
Sentient figures made from rock and metal. Create by the god of the earth.
Golem | |||||
{{{RaceDesc}}} | |||||
Forceful Stone | Built To Last | ||||
On a successful melee attack, you can spend aa or 1 Strain to push the character you are attacking. You can either use this push to knock them down, or send them to short range.
At the cost of 1 Story point or a t You can instead toss the character either into another character, or into conveniently placed scenery. Dealing your Brawn in damage to the target and knocking both down. |
Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. |
Name | Description |
Forceful Stone | On a successful melee attack, you can spend a or 1 Strain to push the character you are attacking. You can either use this push to knock them down, or send them to short range. At the cost of 1 Story point or a t You can instead toss the character either into another character, or into conveniently placed scenary. Dealing your Brawn in damage to the target and knocking both down. |
Built to Last | Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total. |
Gears In the Machine
Guan
Draconian Humanoids who come from a lava planet.
Guan | |||||
{{{RaceDesc}}} | |||||
Filtered Lungs | Hard to Kill | ||||
Gain an automatic s on any resilience roll resisting something dangerous in the air. | When either threshold is broken, you can forgo rolling to instead remain standing for so many turns up to your Willpower.
Once you reach your Willpower, take a critical injury. |
Skeleton
Human or Guan who have finally released their inner skeleton.
Skeleton | |||||
{{{RaceDesc}}} | |||||
Nothing but Bones | Pile of Bones | ||||
You lack the need to sleep, eat or breathe. You are a calcium automaton animated by ancient Magic | You can detach and control your limbs remotely. Your limbs can only move a medium distance before they are uncontrollable. You also always know where your bones are in a short range |
Inther
Walking beings made of pure energy.
Inther | |||||
{{{RaceDesc}}} | |||||
Portable Battery | Personal Lightsource | ||||
You are able to power any machine just by touch. You also may charge your attacks with electrical energy, adding the Stun rating to with a rating based on the amount of Strain used (2 per rank) | You can charge your body with energy causing you to brightly glow. Doing so reduces your ranged defense by 1 but increases your melee defense by 1.
This also lights up the area around you to short range.y are uncontrollable. You also always know where your bones are in a short range |
Ki'lisa
Large Moths who traveled the stars aimlessly.
Ki'lisa | |||||
{{{RaceDesc}}} | |||||
Flight | Night Guide | ||||
As a moth you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air.
While in a Low/Zero Gravity environment you can move normally. |
ou find the dark easy to navigate, letting you remove any j added to the pool due to darkness. When doing an Astrogration check you may also remove j from the pool. |
Name | Description |
Flight | As a moth you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air. While in a Low/Zero Gravity environment you can move normally. |
Night Guide | You find the dark easy to navigate, letting you remove any j added to the pool due to darkness. When doing an Astrogration(?) check you may also remove 1 j from the pool. |
Other
Goblin
A humanlike species that is short with green skin.
Extra: Silhouette 0 (maybe Remove)
Goblin | |||||
{{{RaceDesc}}} | |||||
Anythings Food if You're Brave enough | Love for Fire | ||||
Goblins are able to consume a good amount of things that most races can’t. When rolling a resistance check to resist the effects of something you ate, you can add a Bonus Die to the roll.
You can also add a Bonus Die to survival checks when looking for food. Though the stuff you find might not be edible for everyone else. |
Something about your kind is drawn to the aspect of fire. When attacking a target you can 2 strain to add Burn 1 to your weapon. You can spend multiple amounts of stain to increase the rating. This doesn't require a to trigger. |
Dwarf
A humanlike species that is shorter, thicker, and hairier. Most dwarves sport beards of some length. Many dwarven societies put a focus on mining and blacksmithing.
Dwarf | |||||
{{{RaceDesc}}} | |||||
The Power of Beard | Stout and Sturdy | ||||
Your Beard doesn’t just serve the purpose of being cool. You can use that beard of yours to detect vibrations. When it's pressed against a surface, you can feel any vibrations going on.
Pressing your beard against a door lets you feel if anyone is talking. Or against the floor gives you a vague idea of where people are up to medium range. |
dd 1 to your soak, and you can add a Bonus Die To any Resilience checks related to poison or disease. |
Paziki
Humanoid rat creature with Digitigrade legs. Used to be apart of a hivemind, but some giant tree's decided to try something new.
Paziki | |||||
Humanoid rat creature with Digitigrade legs. Used to be apart of a hivemind, but some giant tree's decided to try something new. | |||||
The Old Collective | Strange Sense | ||||
As a maneuver you can form a connection with another person. While connected, You upgrade any checks related to a target that both you and your bond are attacking.
Out of combat this connection allows you to upgrade any check you are helping the bonded with. You also can suffer strain in place of the bonded, this will end the connection. You must either rest or take make an Average Discipline check before you can make another connection |
Paziki have an innate sense of smell for aether or mana in general. You upgrade any check related to finding items with magical properties.
You also can identify magical items by smell. |
Possible Malus
Name | Description |
Hole in Your Head | Increase the Difficulty twice for any check for resisting Mental Effects. EX: Spells that influences your thoughts, someone attempting to read your mind, resisting urges to do something. |
Missing The Connection | Requires: "The Old Collective"
You don't feel right without being connected to another person. When you do not have a Connection to another person via "The Old Collective", Increase the Difficulty of all checks. |
Kobold
Small lizard looking creatures with dragon features. Known most for their diminutive stature.
Extra: Silhouette 0 (Maybe Remove)
Kobold | |||||
{{{RaceDesc}}} | |||||
Shake it Off | Dragon's Breathe | ||||
You can make a Hard (kkk) Discipline Check to negate any strain you might take while in a social encounter. | You always have a breath weapon...well unless you can’t open your mouth. You can pick a scale color below to change your Breath weapon. This can only be done during character creation.
Bronze Scales: Instead of Fire breath; You can breathe out a cloud of gas. Instead of Burn you weapon has "Stun Damage" Gold: instead of Fire Breath; you release a bolt of energy You lose Blast and Burn, instead it gains "Weaken" Silver: Instead of Fire Breath; You release a cloud of gas. Instead of burn Your breath weapon now has Concussive 1. Copper: Instead of Fire Breath; You spit up a sticky liquid. Instead of Burn. Your breath weapon now has Ensnare 1 |
Name | Skill | DAM | CRIT | RANGE | SPECIAL |
Breath, Fire | Ranged (Light) | 3 | 2 | Short | Blast 2, Burn 1 |
Weaken: Spend a to sap 1 Attribute of your choice. This last for 1 hour.
Salamanders
(Salamander-like Humanoids)
Salamanders | |||||
{{{RaceDesc}}} | |||||
Regenerative Limbs | Toxic Spit | ||||
Once per Session you can spend a story point to instantly recover from any critical wound. This can be done as an Action while in a structured encounter. | You can spit a ball of poison at your enemies, unless you can’t open your mouth. |
Name | Skill | DAM | CRIT | RANGE | SPECIAL |
Spit, Poison | Ranged (Light) | 4 | 5 | Short | 'Burn' 2 |
Burn: You can spend two Advantages to inflict poison on your foe. Causing them to take poison damage 4 for 2 turns
A Fragment
Lore Page: Fragement
You are nothing more than a fragmented memory of someone, split by a powerful force, you only remember flashes of your former life. You appear as a humanoid blob, with two glowing eyes.
Fragment | |||||
{{{RaceDesc}}} | |||||
Connected to the Universe | A Moment Remembered | ||||
You can spend One Story Point to cast a Meta spell with no strain cost. You do not choose what spell is cast, and you treat it as if you gained 1 Success.
This can only happen once per encounter. |
At the cost of 2 Strain, you may use any Skill as if you had 2 ranks in it. |
In addition to the above. You can regain shards of yourself. How you get these are left up to your DM. Though it doesn't have to be your goal. Doing this lets you 'Return to your Former self'. Both of these are really something you should talk to your DM about ahead of time due to the effect these shards can have.
When acquiring shards you can choose to embrace them or forget them. Embracing gives you some small bonus. While Leaving behind gets you nothing. No matter what you gain a hint of who you were. The only exception is on the 4th fragment, where you are given back all your memories and can choose to embrace fully or forget. If you Embrace the 4th your character is replaced with your original form. Keeping only some skills, while Leaving the 4th behind will let you keep the memories, but you will stay as you are.
A Shard can take on any form, but in most cases it takes on the form of something related to the character. They can spread anywhere, but do move around from time to time.
Fragment | Embraced | Leave Behind |
1 | You gain a concrete memory from your former life. This can be plot relevant or just a random memory | You gain a concrete memory from your former life. This can be plot relevant or just a random memory |
2 | You gain 1 Career Skill from your Previous Life, and another memory hinting at who you were | You remember another memory hinting at who you were |
3 | You gain 1 Racial Talent from your Previous Life, and a fact about your previous life | You remember a fact about your previous life |
4 | You are Whole once again. You lose your racial talents in favor of your original Races. Your skills are replaced with your Original forms skill list. You can keep 2 Skills from your fragmented form. | You Know fully who you once were. But for your own reasons decide to let go of this former life. |