Blood is the characters lineage and heritage. There are six Blood and each starts with a unique Gift.
Choose a Blood or roll 1D6 to choose randomly.
1. Alfar
When Children of Light drove the Children of Dark into depths of earth, Alfar set their isles adrift into the mists between worlds. They appear again, to conduct obscure trades, gather strange favors and to lure away the unwary.
Being of Magic: Choose a Magical Gift on character creation.
2. Beastblood
Blood raised by beasts, cursed by witches and blessed by spirits. Some lose their past selves becoming new being in mind and body. Others retain their mind, however they are rarely seen as the being they used to be.
Bestial Gift: Choose one Bestial Gift. You can choose from Bestial Gifts when you gain a Gift from character advancement.
| Bestial Gifts | |
|---|---|
| 1 | Bestial Senses: You have Advantage on Awareness Tests to notice hidden beings, find tracks and recognize emotions. |
| 2 | Nocturnal: Darkness does not cause you Disadvantages within Close distance. |
| 3 | Tooth, Horn and Claw: Your unarmed attacks deal 1D6 + Mastery damage. You can choose to make unarmed attacks with Awareness. |
| 4 | Scurry: When you move, Exhaust to increase your Pace by a step. |
| 5 | Bestial Mobility: When you move Exhaust to climb or jump your Pace. |
| 6 | Powerful: Exhaust to gain Advantage on Tests of strength, for example carry, lift, push or pull. Alternatively increase damage die of Strength attacks by a die type, D6 to D8 for example. |
| 7 | Venomous: When you make a melee attack you can attempt to poison your target. Poison deals 1D6 damage, has Difficulty 10 + Intellect and duration of Mastery rounds. Beings that bite you are affected |
| 8 | Aquatic: You have Advantage on Tests for swimming and diving. You can breathe in water. |
3. Dwarf
Dwellers of deep earth, first to learn secrets of steel. Dwarves build wonders and lock them into holds deep beneath, to avoid many thieves circling their halls.
Gift of Craft: As a part of Downtime you can give an item one of following qualities. Same quality can be given to item only once.
– Fine: Value is doubled.
– Efficient: +1 to bonuses granted by the item. +1 damage on a weapon.
– Sturdy: It takes an extra attempt to break the item. Increase Armor by +1.
4. Human
Scavengers and wanderers born from the marrow of greater beings. Humans now find themselves at empty doorsteps of elder blood and secrets they hold.
Gifted: Choose an Path Gift on character creation.
5. Kobold
Tricksters living in hidden places of the world. Dark woods, lonesome caves and underneath nests of other Blood. Kobolds form a relationship with those sharing a nest, taking on semblance of their appearance and granting them both favors and endless nuisance.
Trickster: Exhaust to gain Advantage on Tests to create distractions and perform sleight of hand.
6. Sculpted
The faithful. The scum. The glorious. All were changed through sorcery. Sculpted into blades and tools to be wielded by great empires. Shackled in stone to perform a duty until one crumbles to dust, tool or the wielder.
Flesh of stone: You don’t need to sleep, eat or breathe. Add Vigor Defense to Armor.