Character Creation 1. Blood

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.

Blood
1Alfar
2Beastblood
3Dwarf
4Human
5Kobold
6Sculpted

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. Gain the Channeling Skill.

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
1Bestial Senses: You have Advantage on Awareness Tests to notice hidden beings, find tracks and recognize emotions.
2Nocturnal: Darkness does not cause you Disadvantages within Close Distance.
3Tooth, Horn and Claw: Your unarmed attacks deal 1D6 damage. You can use Awareness to make unarmed attacks.
4Scurry: When you move, [Exhaust] to increase your Pace by a step.
5Bestial Mobility: When you move [Exhaust] to climb or jump your Pace.
6Powerful: Increase damage die of Strength attacks by a die type. [Exhaust] to gain Advantage on Tests of strength, carry, lift, push, pull or break.
7Venomous: [Exhaust] to secrete poison. Poison deals 1D6 damage, has Difficulty 10 + Intellect and duration of 1 + Mastery. Poison loses potency after Significant Time passes.
8Aquatic: 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. Slow to trust, fiercely loyal once they do. They have noticed that the clamor from the upper world has changed. That may mean trouble and warrants an exploration.

Dweller: Recover one additional Burden when you Rest under ground.

Stubborn: [Exhaust] to gain Advantage on a Test to Break an effect.

4. Human

An age past they wandered out of deep wilds, finding themselves at empty doorsteps of the elder blood and secrets they hold. This has not satisfied their curiosity and they always search for more.

Gifted: Choose a Gift from one of your Guides 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 a Test to create a distraction or 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.

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