Heritages
Combining Heritages
You may combine 2 Heritages of your choice. You can either take the Lowest HP from the 2 Heritages and gain 2 Traits from either Heritage. Or, take the Highest HP and gain only 1 Trait from either Heritage.
Human
HP: 12
Description
GM and players determine the backstory for all Heritages
Heritage Trait
Humans select an additional Base Trait during Adventurer creation.
Fey
HP: 12
Description
Also known as Elves. GM and players determine the backstory for all Heritages
Heritage Trait
Bow Mastery
You have Mastered bows and have +1 ADV when using them. This is in addition to the any Weapon Skills chosen at Adventurer creation.
Goblin
HP: 10
Description
GM and players determine the backstory for all Heritages
Heritage Trait
Goblin Agility
You can make an Evade Test whenever you are successfully hit by an enemy. If your Test is successful, you evade the attack and do not take damage. Declaring Evade as an Action has no additional benefit
Dwarf
HP: 16
Description
GM and players determine the backstory for all Heritages
Heritage Trait
Dark Vision
You are able to see in total darkness. However, if you are exposed to sudden bursts of light (spells, alchemist’s flash bombs), you suffer +1 DIS on your next turn.
Minotaur
HP: 14
Description
GM and players determine the backstory for all Heritages
Heritage Trait
Pick one of the following:
Strength of the Bull
When hit with an attack, you may choose to take 1 extra damage. If you do, on your next turn, all of your attacks get +1 damage.
Death Before Dishonor
Once per day you may choose to take no damage from an attack
One Against Many
When outnumbered, your attacks do +1 damage.
Pangolin
HP: 10
Description:
Pangolin are intelligent, bipedal mammals with long snouts and plate-like scales covering most of their body. They are normally quiet and reserved, but quite polite.
GM and players determine the backstory for all Heritages
Heritage Trait
Thick Skinned
You gain +1 AC
Dark Fey/Elf
HP: 12
Description:
Albino and underground cousins to the fey
GM and players determine the backstory for all Heritages
Heritage Traits
Darksight
Dark elves can see in natural darkness without penalty.
Underground Fighter
Dark elves always count as having taken the Evade Action when engaged in combat underground.
Light-Blindness
(Drawback Trait): Dark elves suffer Disadvantage on any turn where they are exposed to bright light suddenly and for 1p6 turns after (a flare from a Spell-Touched effect, a magic item, a torch being lit without warning would all trigger this Trait.) In broad daylight, this rule is always in effect.
Giantkin
HP: 20
Description:
The large and lumbering giantkin are huge creatures, among the largest of the adventuring sorts. Their large bulk makes them strong, tough, and able to go toe-to-toe with some of the largest foes you can find in dungeons! Their giants blood makes them inherently resistant to magic.
GM and players determine the backstory for all Heritages
Heritage Traits
Giant-Blooded
Giantkin gain Advantage on Save Tests against magical effects. They suffer Disadvantage on any attempts to move quietly, use finesse (such as pickpocketing, playing certain instruments, and similar) and cannot take such Traits (like Acrobat, Nimble Fingers, or Sneaky.)
Additionally, they can never take the Spell Reader, Magically-Touched, Magically-Adept, or Sorcerer Class.
Gnome
HP: 10
Description:
They tend to be smaller than dwarves (though larger than halflings)
GM and players determine the backstory for all Heritages
Heritage Traits
Creative
Gnomes gain +1 ADV on any Tests related to creating new and unheard-of devices. (Examples can include clockwork gadgets, golems, or more.)
Grey Elves
HP: 12
Description:
A cousin Heritage to the Fae, these haughty fey are masters of magic and nobility, living exceptionally long lives
GM and players determine the backstory for all Heritages
Heritage Traits
Arcane Mastery
When casting a spell or reading a scroll, the Grey Elves may elect to empower that effect. If the effect requires a Test, and they do not have +1 DIS on this Test, they may instead elect to spend two actions and have the Test automatically succeed.
Halfling
HP: 10
Description:
Jovial, stout, and enamored with good food, the halflings are beloved by all other Heritages for their good cheer, good food, and good drink. However, Halflings have more to offer than simply sustenance, for inside the soul and heart of each Halfling lies an unusual potential towards heroism. Halflings are about the same size as goblins, but with pointed ears, mops of hair, and oddly large feet.
GM and players determine the backstory for all Heritages
Heritage Traits
Luck of the Halfling
Halflings may use the attributes-and-skills#Lucky 2 times, per session.
Halfling Cookpot
When Halflings have time to cook, they can spend one hour preparing a meal for their friends. The Halfling may make a Mental Test at a DL of 1. If successful, roll 2p6 for a pool of Hit Points. These Hit Points must be shared in total among those who partook of the meal, allowing them to heal. A Halfling may only do this once per day
Wood Elves
HP: 14
Description:
A cousin Heritage to the Fae, the Wood Elves are primal, feral, and barbarian-like, more beast than fey. Prone to rage, vengeance, and anger, the Wood Elves are masters of camouflage and concealment.
GM and players determine the backstory for all Heritages
Heritage Traits
Reckless & Feral
Wood Elves deal +1 damage with all attacks when they are at half their Hit Points or less
Hunter
Wood Elves deal +1 damage with all attacks when the wood elf is in a truly natural wooded environment (a park in a city would not count.)
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