Character Ancestries
With profession sorted, it's time to look at ancestry. In DT it's not enough to say: my character is an elf. DT asks: how does ancestry manifest? That's: Origin Powers.
Origin Powers (pick 2)
All characters have two Origin Powers. It's up to you what sort of ancestry the powers imply. Choose the powers first, then decide what ancestry these powers suggest to you.
(Example ancestries are only suggestions. Play how you want.)
Agile
You have remarkable control over your body's movement. You are Helped on any ATH actions involving physical speed, balance or grace. Examples: catfolk, elves.
Amphibian
You can live in water as easily as on land. You can breathe underwater. Actions made while at least half submerged in water are Helped. Examples: frogfolk, cecaelia.
Animal Friend
You can speak to animals and they understand you but cannot speak back. Actions involving working with normal animals are Helped. Examples: centaurs, princesses.
Attractive
Your appearance is especially pleasing. You are Helped on AWR actions involving persuation where physical attractiveness can play a part. Examples: angels, princes.
Darkvision
You can see clearly in absolute darkness. You aren't Hindered by absence of light. AWR perception actions taken in low light are Helped. Examples: mausfolk, dwarves.
Flight
You have wings and use them to fly, but you are either very small or very light of frame. You can only equip light weapons and armor. Examples: birdfolk, fairies.
Natural Armor
You have a natural body covering that protects you from harm (fur, hide, scales, etc.) Your Ablative Cushion is +1 if using light or no armor. Examples: turtlefolk, demons.
Natural Weaponry
You have natural weaponry (claws, horn, bite, fire breath, tusks, etc.) that you can use fighting HTH. Your unarmed weapon ST is 3. Examples: bearfolk, dragonfolk.
Press The Advantage
You are driven by the thrill of victory. When you roll a Triumph! in combat, you are automatically Helped on your first action next turn. Examples: humans, orcs.
Quick To Rally
You gain renewed resolve after a setback. When you roll Trouble! in combat, you are automatically Helped on your first action next turn. Examples: halflings, duckfolk.
Strong
You are capable of great feats of physical power and endurance. You are Helped on ATH actions involving physical might or fortitude. Examples: pandafolk, minotaurs.
Track By Scent
You can identify others by odors that most can't detect. You are helped on AWR actions to follow the trail of beings you have met. Examples: wolflings, goblins.
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