A character's ancestry primarily refers to their actual, biological nature. In most cases, a character's cultural aspects are instead determined from their background. Characters from any ancestry can find a home in virtually any culture.
During the character creation process, you'll choose an ancestry for your character. A character's ancestry represents their biological roots and heritage. Your choice of ancestry grants you traits and statistical improvements, as well as an Origin ability.
Select an ancestry and gain its provided features. The ancestries provided in these rules are Dwarf, Elf, Human, and Orc. To create a character with two different ancestries (for example, a character with both human and elven parentage), choose the Dual Ancestry ability when you gain an Origin ability from your chosen ancestry.
Dwarves are short of stature but stout of heart. Most dwarves have a strong desire to create impressive works of beauty or function. As a result, many dwarven settlements are carved out of mountains or mesas, or located in other unlikely locations such as vast caverns or adrift in the middle of the ocean.
Traits. You gain the Person and Dwarf ancestry traits.
Stat Bonuses. You gain a permanent +1 bonus to your Stamina and Vitality.
Dwarf Ability. You gain one Dwarf ancestry ability of your choice.
Origin Ability. You gain one Origin ancestry ability of your choice.
Elves are a graceful folk, best-known for their longevity that easily outpaces most other ancestries. Elves reach maturity at the same rate as humans, but can live for centuries. Because of this, elves tend to mark their age in centuries rather than years. Many elves choose to reinvent themselves with the turning of centuries.
Traits. You gain the Person and Elf ancestry traits.
Stat Bonuses. You gain a permanent +1 bonus to your Fortune and Speed.
Elf Ability. You gain one Elf ancestry ability of your choice.
Origin Ability. You gain one Origin ancestry ability of your choice.
Humans are a curious people. They tend to congregate in much larger communities than other ancestries do. This affords them incredible levels of cooperation and achievement, though it also allows injustice and corruption to run rampant in their cities.
Traits. You gain the Person and Human ancestry traits.
Stat Bonuses. You gain a permanent +1 bonus to your Fortune and Stamina.
Human Ability. You gain one Human ancestry ability of your choice.
Origin Ability. You gain one Origin ancestry ability of your choice.
Orcs are proud and strong. While some cultures dismiss them as brutish, orcs have an incredibly rich cultural history. What others mistake for aggression is usually a strong passion for self-expression. Some orcs accomplish this through wrestling and martial arts, but many others do so with painting and oration.
Traits. You gain the Person and Orc ancestry traits.
Stat Bonuses. You gain a permanent +1 bonus to your Speed and Vitality.
Orc Ability. You gain one Orc ancestry ability of your choice.
Origin Ability. You gain one Origin ancestry ability of your choice.
Whenever a PC would gain an ancestry ability, they must choose an ability that includes an ancestry trait they have and that has a level number equal to or less than their character level. Ancestry abilities without a level number may not be selected in this way.
For example, when a Dwarf character reaches level 2, they gain an ancestry ability. For this selection, they may choose any ability with the Dwarf trait that is marked as "Ancestry 1" or "Ancestry 2".
Orc Elf
You gain 4 skill boosts to a trade skill relating to art or self-expression such as Dance, Painting, Poetry, Sculpture, Singing, Theatre, etc.
Human
When you attempt to assist another character with a modifying roll, your effectiveness is one step better than normal.
Dwarf Human
You gain 4 skill boosts to a trade skill relating to a specific craft such as Carpentry, Gemcutting, Masonry, Painting, Smithing, Weaving, etc.
Orc
When you take 2 or more Damage from a single source, you can take 1 Fatigue to reduce the Damage by 1.
Elf Dwarf
You can see in dim light just as well as in bright light.
Elf
When you Rally, you may move 1 additional space.
Dwarf
You can carry 2 additional Burden before you become encumbered, and your maximum Burden is increased by 4.
Human
You can spend 1 Luck immediately before making a roll. If you do, add 2 to the roll's result instead of 1.
Dwarf
You gain +1 edge on Resist rolls you make against Toxins. If the Toxin also has the Alcohol trait, increase this bonus to +3 edge.
Orc
You gain +1 edge on Discipline rolls made to perceive, identify, and locate sounds and scents.
Elf
You gain 3 free skill boosts to any combination of culture or trade skills.
Human Orc
You gain +2 edge on Might rolls made to Hustle or Double Time while using the ⧗ Travel activity.
Origin (trait). A player character cannot gain an Origin ability except during character creation, and only when provided by their chosen ancestry.
Choose a second ancestry. You gain that ancestry's traits, allowing you to select Ancestry abilities from either ancestry at the appropriate levels.
You also gain a permanent +1 bonus to one stat of your choice (Vitality, Stamina, Speed, or Fortune).
You gain a permanent +1 bonus to your Fortune.
Before making a roll, you can spend 1 Luck. If you do, make the roll with +1 edge. You still add 1 to the roll's result, as normal for spending Luck.
You gain a permanent +1 bonus to your Speed.
You can move up to one space whenever you use an action that doesn't have the Move trait. You can use this movement immediately before, during, or after the action. The action gains the Move trait when you do so.
You gain a permanent +1 bonus to your Stamina.
Whenever you would take 2 or more Stress from a single effect, reduce the Stress you take by 1.
You gain a permanent +1 bonus to your Vitality.
Whenever you finish a ⧗ Rest, you may remove 1 additional Damage.
You gain the Fiend ancestry trait and a permanent +1 bonus to your Vitality. You also gain a Fiend Bloodline ancestry ability of your choice.
You gain the Celestial ancestry trait and a permanent +1 bonus to your Fortune. You also gain a Celestial Bloodline ancestry ability of your choice.
You gain the Dragon ancestry trait and a permanent +1 bonus to your Stamina. You also gain a Dragon Bloodline ancestry ability of your choice.
You gain the Fey ancestry trait and a permanent +1 bonus to your Speed. You also gain a Fey Bloodline ancestry ability of your choice.
You gain a permanent +1 bonus to your Stamina.
When you gain the breathless status effect, you can hold your breath a number of rounds up to five times your maximum Stamina instead of two times. You then make Might rolls as normal.
If your GM allows, you may forgo selecting an ancestry from those provided, and instead gain any three Origin abilities (except Dual Ancestry). If you do so, you gain the Person trait. Using this optional rule allows a player to essentially create their own ancestry, or to create a character that is a blend of multiple Bloodlines. It may also be used to represent a character's mysterious origins; perhaps not even they know what they are or where they came from.
Bloodline (trait). Ancestry abilities with the Bloodline trait can only be acquired by a character who already has one of the ability's ancestry traits. These abilities can be obtained by taking one of the Origin Bloodline abilities during character creation, or by taking the Latent Bloodline general ability.
Bloodline Celestial Fey
You gain +1 edge on Discipline rolls to see through Illusion effects for every rank of Presence you have beyond untrained (d4).
Bloodline Celestial Dragon Fiend Fey
You gain a pair of wings sprouting from your back. Although not yet capable of flight, you can use them to ⨭Glide (see Basic Tactical Abilities).
Bloodline Dragon Fiend
While you aren't wearing Armor, you gain the benefits of Light Armor.
Bloodline Fiend Fey
You gain +1 edge on Presence rolls you make to Feint, Parley, or Taunt, as well as on Presence rolls you make to charm or beguile another character.
Bloodline Celestial
A radiant light emanates from you, casting bright light in an area up to Radius 5, and dim light out to twice that distance.
Bloodline Fiend
Trigger: A creature dies within 3 spaces of you.
Remove 1 Stress. You gain 1 Luck that expires at the end of your next turn.
Bloodline Dragon Attack Fire Taxing
Take 1 Fatigue. Target all creatures in an Arc 2 or Line 5 and roll Might.
Success. Each target you succeed against takes 1 unblockable Damage and is burning.
Failure. Each target you fail against takes 1 unblockable Stress.
Bloodline Dragon Attack Cold Taxing
Take 1 Fatigue. Target all creatures in an Arc 2 or Line 5 and roll Might.
Success. Each target you succeed against takes 1 unblockable Damage and is slowed until the end of your next turn.
Failure. Each target you fail against takes 1 unblockable Stress.
Bloodline Celestial Dragon Fiend Fey
Prerequisite: Fledgling Wings.
You gain the Winged trait and can fly with a Speed equal to your normal Speed.