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- Your bloodline is that of the SEA-BLOODED - Somewhere in your lineage lurks an ancestor who was a “deep one.” This taint manifests itself in a somewhat frog- or fish-like aspect to your appearance.
• Call of the Sea: A Sea-Blooded can never drown in water, and gains a d6 to their Speed while swimming.
• “The Look”: All Sea-Blooded have something fish- or frog-like about their appearance. This unfortunate aspect of their bloodline gives them -2 to Charisma. Even when magically disguised, they suffer from this penalty. People can tell that there’s something “off” about you.
• Things Man Was Not Meant to Know: Distant and nightmarish beings communicate with the Sea-Blooded while they sleep. These dreams are dimly remembered, but still give Sea-Blooded a +1 to Arcana. Such uncanny knowledge comes with a price to one’s sanity, -1 Willpower. - Your bloodline is that of a CHANGELING - You are not truly human at all; rather, the Fae stole a human baby from its crib, and left you in its place. Tell-tale signs of your inhuman lineage include your unnaturally-colored hair.
• Faerie Glamor: Once per day, Changelings can use a limited Disguise power to alter their own appearance. This functions like a “Charm Person” spell against everyone in the Changeling’s presence strictly for the purpose of disguising them for a number of Turns equal to their level.
• Frail and Fey: -1 Constitution.
• Mystified by Mortal Devices: Changelings always suffer a -2 to the Tinkering skill. Additionally, when the character fumbles a roll while using a man-made device of any kind, the device breaks.
• Unearthly: When the Changeling is created, randomly roll one 1st level spell. They can cast it a number of times per day equal to their Level.
• Don't Charm a Charmer: Sleep and Charm spells don’t work on Changelings.
• Weakness (Iron): Changelings take double damage from iron weapons, but can handle iron items normally. - Your bloodline is that of the HELL-BLOODED - Included in your ancestry is a progenitor who fornicated with devils. This corruption manifests in cloven hooves.
• Burn, Baby, Burn!: -2 damage from, or +4 bonus to resist fire and heat.
• Infernal Will: +2 bonus to most Willpower checks, and +2 to all attempts (even magical ones) to Intimidate or cause Fear. The opposite is true when dealing with Clergy or other True Believers.
• Silver-Tongued Devil: The natural cunning a Hell-Blooded gains from their demonic lineage allows them to “Charm Person” a number of times per day equal to their Level.
• Weakness (Holy): Hell-Blooded take double damage from holy weapons, and damaging Miracle powers. Additionally, they feel uncomfortable in sacred places. - Your bloodline is that of the HELL-BLOODED - Included in your ancestry is a progenitor who fornicated with devils. This corruption manifests in a forked tongue.
• Burn, Baby, Burn!: -2 damage from, or +4 bonus to resist fire and heat.
• Infernal Will: +2 bonus to most Willpower checks, and +2 to all attempts (even magical ones) to Intimidate or cause Fear. The opposite is true when dealing with Clergy or other True Believers.
• Silver-Tongued Devil: The natural cunning a Hell-Blooded gains from their demonic lineage allows them to “Charm Person” a number of times per day equal to their Level.
• Weakness (Holy): Hell-Blooded take double damage from holy weapons, and damaging Miracle powers. Additionally, they feel uncomfortable in sacred places. - Your bloodline is that of a CHANGELING - You are not truly human at all; rather, the Fae stole a human baby from its crib, and left you in its place. Tell-tale signs of your inhuman lineage include your pointed ears.
• Faerie Glamor: Once per day, Changelings can use a limited Disguise power to alter their own appearance. This functions like a “Charm Person” spell against everyone in the Changeling’s presence strictly for the purpose of disguising them for a number of Turns equal to their level.
• Frail and Fey: -1 Constitution.
• Mystified by Mortal Devices: Changelings always suffer a -2 to the Tinkering skill. Additionally, when the character fumbles a roll while using a man-made device of any kind, the device breaks.
• Unearthly: When the Changeling is created, randomly roll one 1st level spell. They can cast it a number of times per day equal to their Level.
• Don't Charm a Charmer: Sleep and Charm spells don’t work on Changelings.
• Weakness (Iron): Changelings take double damage from iron weapons, but can handle iron items normally.