-
- Your bloodline is that of a NEPHILIM - The celestial seed of a traitorous angel begot your bloodline. This taint makes you seem otherworldly, and has imbued you with a terrifying beauty.
• Accursed: Since their angelic ancestor broke commandments by lying with a mortal, the Nephilim bear the ill-will of the divine. -2 penalty to save vs. any curse or cursed item.
• Angelic Benefactor: Nephilim are driven by their angelic blood to help others. Willpower check at +2 difficulty to avoid helping those in need.
• Lay on Hands: Calling upon their divine heritage, a Nephilim can heal themselves, or others. 1d6+(Level) hp, a number of times per day equal to their level.
• Terrifying Beauty: Their beatific and perfected form gives them +2 to Charisma. - 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 CALIBAN - You were born under a witch's hex, or in the vicinity of dark magical rites being practiced. You are stunted, gnarled, bestial, or deformed in some way.
• Born Under a Black Sign: Early exposure to witchery leaves a Caliban resistant to magic. They take 2 fewer points of damage when hit by offensive arcane powers, and add a +2 bonus to Save vs. Magic. On the downside, they have to Save vs. Magic against beneficial effects too.
• Horrific Visage: Due to their malformed countenances, Caliban have -2 to their Charisma.
• Broken-Bodied Brute: Though misshapen, Caliban tend to be as tough as iron. Caliban add +2 to their Constitution.
• Shambling Gate: Caliban have -1 Speed due to the tortured movements of their gnarled limbs. - 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. - Your bloodline is that of the MOON-BLOODED - Though not a were-creature yourself, one of your progenitors bore the curse. Your bloodline manifests as animal-like features, and a predatory temper.
• Frenzy: Moon-Blooded fly into a bestial rage when attacked, or openly threatened/mocked. They can only restrain themselves from lashing out if they make a Willpower check at a +4 penalty. If the Moon-Blooded's bloodthirsty nature is known, they suffer -4 to Charisma. On the positive side, they’re at +1 to hit and +1 damage with their bare hands/feet/teeth during these episodes.
• Keen: Moon-Blooded have extraordinary senses of hearing, sight, or smell; they get a +1 to Tracking, or Searching.
• Low Light Vision: Moon-Blooded ignore penalties for Dim lighting (but not total darkness).
• Monstrous Fortitude: Moon-Blooded are difficult to wound; they have +1 Constitution.
• Red of Tooth and Claw: You have a tough hide and tasteful fur (half damage from cold).
• Weakness (Silver): Moon-Blooded take double damage from silver weapons.