Related Themes: Artifice, Faith, Thievery, Martial Arts, Warfare
Signature Trait Suggestions: Ancestry
Combat
Forgotten Technique
[ Heritage, Combat, Bolster ]
You are the wielder of a forgotten technique or ability. Collaborate on what this technique is, and why you are able to use it. When you first reveal this technique to a foe, attack or intimidate with advantage.
Pa’s Axe
[ Heritage, Combat, Magic Weapon, Armor Penetration ]
Your weapon is a family heirloom. People in your family speak to it as they would a friend. No one outside your family may wield it. This weapon is so good it ignores mundane physical defenses like armor. Once per combat you can speak to the weapon to increase your attack roll. At camp, describe how you take meticulous care of this weapon, sharpening, oiling, sanctifying, etc. If you fail to take care of the weapon, the GM may spend a bad tale to give it a condition like “misused”, “obstinate”, “petulant”, “dull”, or “broken”. Then collaborate on a quest to recover the weapon to its former glory.
Angry Mob
[ Heritage, Combat, Summon, Minions ]
If you’re fighting for a righteous cause in plain view of other people, you may spend a good tale to have them join the fray. They’ll bring improvised weapons like pitchforks and torches. They’ll call friends. They’ll impede your enemies and help you hold them accountable. Afterward, they’ll expect a speech.
Collaborate: Determine what specific benefit the angry mob provides during your challenge.
Backfire: The mob fails to disperse after the initial fight, then begins rioting. The mob turns on you.
Related Traits: Faith.Rabble Rouser
Exploration
Birthright
[ Heritage, Exploration, Narrative Authority ]
Collaborate on a secret part of your family history. This secret should include an item of power or value, as well as a way of identifying your claim to this item. (eg: The deed to a long-abandoned castle.)
Caravaneer
[ Heritage, Exploration, Mount ]
You own a vehicle capable of travelling great distances. If you like, you may travel with members of a particular group or with goods for trade. Collaborate on how long you can travel without stopping for supplies or repairs. The first time the caravan arrives in a new location, roll 1d6 to determine your reception:
- Despised and Hunted
- Hostile crowd, friendly magistrate
- Friendly crowd, hostile magistrate
- Friendly all around, except there’s someone here who still holds a grudge
- A little too friendly, perhaps: an old fling or a new opportunity
- You’re welcomed by a local guide (bolster all attempts at trade here).
Heavy Burden
[ Heritage, Exploration, Summon, Minion ]
You bear a unique responsibility which no one else can complete. Collaborate with your GM to identify the task, the stakeholders, the risk, and the reward. The toll on your well-being is obvious; Gain the condition “burden”. Strangers will tend to offer aid. Describe the physical toll your responsibility has caused then Bolster attempts to garner their support. When you have at least two conditions besides burden, you may spend a good tale to have a friendly bystander appear along the path.
Related Traits: Faith.Chosen One
Hero’s Journey
[ Heritage, Exploration, Narrative Authority ]
You are important. The prophecies foretold your arrival. Your story will be retold countless times. Write the following words on your character sheet: “Call”, “Reveal”, “Overcome”. Cross them off as Neutral Tales for the following effects:
- When you have doubts, cross off “Call” to create a flashback scene, retroactively describing your initial planning.
- When things look too easy, cross off “Reveal” to introduce a twist or complication, explain how you discover the truth and how it shakes your resolve.
- When things look bleak, cross off “Overcome” and take a free bolster action; explain how you dig deep to find your heroic second wind.
- When you “Reveal”, you may reset either “Call” or “Overcome”.
When you start a new quest, refresh all your keywords.
Long Bloodline
[ Heritage, Exploration, Interaction, Bolster ]
Your predecessors are long dead, but they still look out for you.
Spend 1 point of your signature resource and describe an ancestor to your companions. Then describe how that particular ancestor assists you in your current situation. Bolster your next action.
You may never call on the same ancestor twice in one challenge. Exploiting your ancestors too frequently runs the risk of angering the matriarch, or becoming ostracized altogether.
Describe: their style, appearance and personality. Some task or quest that needs completion so they can rest in peace. Recall their teachings, their spirit possesses your body temporarily, etc.
Bonus Marks* for: Telling tales of your ancestors during campfire scenes. Having a few recurring ancestors with distinct personalities.
* Bonus Marks have no mechanical benefit
What came before
[ Heritage, Exploration, Discovery ]
You are somehow linked to someone older than you–like a parent, sibling, mentor, or old friend. Write “Enemy,” “Friend,” “Problem,” and “Solution,” on your character sheet. You can cross these words off to encounter something you predecessor left behind, that now falls to you. When you’ve crossed off all four, write them again.
Interaction
Bigger than Us
[ Heritage, Interaction, Summon ]
At any time, you may call in a favour from a faction on your side. In doing so, you risk repercussions from an opposed faction. The GM may use this knowledge to inform future bad tales, or they may introduce a free bad tale later.
Nobility
[ Heritage, Interaction, Bolster ]
You are part of a royal bloodline. Come up with a family crest and a family slogan. Collaborate on what your family rules or ruled and what they expect of you. Your subjects are likely to recognize you. Increase rolls to influence them. If you willfully defy your obligations you may lose the support of your subjects. In that case, collaborate with the GM to develop a quest which will restore your standing.
Nemesis
[ Heritage, Interaction, Narrative Authority, Enemy ]
Collaborate with your GM to create your nemesis. Create a character for them starting with twice your XP and give them a set of goals and motivations. Anytime there’s a bad tale, anyone at the table may invoke/introduce your nemesis.
Whenever your nemesis appears or influences events, the narrative spotlight will be focused on you. You have authority to direct their motivation, but the GM will control their actions. If your nemesis has the upper hand, they will inexplicably leave the scene, assuming you’ll die slowly.
If you feel your nemesis is defeated or played out, your may choose one of the following:
- substitute this trait for one of the traits you gave the Nemesis (eg: birthright)
- have the nemesis serve you as a minion (either as a friend or under duress)
- Leave this trait open, then at any time, elevate any NPC to become your new Nemesis
Port in the Storm
[ Heritage, Interaction, Sanctuary ]
You can spend a good tale to find a safe haven that will safely harbor you and your allies for as long as you stay there. The locals will freely offer some sort of aid, or the aid will already be there if the safe haven is unpopulated. Aid: Food and shelter, fresh weapons or armor, information, guides, minions, medical attention, potions.
Describe: Sensing a safe area, feeling the air is calmer over there, following a soothing wind, following warmth.
Safe Havens: Hidden cave, a house owned by friends, politically neutral ground, forgotten cabin in the woods.
Related Traits: Heritage.Burden, Faith.Chosen One, Artifice.Pocket Plane, Thievery.Stash
Scapegoat (Hero we Need)
[ Heritage, Interaction, Taunt (Transfer Blame) ]
Your lineage is cursed, scorned, or maybe people just don’t like you. When bad things happen, you, and possibly your family are the first ones people blame. When an ally suffers social repercussions from a bad tale or failed challenge, you can take the blame instead, leaving your ally completely innocent.
Describe: born under a bad sign, a social pariah, “he’s a bad influence on you!”