Ancestory-Crafting: Alchemy
A skill honed in adolescence, teaching their young how to brew potions and to create medicine for the common man, and drugs to both numb someone's pain, and to soothe one's mind. While the clan is secretive of their techniques in medicine. there are rumors spread from the servants of the house of Eth-Profe, horrible things howling in a way no beast could, sights of strange small men, and small creatures that look like perversions of animals and man.
Bloodline Name: “Hegot” or “Hega”, the (insert trait regarding a specific trait/mutation an individual has here)
Current Blood: “Hegot the Drip”
Past Blood: N/A
Ancestry: Beast Affinity: Bloods of this ancestry are born as purestrain humans, but manifest primary and secondary characteristics of the creatures they defeat/consume in the wild. Later generations develop beast like qualities refined over time. There is no maximum for beastly attributes, but to become too inhuman in too short a time, or to not give the bloodline generations to stabilize it's alterations can have catastrophic consequences, including the termination of the bloodline as something considered human. Certain perks and quirks can help stabilize the bestial nature of this ancestry.
Perks/Quirks:
+Calm
+Incorruptible
-Destructive
Items:
Lantern
Sharp Rock
Vivaldi-bone Hero’s Breastplate
1 Unit of leather
1.5 handed Bone Club
Faceless Trophy
Short stone spear
1 unit of rusty iron
Large shield
Mutations:
-Scenting Pores
Followers:
-“Skillful Lady”, generation 2
-39 normal lads
ANCESTRY
Sephirah Arts or Enchantment - For your first generation you can make 2 glyphs for every quirk you have and 1 ward for every quirk you have. Glyphs are small and go on items or boxes or equipment, wards are rarer, but they can do things like sanctuary, or fear, or other effects.
PERSONALITY
Those who possess the Sephirah Bloodline manifest their personality into two profiles: "The Crazy" and "The Recluse". Imagine the former as someone really passionate in his craft that you would think he is crazy and would scare girls away and the latter as that teen who's always on his device, never goes outside, and incapable of social interaction.
Ancestry: Herculean
Herculeans are simply paragon physical specimens, but their ancestors are silent. Tougher, stronger and harder to kill, and some would say a little more cunning... they'll have to learn fast if they're going to survive..
Uses psychic stress to disrupt an enemy's concentration and battle prowess, and some say with practice read minds. Bloods with mindforce grant bonuses to themselves and/or allies in contests/combat, and more easily give the opposite to rivals. It is said there are other talents this ancestry can bring in the darkness such as sensing the unseen, but such powers are developed over generations in a bloodline...
BLOODLINE CIUN
Hardy heralds that grow in following every camp they travel to, and receive a +1 to saving rolls.
A pale albino woman, with a FOCUSED and CONTEMPLATIVE personality (perks), BLUNT to a fault in conversation (quirk). Wears threadbare clothes, carries a lit lantern and sharp rock.
CAMP RESOURCES
Insects and (purest) water, one unit of oil. Community in the quarry has human bone, green herbs, red herbs, stone, and quartz.
ANCESTRY: HEALING
One of the stranger and often rarer ancestries, It allows the user to identify poisons, concoctions, and plants found in or made from the environment, most specifically cures for ailments and treatments for wounds. Bloods of healing ancestry also have the uncanny ability to more quickly heal from injuries, or heal others that would otherwise fail to rise again from their wounds.
"My life is fleeting, my body sustenance for the soil"
Plant Kinship
Nihtur (People of the Soil) Bloodline
Broken in her arrival into this Kingdom of Death, Spora is a MISGUIDED woman who seeks to show the others of her kind their futility against the denizens of the dark. CLEAR HEADED and DISCPLINED, she has become a CORRUPTOR to those unfortunates who follow her.
Ancestry: Culinary
Members of this ancestry are masters at making anything at hand edible/potable, and hence never suffer from hunger or thirst. The better quality ingredients at hand, the higher the morale bonus the population of this ancestry receive. Depending on key ingredients, you can take a property of an ingredient and give a bonus to the consumer of the food. This ancestry does not suffer any penalties from the practice of cannibalism.
Followers:
40
Perks:
• Hyped (enthusiastic + enthusiastic, receives inspiration and a morale boost for almost every action)
Quirks:
Vindictive
Naive
Overzealous
Inventory:
Lantern
Sharp Rock
-x- (applicable from Turn 2)
A necklace of teeth, animal and human alike (+5 fear, +5 social)
A set of bamboo tools and utensils (a hollow tube, a rough knife, a medium sized bowl, a pestle and mortar, and the mortar is sufficiently flat to double as a cutting board)