Qualities of Ilbarych

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Ancestry Benefits

  • Heirloom
  • Massive

Blood of the Bear

You show blood of the Lands of the Bear, from the old Empire. Those of those lands tended to be tall and wide-shouldered, with strong frames. They were light to olive complected, with hair in blondes and reds, and eyes in hazels, greens, and blues. They were known for their tremendous resilience and health. Increase your Health by +2. Whenever you test Endurance, add +2 to the result.

Blood of the Lion

You show blood of the Lands of the Lion, from the old Empire. Those of those lands tended to be tall and slender, with long legs and athletic frames. They were brown to black complected, with wavy to curly hair in browns and blacks, and eyes in brown, hazel, and gold. They were known as consummate horsemen and far-travelers. Whenever you test Animal Handling, add +2 to the result. Additionally, any mount you use with a Mounted Attack is considered to be trained for war. Finally, you may take the Polyglot Benefit without meeting the prerequisite.

Blood of the Eagle

You show blood of the Lands of the Eagle, from the old Empire. Those of those lands tended to be slender and slight, with quick, dextrous hands. They were olive and tawny complected, with very straight hair in blacks and greys (even in the young), and eyes of black, blue, or silver. They were known for their excellent senses, and comfort in heights. Whenever you test Awareness, add +2 to the result. When testing either Agility (Balance) or Athletics (Climb), you may re-roll a number of 1s equal to your Awareness.

Blood of the Wolf

You show blood of the Lands of the Wolf, from the old Empire. Those of those lands tended to be of average build and height. They were pale to olive complected, with coarse hair in reds and browns that never grew very long, and eyes in amber, gold, and greens. They were known for their battle acumen and "pack" tactics. Increase your Combat Defense by +2. When testing Warfare (Tactics), you may re-roll a number of 1s equal to your Cunning rank.

Habersi Blood

You are of the Habersi trading-folk, master sailors and renowned merchants. The lithe Habersi have olive to bronze complexions, with very straight black hair, and eyes of pale greens, blues, and greys. Add +2 to all attempts to Bargain or Charm during an Intrigue. When aboard a ship and testing Agility, Awareness, or Warfare, you may re-roll a number of 1s equal to your Will rank. Finally, your Status is not dependent on membership in a noble house, but is based on your reputation among your own people. If you become the retainer of a noble house, you may use either your own Status or that the House grants you, whichever is better.

Heroic Destiny

You are destined for greatness in some way. Choose one Ability other than Status. You may spend Experience to increase this Ability to 8.

Wealdfolk Blood

You are of the wealdfolk, the native peoples who live in the great forest known as the Wildweald. They are a short, thinner folk whose skin tones range from the pale of pine wood to the deep browns of oak bark, with eyes that are black or brown, and thick hair in various red and brown tones. Increase your Combat Defense by +2. Each time you test Animal Handling, Athletics or Stealth while in a wild terrain, you may re-roll a number of 1s equal to your Cunning rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.

Wrightfolk Blood

You are of the wrightfolk, the native peoples of the hills and lowlands who are known for their skilled handicraft works. They are a short, stocky folk whose skin tones range from a light to very dark brown, with brown or black eyes, and thick hair in brown and black tones. Add your Athletics to your Endurance when attacked by an environmental hazard. If you take the Trader Benefit, you learn two crafts or trades rather than the usual one; additionally, when testing Cunning for the Trader Benefit or Persuasion (Bargain) for business purposes, you may re-roll a number of 1s equal to your Will rank. Characters with a higher Status can never automatically compel you and must always engage you in an intrigue.

Ability Benefits

  • Artist
  • Averting Adept
  • Beastfriend
  • Connections
  • Dextrous
  • Eidetic Memory
  • Evaluation
  • Expertise
  • Face in the Crowd
  • Furtive
  • Gifted Athlete
  • Gifted Ritualist
  • Gifted Spellcaster
  • Gifted Teacher
  • Great Hunter
  • Guttersnipe
  • Hardy
  • Head for Numbers
  • Keen Senses
  • Knowledge Focus
  • Magic Resistance
  • Miracle Worker
  • Mummer
  • Polyglot
  • Sinister
  • Talented
  • Terrain Specialist
  • Trade

Fate Benefits

  • Animal Cohort
  • Cadre
  • Cohort
  • Famous
  • Head of House
  • Heir
  • Landed (does not require Sponsor)
  • Lucky
  • Night Eyes
  • Pious
  • Prophetic Alignment
  • Prophetic Dreams
  • Warding Marks
  • Wealthy

Martial Benefits

  • Accurate
  • Acrobatic Defense
  • Armor Mastery
  • Axe Fighter (I, II, III)
  • Berserker
  • Bludgeon Fighter (I, II, III)
  • Brawler (I, II, III)
  • Danger Sense
  • Deadly Shot
  • Deft Hands
  • Double Shot
  • Duelist (I, II, III)
  • Fast
  • Fencer (I, II, III)
  • Fury
  • Hail of Steel
  • Improved Armor Mastery
  • Improved Weapon Mastery
  • Inspiring
  • Long Blade Fighter (I, II, III)
  • Natural Leader
  • Pole-Arm Fighter (I, II, III)
  • Shield Mastery
  • Short Blade Fighter (I, II, III)
  • Spear Fighter (I, II, III)
  • Tough
  • Tourney Knight
  • Triple Shot
  • War Mage (I, II, III)
  • Weapon Mastery
  • Weapon Savant

Social Benefits

  • Adept Negotiator
  • Attractive
  • Authority
  • Cautious Diplomat
  • Charismatic
  • Compelling
  • Courteous
  • Dutiful
  • Eloquent
  • Favored
  • Magnetic
  • Respected
  • Stubborn
  • Treacherous
  • Worldly

Sorcerous Benefits

  • Natural Sorcerer
  • Sorcerous Initiation
  • Sorcerous Proclivity
  • Sorcerous Works