Mythmaker SRD

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Making an Ancestry

Creating an ancestry or a species of sapient creatures is not all that different from creating a normal creature as shown in the previous section. The steps for making a culture are as follow:

  1. Determine the Ancestry's Natural Aspects
  2. Determine the Ancestry's Natural Size
  3. Determine the Ancestry's Available Senses & Descriptors

Determine the Ancestry's Natural Aspects

Every Ancestry as a pair of aspects they are naturally good at as a result of their natural development or due to the origins of their creation.

The core common aspects an Ancestry may possess are: Strength, Finesse, Endurance, Sense, Memory, Insight, and Resolve. Choose any two to represent the possible boons a character descending from this ancestry may receive when making their character.

Determine the Ancestry's Natural Size

Next, determine the average size a member of this ancestry may possess. The most common sizes range from Little to Giant. Anything more and the ancestry may experience some difficulty through the course of play.

Size Size Rating
Mini 0
Tiny 1
Little 2
Small 3
Average 4
Giant 5
Huge 6
Colossal 7
Mythical 8+

Determine the Ancestry's Available Senses & Descriptors

The final thing left to determine about a given ancestry is the natural senses and abilities it may possess. The following senses and descriptors can serve as a guideline for options to offer should a player choose to pick the ancestry for their character.

Sight


Common Sight Creatures with Common Sight are fully hindered during nightfall or when in unlit areas.

Far Sight Creatures with Far Sight gain +1 Ease to Sense Tests when using their vision to see things that are beyond a common scope of vision.

Dark Sight Creatures with Dark Sight are fully hindered during daylight or when in lit areas. This can be relieved by wearing shades or some kind of covering.

Tremor Sight Creatures with Tremor Sight cannot see and are, in effect, blind. However, this sight allows a creature to ignore the effects of the Blindness condition when making actions against creatures which have spent Movement within a number of areas equal to its Sense or Challenge rating.


Hearing


Common Hearing Creatures with Common Hearing possess ears or similarly capable features that let them hear sounds and speech.

Bestial Hearing Creatures with Bestial Hearing possess more capable ears and gain +1 Ease to Sense Tests involving hearing. However, Tests made to resist the Deafened condition are hindered by 1.


Extra Senses


Forked Tongue Creatures with a forked tongue gain +1 Ease to Sense Tests involving flavors or scents.

Bestial Nose Creatures with a bestial nose gain +1 Ease to Sense Tests involving scents.


Descriptors

A descriptor acts as a classification of the creature and describes addition abilities it may possess or inherent resistances.

Descriptor Effect
Winged A creature can use its Movement to ascend or descend into vertical or adjacent areas
Swimmer A creature can use its Movement to move through water or non-viscous liquids unhindered
Gilled A creature can move through water without gaining ranks in the Suffocation impairment
Slimy A creature is immune to being restrained by creatures attempting to apply the Restrained impairment to it
Crawler A creature can use its Movement to move along the surface of a wall or ceiling
Barbed Any creature that makes an unarmed strike or unarmed attempt to impair the barbed creature receives physical pressure equal to the creature's Size rating