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Ancestry & Background

In the world of the New Dark Age, characters are divided not only along cultural and experiential lines but along unique and sometimes inhuman ancestries. These modified character creation rules aim to address this aspect of characters in the world in a way that is both respectful of sapient beings' individual uniqueness and which resoundingly rejects concepts such as bioessentialistm. These rules supplement the character creation steps listed in the Modern Age Basic Rulebook (MAB p.10-30) and are an alternative to the Peoples Backgrounds listed in the Modern Age Companion (MAC p.13-18).

 

Step 1: Concept

Character Concept is determined as normal for Modern Age (MAB p11-12).

 

Step 2: Abilities

I've decided to direct the default ability generation rules for New Dark Age to those outlined in Cthulhu Awakens (CCRB p40). If you do not have access to the Cthulhu Awakens core rules, use the buying abilities option from Modern Age (MAB p11-12).

 

Step 3: Origins

Instead of simply rolling or choosing a Background, players will choose their Ancestry and Background, which is meant to represent their combined physical and cultural/experiential traits. By default it is assumed that Social Class plays no real role in these choices. While there are certain social circles that tend to favor individuals of a higher station, that distinction is made via features of the chosen Background rather than a static caste position. This also reflects the fact that there are effectively two societies in which characters live, the mundane world and the supernatural world, and their status may be very different between the two.

 
Ancestries

The following Ancestry options are available for all characters, and are detailed below.

  • Anthropomorph
  • Elemental
  • Faerie
  • Human
  • Spirit
  • Vampire
 

Anthropomorph
Origin of the classical concept of werewolves or other beings which can change shape from Human to animal-like form, Anthropomorphs are humans whose bodies have adapted to a supernatural virus which alters their physical form granting unique physical traits and an enhanced adrenal system which can trigger stress-induced physical enhancements.

 

TRAITS:

  • +1 Strength
  • +2 Toughness. If playing in Gritty mode, you may apply your Toughness to Impact wound damage.
  • When you gain a Talent, including from your Background, you may choose to gain a rank in the Anthromorphy Talent. Damage from sources containing or coated in Silver inflict penetrating wound damage to you.
 

Elemental
Elementals are creatures bound to the substance of the physical world. They are made up bodily of the elements in various balances, including air, fire, stone, water, metal, and the like. While elementals do frequently style themselves as part of subgroups, each is inherently a unique mixture of these constituent aspects.

 

TRAITS:

  • Choose a single elemental damage source, such as fire. You are completely immune to damage from the chosen source.
  • When you gain a Talent, including from your Background, you may choose to gain a rank in one of the following arcana: Air, Cold, Earth, Fire, Lightning, Water, or Wood.
 

Faerie
The famed beings of folklore the world over, faeries are beings which evolved alongside but apart from Humans. They exist in a realm in the spaces between physical reality where magic and physics blend in a manner both incredible and incomprehensible to mortals. And as the myths imply, the folk of faerie are as diverse as the dreamings of legend.

 

TRAITS:

  • +1 Constitution, Dexterity, or Strength, your choice.
  • You are able to pass between the mortal world and the in-between spaces as a minor action, without the use of magic.
  • When you gain a Talent, including from your Background, you may choose to gain a rank in any arcana Talent.
  • Choose one of the following unique traits: Flight, Alternate Form, or +2 Toughness.
  • Special: When selecting your Drive, you may choose to gain a Membership (rank 1) in one of the Courts of Faerie instead of any of the normal Improvements associated with your Drive.
 

Human
Humans are generaly considered the baseline for sapient beings in the world, owing to their overwhelming numerical advantage. Though most humans have little interaction with the supernatural, there are those who through various means have a foot in each world. Wizards, psychics, Morloks, and Shapeshifters are all humans in a technical sense, but are touched by elements beyond the mundane.

 

TRAITS:

  • Gain any 1 Ability Focus of your choice.
  • When you roll on your Background table, roll a second time and gain both traits.
  • +1 to any Ability of your choice OR choose the Morlok or Shapeshifter options below.
  • Morlok: You gain all of the following traits: Darkvision, Focus: Perception (Hearing, Smelling, or Touch), +2 Toughness, and Light Sensitivity.
  • Shapeshifter: When you gain a Talent, including from your Background, you may choose to gain a rank in the Shapeshifting (Subtle) Talent (MAC p.17). Damage from sources containing or coated in Silver inflict penetrating wound damage to you.
 

Spirit
Whether one of the angelic host, the demonic horde, or simply the spirit of a dead human being, you exist in the world as a disembodied spirit.

 

TRAITS:

  • You gain a rank in the Possession Talent and have the Incorporeal property (MEA p.63).
  • Choose one of the following options:
  • Angelic Spirit: You gain a rank in the Heroic or Protection Arcana Talent.
  • Demonic Spirit: You gain a rank in the Fire or Illusion Arcana Talent.
  • Ghostly Spirit: You gain the Manifest ability (MEA p.63).
 

Vampire
Descended, by birth or by magic, from lines of humans cursed by Thanatosian Blood Magic, you exist as a partially dead predator of the night.

 

TRAITS:

  • +1 Strength
  • Darkvision
  • +2 Toughness. If playing in Gritty mode, you may apply your Toughness to Impact wound damage.
  • When you gain a Talent, including from your Background, you may choose to gain a rank in the Thanatosis Arcana Talent. Damage from sources containing or coated in Silver inflict penetrating wound damage to you. Exposure to direct sunlight causes 1d6 penetrating fire damage to you each minute and reduces your Toughness to 0.
  • Special: When selecting your Drive, you may choose to gain a Membership (rank 1) in one of the Houses of Blood instead of any of the normal Improvements associated with your Drive.
   

Hybrids
Hybrid Ancestries are also possible, and follow a slightly altered system. Instead of choosing a single Ancestry to gain traits from, you have 7 points to spend obtaining abilities from the chart below. You may only choose one increase to an Ability as part of this system. Specific descriptions of your character's ancestry are up to you and your GM.

 
Ancestry Trait Cost
Anthropomorph +1 Strength 2
Anthropomorph Improved Toughness 1
Anthropomorph Anthropomorph Talent + Silver Weakness 4
Elemental Elemental Immunity 4
Elemental Elemental Arcana 3
Faerie +1 Constitution, Dexterity, or Strength 2
Faerie Pass Between Worlds 1
Faerie Arcana Talent 2
Faerie Flight, Alternate Form, or Improved Toughness 2
Human +1 Any Ability 3
Human 2nd Background Roll 3
Human Additional Ability Focus 1
Human Morlok Adaptations 3
Human Shapeshifter Adaptations 3
Spirit Incorporeal and Possession Talent 2
Spirit Angelic Arcana 5
Spirit Demonic Arcana 5
Spirit Ghostly Manifestation 5
Vampire +1 Strength 2
Vampire Darkvision 1
Vampire Improved Toughness 1
Vampire Thanatosis Arcana Talent + Silver and Sun Weakness 3
 

See below for an example of a Hybrid Ancestry.

 

Blooded (Mycop)
You are the hybrid offspring of a Vampire and a mortal human, granted some of the strength and resilience of your vampiric parent without their inherent weaknesses.

 

TRAITS:

  • +1 Strength (2)
  • Darkvision (1)
  • +2 Toughness. If playing in Gritty mode, you may apply your Toughness to Impact wound damage. (1)
  • When you roll on your Background table, roll a second time and gain both traits. (3)
  • Special: When selecting your Drive, you may choose to gain a Membership (rank 1) in one of the Houses of Blood instead of any of the normal Improvements associated with your Drive.
 
Backgrounds

Once you've chosen an Ancestry, Backgrounds follow a similar process to the standard rules, with a few exceptions.
Firstly, Backgrounds are no longer tied to Social Class which means any given background could be selected by any character.
Secondly, Backgrounds no longer provide their Ability Score adjustment, though you can still roll one from the table.
Lastly, a number of additional backgrounds are added specifically for Human Ancestry characters (see below).

 

Possessed
You have been possessed by a spirit which now shares your mortal body, granting you limited access to its own experiences and abilities. You choose if this spirit is angelic, demonic, or ghostly. Whatever your choice, the two of you are now linked deeply, sharing your body through what comes next.

 

TRAITS:

  • Requirements: Human Ancestry
  • Focus: Communication (Deception), Communication (Persuation), Perception (Empathy), or Willpower (Faith).
  • Talent: Expertise (Ability), Fire Arcana, Heroic Arcana, Illusion Arcana, Improvisation, or Protection Arcana.
2d6 Roll Benefit
2 +1 Constitution
3-4 Focus: Intelligence (Physics or Theology)
5 Focus: Constitution (Stamina or Tolerance)
6 Focus: Accuracy (Any) or Fighting (Any)
7-8 +1 Communication
9 Focus: Willpower (Courage or Morale)
10-11 Focus: Dexterity (Initiative)
12 +1 Willpower
 

Psychic Awakening
Some rare mortals unlock the innate powers of their minds, opening themselves to abilities almost like magic yet uniquely human. You are one of these beings. What sparked your awakening to these unique powers? How will you use the abilities now at your disposal? And how will you fit into the supernatural world when you decide?

 

TRAITS:

  • Requirements: Human Ancestry
  • Focus: Constitution (Stamina) or Willpower (Self-Discipline).
  • Talent: Any Psychic Power Talent.
2d6 Roll Benefit
2 +1 Willpower
3-4 Focus: Intelligence (Biology or Medicine)
5 Focus: Perception (Any)
6 Focus: Strength (Climbing, Jumping, or Might)
7-8 +1 Constitution
9 Focus: Dexterity (Acrobatics or Stealth)
10-11 Focus: Communication (Leadership)
12 +1 Perception
 

Wild Magic
You have spontaneously developed magical powers. While still incredibly rare, more and more humans are awakening to magic and the supernatural world from which it springs. What is the source of these powers? What will you do with them?

 

TRAITS:

  • Requirements: Human Ancestry
  • Focus: Intelligence (Occultism) or Willpower (Morale).
  • Talent: Any Arcana Power Talent.
2d6 Roll Benefit
2 +1 Intelligence
3-4 Focus: Willpower (Self-Discipline)
5 Focus: Constitution (Stamina)
6 Focus: Communication (Gambling or Bargaining)
7-8 +1 Willpower
9 Focus: Willpower (Courage)
10-11 Focus: Intelligence (Anthropology)
12 +1 Constitution
 

Wizardly Order
You have been trained in the use of magic by one of the formal orders of wizards. Whether sponsored by another wizard or being discovered as a wild talent and brought in to harness and control, you understand magic and your place within both the order and the wider supernatural world. Whether you agree with that place is another matter.

 

TRAITS:

  • Requirements: Human Ancestry
  • Focus: Intelligence (Research) or Willpower (Self-Discipline).
  • Talent: Any Arcana Power Talent.
  • Special: When selecting your Drive, you may choose to gain a Membership (rank 1) in one of the Orders of Wizards instead of any of the normal Improvements associated with your Drive.
2d6 Roll Benefit
2 +1 Willpower
3-4 Focus: Intelligence (Occultism)
5 Focus: Communication (Etiquette)
6 Focus: Intelligence (Astronomy)
7-8 +1 Intelligence
9 Focus: Communication (Investigation)
10-11 Focus: Intelligence (Cryptography)
12 +1 Communication
 

Step 4: Profession

From here on out, the process aligns much more closely with the standard rules. You'll choose a Profession as normal (MAB p.18-22), though this is done without considering Social Class.

 

Steps 5-9: Drive & Details

The remainder of the steps follow standard rules (MAB p.22-30) though some Goals, Ties, Reputation, Relationships, and especially Memberships may be influenced by your choices in Step 3. It is also highly recommended that groups playing in New Dark Age campaigns include the optional Conviction rule (MAB p.29-30).

 

NOTE

There are a number of Arcana Talents listed on this page which are drawn from the Fantasy Age 2nd Edition Core Rules rather than Modern Age. These will be converted over to the Modern Age ruleset as such adaptations are needed, but were included here simply by name for the sake of efficiency. (Frankly, this page was already getting cluttered enough.)



Cover image: by Pexels

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