Professional Documents
Culture Documents
Fantasy Ancestries
Fantasy Ancestries
By Megan Tolentino
CYPHER SYSTEM: FANTASY ANCESTRIES
CREDITS
Lead Writer/Designer: Megan Tolentino
Contact: info@peculiarbooks.com
Website: www.peculiarbooks.com
PB-CS-003
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characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook
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This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is
used with permission under the Community Content Agreement for Cypher System Creator.
All other original material in this work is Copyright © 2017 by Peculiar Books LLC and published under the
Community Content Agreement for Cypher System Creator.
Introduction
1
FANTASY
ANCESTRIES
Celestial Inabilities
You may take one inability at Tier 1 and gain one
additional Tier 1 Celestial ability or origin.
• Eye-catching: Your appearance or demeanor
stand out from the crowd. You have an inabil-
ity to disguise yourself, blend-in, or sneak. En-
abler.
• Gullible: You want to see the best in people,
even when they just want something from you.
You have an inability for detecting lies or de-
termining someone’s motives. Enabler.
• Honest: You are unwilling to tell a lie. You
have an inability for any task that involves de-
ception. Enabler.
2
Celestial Heritage
Interaction Skills (Tier 1 Skills and Knowledge) Cutting Light (Tier 2 Adept)
3
FANTASY
ANCESTRIES
Draconic Heritage
Those that can trace their ancestry back to a dra-
conic being count the fact as a mixed blessing.
Gifted with exceptional strength and the ability to
strike at foes with a powerful breath weapon, they
are nonetheless faced with suspicion and distrust
owing to their connection to some of the most
feared magical creatures in the world. Draconic ad-
venturers derive much of their identity, appear-
ance, and the nature of their power from the aspect
of their ancestor: elemental, corrosive or electric.
4
Draconic Heritage
Those with Draconic heritage vary in appearance one additional Tier 1 Draconic ability or origin.
almost as much as they do in disposition. While • Breathing Room: You are well-respected, but
some are sturdily built with figures that would some of that is due to your ancestor’s danger-
look appropriate for one of their primordial preda- ous reputation. People tend to keep their dis-
tory ancestors, others are tall and lean as though tance. You have an inability in all pleasant so-
adapted for flight. Some in fact, possess wings cial interactions. Enabler.
while others look almost human, with only the
telltale scaly skin to give away their other-worldly • Limited Reach: You have an intimidating pres-
origins. ence on the battlefield, but can’t be everywhere
at once. You have an inability in any move-
ment related tasks. Enabler.
Draconic Origins • Moths to a Flame: No matter how much you
You may take one origin for free. You may also try to hide your ancestry seems to draw atten-
choose from the general origins located on page 27. tion. You have an inability to disguise yourself,
blend in, or sneak. Enabler.
• Corrosive (1 Intellect Point): Your draconic
heritage is from the fetid swamps, sweltering
jungles, or ruined mines outside civilized lands.
You have an affinity with either acid or
poison type damage. You have an acid or
poison breath weapon attack that deals 4
points of Might damage to one enemy in
short range. Action.
• Elemental (1 Intellect Point): Your dracon-
ic heritage is from the far north, the desert,
or the mountains. You have an affinity for
cold or fire. You have a cold or fire breath
weapon attack that deals 4 points of Speed
damage to one enemy in short range. Ac-
tion.
• Storm (1 Intellect Point): Your draconic
heritage is of mythic storms that change
the lands they pass over. You have an af-
finity with lightning and thunder. You
have a lightning or sonic breath weapon
attack that deals 4 points of Intellect dam-
age to one enemy in short range. Action.
Draconic Inabilities
You may take one inability at Tier 1 and gain
5
FANTASY
ANCESTRIES
First-Tier Draconic Abilities of damage, and uses the energy associated with
your selected draconic origin. Action.
• Adaptation (Tier 2 Adept). You are only able
to adapt to the environment associated with Accelerate (Tier 3 Speaker)
your selected draconic origin. Experienced with Armor (Tier 3 Warrior)
• Claws: Your fingers end in sharp claws. They Fury (Tier 3 Warrior)
are considered a medium weapon. Enabler.
Targeting Eye (Tier 3 Adept)
Bash (Tier 1 Warrior)
Goad (Tier 1 Stealth)
Fourth-Tier Draconic Abilities
Muscles of Iron (Tier 1 Explorer)
• Amorphous Breath: Choose an additional dam-
Practiced in Armor (Tier 1 Warrior) age type for your breath weapon from fire,
Terrifying Presence (Tier 1 Speaker) cold, poison, acid, sonic, and electricity. You
can choose which type of damage your breath
Thrust (Tier 1 Warrior)
weapon does, but it can only do one at a time.
Trained Without Armor (Tier 1 Warrior) You can take this ability more than once, se-
lecting a different damage type each time. Ena-
bler.
Second-Tier Draconic Abilities
• Breath Shroud (2 Intellect Points): You can en-
• Dragon Hide: Your skin is covered in dragon shroud your melee weapon with the energy as-
scales. You have +1 armor to any physical at- sociated with your draconic heritage. You deal
tack. Enabler. +3 damage with your next attack with that
• Energy Protection (Tier 3 Adept). You are only weapon, and all of the damage is of your select-
able to resist energy associated with your se- ed draconic origin. Action.
lected draconic origins. Confounding Banter (Tier 4 Speaker)
Aggression (Tier 1 Speaker) Debilitating Strike (Tier 4 Stealth)
Chop (Tier 2 Warrior) Opening Gambit (Tier 4 Warrior)
Crush (Tier 2 Warrior)
Enable Others (Tier 2 Explorer)
Fifth-Tier Draconic Abilities
Mighty Blow (Tier 2 Warrior)
• Explosive Breath Weapon (3 Intellect Points):
You can form your breath weapon into an orb
and detonate it within short distance, doing 4
Third-Tier Draconic Abilities
points of damage in an immediate distance to
• Frenzy: When impaired you gain a +3 to your all creatures in the area. Action.
weapon damage. Enabler.
• Wings (5 Intellect Points): Once a day you can
• Improved Breath Weapon (3 Intellect Points): manifest wings that allow you to move a long
You can use your breath weapon to attack all distance in the time it would normally take to
creatures in immediate range. It does 4 points move an immediate distance for one hour. This
6
Draconic Heritage
This replaces Improved Breath Weapon; you
can replace it with a different third tier ability.
Action.
• Viscous Breath: Your breath weapon attack lin-
gers for a round, dealing an additional 4 points
of damage to those damaged by it in the previ-
ous round. Enabler.
Battle Management (Tier 6 Speaker)
Finishing Blow (Tier 6 Warrior)
Foul Aura (Tier 5 Speaker)
Mastery with Armor (Tier 5 Warrior)
Slayer (Tier 6 Warrior)
Dwarven Heritage
also allows you to avoid negative movement The Dwarves count themselves among the oldest
modifiers associated with the terrain, as you and wisest peoples of the world’s nations. Skilled
simply fly over them. Action to Initiate. craftsmen and warriors, they have excavated under
Capable Warrior (Tier 4 Warrior) the land, building vast underground metropolises
and commanding mountain bastions. Skilled with
Flee (Tier 5 Speaker)
heavy shields and armor, they make formidable
Momentum (Tier 4 Warrior) warriors who can stand against the most relentless
Take Command (Tier 5 Explorer) assault. While usually shorter and stockier than
many other peoples, Dwarven stubbornness and
determination makes them fierce foes. Dwarves
Sixth-Tier Draconic Abilities typically settle in the mountains or hills, but some-
times elect to wander the world far from home.
• Blended Breath: If you have taken Amorphous
Breath, you can deal all types of damage you
have in a single attack, for two additional Dwarven Origins
points of damage. If the target is susceptible to
any type of damage inflicted, their armor does You may take one origin for free. You may also
not apply to any of the damage. Enabler. choose from the general origins located on page 27.
• Hill Dwarf: You are more resilient then your
• Greater Breath Weapon (6 Intellect Points):
You can use your breath weapon to attack all cousins. You have an additional Might edge.
creatures in short range. It does 6 points of Enabler.
damage, ignoring armor, and uses the energy • Mountain Dwarf: You have spent much of
associated with your selected draconic origin. your life in mines and caverns. You gain an
7
FANTASY
ANCESTRIES
Dwarven Inabilities
You may take one inability at Tier 1 and gain one
additional Tier 1 Dwarven ability or origin.
• Abrasive. You are gruff and don’t much care
what others think. You have an inability to all
pleasant social interactions. Enabler.
• Light Blind: Your eyes are not accustomed to
bright light due to a life underground in the
darkness. You have an inability to perception
rolls when in daylight. Enabler.
• Stout: You are strong, but not quick. Any ac-
tion that involves quick motion is taken one
level at your detriment. Enabler.
8
Dwarven Heritage
history. You gain an asset on knowledge Quick Recovery (Tier 2 Explorer)
checks pertaining to Dwarven history or the Resilience (Tier 3 Explorer)
enemies of the Dwarven peoples. You should
determine beforehand with your GM who Wreck (Tier 2 Explorer)
these enemies are. Enabler.
• Mountaineer: You get a thrill from scaling Fourth-Tier Dwarf Abilities
mountains. You gain an asset to climbing and
crossing narrow or slippery terrain. Enabler. • Ground Breaker (4+ Might Points): You slam
your weapon into the ground, sending a wave
Closed Mind (Tier 1 Magic) of force through the earth. Make a melee attack
Crush (Tier 2 Warrior) roll. All other characters, including allies, in
immediate range who are hit by the attack fall
Mighty Blow (Tier 2 Warrior)
prone and must spend their next action getting
Surging Confidence (Tier 1 Explorer) up. For each additional Might point spent, you
Tool Mastery (Technology Tier 2) may designate one target as being dazed for one
round, regardless of success. Action.
• Stone Arm (3 Might Points): You call on the
Third-Tier Dwarf Abilities power of the earth as you strike out with a me-
• Flexible Grudge (3 Intellect Point): Designate lee weapon, ignoring all armor on a successful
1 combatant you are fighting as the focus of attack. If your target is not wearing armor,
your grudge. You have an asset to attack that they take 3 additional points of damage. Ac-
combatant for the remainder of this encoun- tion.
ter. You can use this ability again after your Energy Protection (Tier 3 Adept)
10 hour recovery. This does not stack with the
Experienced with Armor (Tier 3 Explorer)
Holds a Grudge ability. Action.
Ignore the Pain (Tier 3 Explorer)
• Shield Arm: If you stand shoulder to shoulder
with an ally while you both are holding Seize Opportunity (Tier 3 Stealth)
shields, you each receive an asset to Speed de- Stone Breaker (Tier 3 Explorer)
fense and +1 armor. Your ally needs not have
this ability for you both to gain the bonuses.
Enabler. Fifth-Tier Dwarf Abilities
Countermeasures (Tier 3 Adept) • Ancestral Aid (5 Intellect Points): You tempo-
Inner Defense (Tier 3 Stealth) rarily call on the shades of your ancestors to
join you in battle, allowing you to make a sin-
gle attack with a melee weapon against up to
four enemies in immediate range. You can
spend an additional two levels of effort to ex-
tend this to short range. Action.
• Greedy (5 Intellect Points): Any time you use a
cypher you may roll to get one more use out of
9
FANTASY
ANCESTRIES
it. The difficulty of this task is the level of the damage. You can increase this damage by
cypher. The difficulty increases by 1 step each spending levels of effort. On a miss, you still
time you use this ability in the same day. Ena- deal 2 points of damage as shrapnel strikes
bler. them. Action.
Debilitating Strike (Tier 4 Stealth) • Sunder (5 Might Points): Your expertise in
Fury (Tier 4 Combat) combat and stonework allows you to spot weak-
ness in all manufactured materials. You can
Jury-Rig (Tier 5 Technology) break through any non-magical barrier with a
Vigilant (Tier 5 Explorer) single attack with a melee weapon against the
level of the material. Action.
Battle Management (Tier 6 Speaker)
Sixth-Tier Dwarf Abilities
Mastery with Armor (Tier 6 Explorer)
• Rocks Fall (6+ Intellect Points): You know just
Take Command (Tier 5 Explorer)
where to strike the earth to cause to a hail of
stone to fall or burst, pummeling your foes.
You specify a target within long range of where
you stand and make an attack roll. All targets Elven Heritage
within short range of that point take 6 points of
With a storied past stretching back before the
reach of recorded history, the Elven peoples pos-
sess a powerful tradition of magic and explora-
tion. Elven adventurers have trekked across the
known world, charting the unknown and find-
ing homes in distant and alien lands. With an
almost supernatural level of speed and grace, the
average elf is many times swifter and more agile
than most humans.
Elves are typically tall and lithe with pointed
ears. There is of course no such thing as a com-
mon elf, as elves have diverged over the centu-
ries into distinct high, wood, and night castes
that live in cities, wilderness and in subterrane-
an depths respectively.
Elven Weapons typically include longbows,
short bows, longswords, rapiers, and any other
weapons specified by your GM.
If you are interested in playing a half-elf, use
the Human Ancestry Flavor and select the
Mixed Heritage origin (page 22).
10
Elven Heritage
11
FANTASY
ANCESTRIES Elf
Second-Tier Elf Abilities Fourth-Tier Elf Abilities
• Elven Defense: When fighting with an Elven • Spell Mastery: Your long lifespan has given
weapon, you have an asset to Speed defense you time to master the magical arts. When us-
while in combat. Enabler. ing a magical ability (as agreed upon by you
and your GM), your Intellect edge is consid-
• Harmonized with the Land: When in the wil-
ered to be one higher. Enabler.
derness, you can take one additional recovery
roll that takes one action each day. Enabler. Expert (Tier 4 Explorer)
• Linguist: You are trained in two additional lan- Run and Fight (Tier 3 Explorer)
guages you are not already trained in. Enabler. Runner (Tier 4 Explorer)
Enthrall (Tier 1 Speaker) Snipe (Tier 4 Warrior)
Far Step (Tier 1 Adept) Targeting Eye (Tier 3 Adept)
Magic Training (Tier 1 Adept)
Range Increase (Tier 2 Explorer)
Fifth-Tier Elf Abilities
Successive Attack (Tier 2 Warrior)
• Commune with Nature (5 Intellect Points):
Understanding (Tier 1 Speaker) While using the Eye for Detail ability (Tier 2
Explorer) in the wilderness, you may ask up to
3 questions instead of 1.
Third-Tier Elf Abilities
• Ages of Experience: You’ve been alive long
enough to have had the time to read and study
from sources that would fill several libraries.
You have an asset to all research and
knowledge rolls. Enabler.
• Elven Eyes (3 Speed Points): When you miss
an attack with a ranged Elven weapon you may
re-roll the attack, keeping the second result
even if it is worse. Enabler.
Adaptation (Tier 2 Adept)
Deadly Aim (Tier 3 Warrior)
Enable Others (Tier 2 Explorer)
Evanesce (Tier 3 Stealth)
Eye for Detail (Tier 2 Explorer)
Trick Shot (Tier 3 Warrior)
12
Elven Heritage
• Lore Keeper (5+ Intellect Points): You automat-
ically succeed on any knowledge roll of difficul- themselves behind than pain and anguish. Those
ty 6 or lower that you have training in. You can descended from fiends are beguiling, sinewy or
spend levels of effort to decrease the difficulty shadowy, taking on the physical aspects of their
of the task before using this ability. Action. ancestor that instilled dread in the hearts of men.
13
FANTASY
ANCESTRIES Halfling
14
Fiendish Heritage
15
FANTASY
ANCESTRIES
Debilitating Strike (Tier 4 Stealth) them, Gnomes make their mark everywhere they
go. The Gnomish folk are known for the vibrant
Exile (Tier 4 Adept)
and wildly varying skin and hair colors, as well as
Psychosis (Tier 4 Speaker) their pointed ears and small stature.
Slay (Tier 4 Adept)
True Sense (Tier 5 Adept) Gnomish Origins
You may take one origin for free. You may also
Sixth-Tier Fiendish Abilities choose from the general origins located on page 27.
• Fiendish Assault (6 Intellect Points): You sum- • Creator: You love to build and innovate. You
mon fiends to fight alongside you in combat for gain +2 to your Intellect pool.
a single round. Their swarming attack grants • Polyglot: You are very outgoing, chatting up
you an asset to attack any creature within long anyone willing to engage in conversation.
range, and deal an additional 4 points of damage Within a few hours you can understand any
on a successful attack. On a miss, you still deal spoken language well enough to get the general
4 points of damage as your horde attacks. Ac- gist of what is being said or make yourself un-
tion. derstood. You cannot pass as a native speaker.
• Sow Discord (6 Intellect Points): Until the be- • Tinkerer: You often fiddle with any new con-
ginning of your next turn, any enemy who traption you come across. You have an asset to
misses an attack automatically hits one of its any repair, heal, or trap based tasks.
allies and deals an additional 2 points of dam-
age. Action to Initiate.
Conjuration (Tier 5 Adept) Gnomish Inabilities
Dust to Dust (Tier 5 Adept) You may take one inability at Tier 1 and gain one
additional Tier 1 Gnomish ability or origin.
Finishing Blow (Tier 6 Warrior)
• Chatty: Your tendency to overshare makes it
Flee (Tier 5 Speaker) difficult for you to hide the truth. You have an
Foul Aura (Tier 5 Speaker) inability to deception skills.
• Flashy: Your bright and boisterous nature and
clothing make it hard to not be noticed. You
Gnomish Heritage have an inability in stealth.
Few know the workings of the world better than • Short-winded: Your smaller stature makes it
Gnomes. These inveterate inventors and scientists more difficult to traverse long distances. You
are closely connected to nature and have a special have an inability to running skills.
connection to machines, alchemy, and the physical
world. Whether as creators of new wonders, tinker-
ers who repair what has been broken, or travelers First-Tier Gnome Abilities
who seek to learn more about the world around • Explorer: You yearn to learn more about the
16
Gnomish Heritage
17
FANTASY
ANCESTRIES
18
Halfling Heritage
19
FANTASY
ANCESTRIES
Second-Tier Halfling Abilities spend increases the duration by one round. Ac-
tion.
• A Little Bit About Everything (2+ intellect
points): Years of stories around the fire have • Quick Snack (3 Intellect Points): You whip up
given you a broad range of general knowledge. a snack that can restore 3 points to a character’s
You may ask the GM for one general fact rele- Speed or Might pool. Requires a difficulty 4
vant to a current situation. Each further time cooking test. Each additional snack increases
you use this ability in a day adds an additional the difficulty of the cooking check by one step
Intellect point to the cost. Action. until you’ve taken your 10 hour recovery. Ac-
tion.
• Helping Hand (2+ Speed Points): You have
nimble hands, letting you perform some tasks • Small Target (3 Speed Points): If you fail a
quicker than your bigger allies. You can per- speed defense roll while standing within imme-
form a single, noncombat action involving a diate range of another viable target, including
small object in immediate range for free during an ally, you can reroll. If you succeed, the blow
your turn. This action can be reloading an ally’s strikes the other target instead. Action.
crossbow or retrieving a cypher. You can spend Eye for Detail (Tier 2 Explorer)
an additional Speed point for each additional
Gambler (Tier 3 Stealth)
ally you assist. Action.
Get Away (Tier 2 Stealth)
• Low Blow (2 Speed Points): You attack from
an unexpected angle, giving you an asset to the Subterfuge (Tier 3 Stealth)
attack and leaving the enemy prone if success-
Successive Attack (Tier 2 Warrior)
ful. Your attack deals one less point of damage.
Action. Wrest from Chance (Tier 3 Explorer)
20
Halfling Heritage
21
FANTASY
ANCESTRIES
22
Human Heritage
• We are Legion (2 Intellect Points): If you spend Surging Confidence (Tier 1 Explorer)
1 hour looking in a place where it would be rea- Tool Mastery (Tier 2 Technology)
sonable to find inhabitants, you find a human
friend-of-a-friend who will give you infor- Understanding (Tier 1 Speaker)
mation on local culture, customs, and the politi-
cal situation. Action.
Third-Tier Human Abilities
Encouragement (Tier 1 Speaker)
You may take one additional ability at this tier.
Escape (Tier 2 Explorer)
Hand to Eye (Tier 2 Explorer)
Impersonate (Tier 2 Stealth)
Impart Ideal (Tier 2 Speaker)
Investigative Skills (Tier 2 Explorer)
Improvise (Tier 3 Skills and Knowledge)
Reload (Tier 1 Warrior)
Inner Defense (Tier 3 Stealth)
Range Increase (Tier 2 Explorer)
Reaction (Tier 3 Warrior)
Seize the Moment (Tier 3 Warrior)
Spray (Tier 3 Warrior)
23
FANTASY
ANCESTRIES
24
Orcish Heritage
25
FANTASY
ANCESTRIES
• Ritual Scarring: You have tattooed, pierced, • Vanquisher: Your raw strength and prowess in
and/or ritually cut your skin. These markings battle are intimidating to behold. When you
bring you luck, such that you can reroll one roll defeat a foe in combat, you may roll an Intellect
each day and keep the better result. Enabler. attack against up to five enemies in close range
and line of sight to stun them for one round.
Capable Warrior (Tier 4 Warrior)
On a failed attack, they are dazed for one round
Momentum (Tier 4 Warrior) instead. Enabler.
Stone Breaker (Tier 3 Explorer) Finishing Blow (Tier 6 Warrior)
Tough as Nails (Tier 4 Warrior) Flee (Tier 5 Speaker)
Improved Success (Tier 5 Warrior)
Fifth-Tier Orc Abilities Mastery with Armor (Tier 5 Warrior)
• Faithful Guardian (4 Might Points): Once per Slayer (Tier 6 Warrior)
round, when an enemy attacks an ally in imme-
diate range, you may place yourself in the path
of the attack, becoming the new target. If it
hits, you take the damage, but the attacker also
becomes dazed. You may take this action even
if you have acted on this turn. Action.
• Tenacious: If you become debilitated you may
immediately use your next recovery roll regard-
less of the length of time it should take. All
points must be split between your empty pools.
Enabler.
Debilitating Strike (Tier 4 Stealth)
Opening Gambit (Tier 4 Warrior)
Physically Gifted (Tier 5 Explorer)
Vigilant (Tier 5 Explorer)
26
Examples
Professional Origins
• Academic: You are trained in three areas of
knowledge of your choice. Enabler.
• Alchemist: You are trained in chemistry, brew-
ing, and herbology. Enabler.
• Criminal: You are trained in sleight of hand,
stealth, and deception. Enabler.
Aser decides to build a Half-Elf Wizard, choosing • Faithful: You are trained in any knowledge
an Intelligent Half-Elf Adept who Casts Spells check for your own religion, orating, and sense
named Samuel. Half-Elf isn’t an existing heritage motive. Enabler.
flavor, but rather a combination of the Human and
Elf Heritage flavors. Aser picks human as his her- • Farmer: You are trained in growing plants,
itage flavor and takes the Mixed Heritage origin, heavy labor, and animal handling. Enabler.
27
FANTASY
ANCESTRIES
• Guard: You are trained in perception, sense • Raised by Dwarves: You can speak Dwarven
motive, and running. Enabler. and are practiced in heavy armor. Enabler.
• Guild: You are trained in bargaining, appraisal, • Raised by Elves: You can speak Elven and are
and persuasion. Enabler. trained in medium ranged weaponry. Enabler.
• Healer: You are trained in healing, herbology, • Raised by Gnomes: You can speak Gnomish
and diagnosis. Enabler. and are trained in repairing. Enabler.
• Hunter: You are trained in tracking, setting • Raised by Halflings: You can speak additional
traps, and survival. Enabler. language of your choice and are trained in
stealth. Enabler.
• Magic: You are trained in history, appraisal,
and knowledge of magic. Enabler. • Raised by Humans: You can speak additional
language of your choice and are trained in one
• Performer: You are trained in three types of
additional skill. Enabler.
performance of your choice. Enabler.
• Raised by Orcs: You can speak Orcish and are
• Sailor: You are trained in balancing, rope use,
trained in heavy melee weapons. Enabler.
and swimming. Enabler.
• Smith: You are trained in metalworking, re-
pairing, and heavy labor. Enabler. Regional Origins
• Soldier: You are trained in survival, scroung- • Coastal: You grew up or lived near the sea. You
ing, and tactics. Enabler. are trained in any knowledge check related to
that sea, swimming, and sailing. Enabler.
• Desert: You know all the tricks to surviving in
Class Origins
extreme heat and cold. You have an asset to
• Commoner: You have an additional edge in any roll to survive or acclimate to extreme tem-
might. Enabler. peratures, and are trained in survival. Enabler.
• Merchant: You have a contact in every city • Forest: You’ve spent most of your life in the
willing to help you out with a small favor, as forest. You are trained in navigating that for-
determined by the GM. Enabler. est, survival, and tracking. Enabler.
• Noble: You start the game with 500 extra gold • Mountain: You’ve explored the mountains near
pieces (or equivalent) and a mount that you are you extensively. You’re trained in climbing,
trained in riding. Enabler. survival, and balancing. Enabler.
• Royal: You have an additional intellect edge. • Tundra: You know what cold really is. You
Enabler. have an asset on any roll to survive or accli-
mate to extremely cold temperatures and are
trained in survival. Enabler.
Family Origins
• Urban: You were raised in one of the many cit-
• Orphan: You have learned to depend on only ies on the continent. You are trained in navi-
yourself. You have +2 to your speed pool. Ena- gating cities, streetwise, and haggling. Enabler.
bler.
28
Ever wish the fact you were playing an Elven Explorer or a Dwarven Adept in the Cypher
System meant more for your character than a static bonus to one kind of roll and a few
extra skills? Now it can! Fantasy Ancestries provides players the ability to bring their
character’s heritage to the foreground by providing flavors to represent epic fantasy staples
including Elves, Dwarves, Gnomes, and Halflings.
This book includes nine ancestry flavors, complete with several original skills for each
level, and fantasy specific origin tables to liven up your setting.
Requires the Cypher System Rulebook by Monte Cook Games for play.