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Ancestries

A Soured Crown

Core SWADE: Ancestry creation math and the concept of racial abilities follow the core rulebook. Everything below is the campaign’s balanced packages.

All packages are balanced to approximately +2 net. Racial Hindrances are free and do not count against the normal Hindrance limit.
Non-Candia ancestries are fully allowed if the character has strong court ties.

Players may invent new food-types within a realm’s theme (keep ~+2 net) with GM approval.


Stretchy, resilient guardians.

  • Elastic Body: Agility starts at d6 (max d12+1)
  • Sticky Grip: +2 Athletics when grappling or climbing sticky/confectionery surfaces
  • Bounce-Back: +1 Toughness
  • Heat Sensitivity (−2): −2 to resist heat, melting, or fire; prolonged exposure causes Fatigue

Twisty, flexible, sharp-tongued.

  • Twisty Form: Agility starts at d6 (max d12+1)
  • Bitter Insight: Notice starts at d6
  • Flexible: Ignore the first −2 penalty from difficult terrain, tight spaces, or being bound
  • Bitter Tongue (−2 Minor): −2 Persuasion in formal court or with easily offended nobles

Smooth, rich, magnetic.

  • Rich Presence (Adaptable): Begin with any one Novice Edge (must meet requirements)
  • Smooth Charm: +1 Persuasion
  • Melts Under Pressure (−1 Minor): When under strong emotional stress, heat, or after becoming Shaken, suffer an additional −1 to Spirit rolls until you recover

Volatile, fizzy, explosive.

  • Fizzy Spirit: Spirit starts at d6 (max d12+1)
  • Explosive Potential: On a raise with an explosive/popping attack or power, the target is Distracted until the end of their next turn
  • Unstable (−1 Minor): On a critical failure with a power or volatile gear, also take 2d4 damage (or Fatigue)

Dense, resilient, unyielding — traditional stock of House Rocks.

  • Hardened Form: Vigor starts at d6 (max d12+1)
  • Hard Shell: +1 Toughness
  • Rigid (−1): Pace −1 (Running die d4); −2 to Agility rolls requiring extreme contortion

Soft, buoyant.

  • Buoyant Body: Agility starts at d6 (max d12+1)
  • Soft Landing: Ignore the first 3″ of fall damage; +2 Athletics for jumps or soft terrain
  • −1 Toughness; mild heat vulnerability

Flexible generalist.

  • Adaptable: Free Novice Edge

  • Powerful Build: Strength starts at d6 (max d12+1)
  • Thick Hide: +1 Toughness
  • Blunt Manner (−1 Minor): −1 to Persuasion in delicate diplomatic or courtly situations
  • Hardened Flesh: Vigor starts at d6 (max d12+1)
  • Smoke-Cured: +2 to resist disease, poison, and early Souring effects
  • Dry Out (−1): −2 to resist effects that soak or soften; prolonged moisture causes stiffness
  • Winged Agility: Agility starts at d6 (max d12+1)
  • Light Bones: Pace +1
  • Fragile Frame (−1): −1 Toughness

  • Fluid Presence: Spirit starts at d6 (max d12+1)
  • Slippery: +2 to escape grapples, holds, or sticky terrain; opponents suffer −2 to grapple you
  • Easily Churned (−1 Minor): Strong emotional agitation or heat causes −1 to Smarts and Spirit until you calm
  • Cultured Mind: Smarts starts at d6 (max d12+1)
  • Sharp or Mellow: Choose +1 Intimidation or +1 Persuasion
  • Crumbly (−1): −1 Toughness
  • Free Novice Edge (often Charismatic or Attractive) + Slippery ability, balanced with melting/heat vulnerability

  • Zesty Spirit: Spirit starts at d6 (max d12+1)
  • Acidic Bite: Natural weapon (Str+d4 acid) or +1 damage with acidic/sour Trappings
  • Seasonal Temper (−1 Minor): Mood swings with stress or “season”; may become Impulsive or Cautious for a scene
  • Small & Swift: Size −1 (Toughness −1), Agility starts at d6 (max d12+1), Pace +1
  • Burst of Flavor: Once per encounter after a successful attack or Test, force target to make Vigor roll or become Distracted
  • Delicate (−1): Additional −1 Toughness
  • Vigor focus, +1 Toughness, reduced flexibility

  • Grounded Vigor: Vigor starts at d6 (max d12+1)
  • Deep Roots: +2 to resist being moved, knocked prone, or uprooted; +1 Toughness when standing on natural earth
  • Slow to Rise (−1): Pace −1; −2 to sudden explosive speed rolls unless you take a round to set
  • Supple Form: Agility starts at d6 (max d12+1)
  • Chlorophyll: In bright natural light you may attempt a natural healing roll once per day (or recover one Fatigue); +2 Stealth in green terrain
  • Wilting (−1): −2 to resist prolonged darkness or drought effects
  • Size +1, +1 Toughness, reduced Pace, hard shell

  • Sturdy Rise: Vigor starts at d6 (max d12+1)
  • Well-Kneaded: +1 Toughness; ignore the first level of Fatigue from overwork or long marches once per day
  • Stale Risk (−1): Prolonged inactivity risks −1 to Agility and Spirit until meaningful action is taken
  • Adaptable Stock: Free Novice Edge
  • Communal Strength: When adjacent to at least one ally, +1 to Spirit rolls to resist fear, Tests, or social pressure
  • Light Chaff (−1): −1 Toughness
  • Spirit or Agility focus with temporary “rising” boost after rest or inspiration, balanced by a spoilage risk

Treat as Fondant/Adaptable (free Edge) plus a minor thematic ability from one parent realm, balanced with a mild social or environmental drawback. Ideal for dual-heritage or long-term ambassador characters.