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.
Candian Ancestries
Section titled “Candian Ancestries”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
Licorice
Section titled “Licorice”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
Chocolate
Section titled “Chocolate”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
Pop-Rock
Section titled “Pop-Rock”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)
Hard Candy / Rockfolk
Section titled “Hard Candy / Rockfolk”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
Marshmallow (optional)
Section titled “Marshmallow (optional)”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
Fondant (optional)
Section titled “Fondant (optional)”Flexible generalist.
- Adaptable: Free Novice Edge
Meatlands Ancestries
Section titled “Meatlands Ancestries”Prime Cut
Section titled “Prime Cut”- 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
Cured / Smoked
Section titled “Cured / Smoked”- 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
Poultry (optional)
Section titled “Poultry (optional)”- Winged Agility: Agility starts at d6 (max d12+1)
- Light Bones: Pace +1
- Fragile Frame (−1): −1 Toughness
Dairy Islands Ancestries
Section titled “Dairy Islands Ancestries”Creamfolk
Section titled “Creamfolk”- 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
Aged Cheese
Section titled “Aged Cheese”- Cultured Mind: Smarts starts at d6 (max d12+1)
- Sharp or Mellow: Choose +1 Intimidation or +1 Persuasion
- Crumbly (−1): −1 Toughness
Butter (optional)
Section titled “Butter (optional)”- Free Novice Edge (often Charismatic or Attractive) + Slippery ability, balanced with melting/heat vulnerability
Fructera Ancestries
Section titled “Fructera Ancestries”Citrus
Section titled “Citrus”- 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
Berryfolk
Section titled “Berryfolk”- 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
Stone Fruit (optional)
Section titled “Stone Fruit (optional)”- Vigor focus, +1 Toughness, reduced flexibility
Vegetania Ancestries
Section titled “Vegetania Ancestries”Rootfolk
Section titled “Rootfolk”- 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
Leafy Green
Section titled “Leafy Green”- 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
Gourd / Squash (optional)
Section titled “Gourd / Squash (optional)”- Size +1, +1 Toughness, reduced Pace, hard shell
Ceresia Ancestries
Section titled “Ceresia Ancestries”Loaf / Breadfolk
Section titled “Loaf / Breadfolk”- 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
Grain / Cereal
Section titled “Grain / Cereal”- 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
Yeast / Risen (optional)
Section titled “Yeast / Risen (optional)”- Spirit or Agility focus with temporary “rising” boost after rest or inspiration, balanced by a spoilage risk
Cross-Realm / Hybrid
Section titled “Cross-Realm / Hybrid”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.