Ancestries (Soteria)
Mortal
- Overview: Mortals make up the vast majority of the population in Soteria Esoterica and form the backbone of its society. They are ordinary humans, born without any inherent supernatural abilities or ties to the mystical realms. Mortals are often viewed as blank slates, with the liberty and potential to shape their own destinies without the predestined roles that many supernatural beings face. Because of this, they can be found across all walks of life—politicians, artists, engineers, soldiers, scholars, and everything in between. Mortals often showcase incredible drive and ambition, unburdened by the longer lifespans or complex relationships with the supernatural world that affect other ancestries.
- Role in the World: Mortals are the architects, builders, and innovators of society. They have established cities, governments, economies, and cultures that dominate the known world. Much of Soteria's development is due to their relentless drive to explore, invent, and improve their lives. Mortals shape and define trends, philosophies, and institutions, leading the way in areas like politics, science, and the arts. Though most mortals live blissfully unaware of the hidden supernatural realm around them, those who do become involved in its intricacies may become powerful allies or dangerous enemies. Mortals can be anything from hunters of the supernatural to allies of powerful mystical beings, and even ambitious magicians striving to tap into the arcane.
- Mortals’ relationships with other ancestries are complex; some revere supernatural beings, others fear or exploit them, and many simply ignore their existence. Their ability to adapt to the situations around them — whether forging alliances or diving deep into arcane study — allows mortals to maintain a significant presence in a world filled with magical and supernatural beings.
- Abilities: Mortals are versatile and highly adaptable, able to learn a wide range of skills quickly. While they are not inherently magical, they can access certain powers through tools like magitech, foci, charms, and pacts. Mortals who dedicate themselves to understanding magic can even surpass their supernatural counterparts in certain areas of spellcasting and magical knowledge. Their potential to acquire new skills and innovate with both technology and magic makes them unpredictable and capable of overcoming obstacles that might be insurmountable for other ancestries.
- Struggles: Despite their potential, Mortals face a significant struggle when it comes to magic. Learning magic is more difficult for them, requiring extensive training, resources, and focus. They lack the innate abilities and instincts of other ancestries, making them vulnerable to magical influences and less attuned to supernatural phenomena. Mortals must rely heavily on preparation, alliances, and creativity to keep pace with the supernatural elements of the world. Without these, they can find themselves outmatched or manipulated by more powerful beings.
Ancestry Abilities
BR | AG | IN | CU | WL | PR | |||||
2 | 2 | 2 | 2 | 2 | 2 |
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 100 XP
- Starting Skills: A mortal starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
- Humanity: At character creation, a mortal receives the Human trait. This trait includes no extra skills, experience, or talents, but some backgrounds and talents are only selectable by a character with the Human trait. Likewise, some items may only be usable by individuals with this trait.
- Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.
Nephilim
- Overview: The Nephilim are the children of mortals and divine beings, carrying within them a spark of celestial energy. This divine ancestry is evident in their appearance, presence, and abilities—many have a natural radiant beauty, a powerful sense of purpose, or a charisma that draws others to them. Often described as beings touched by the divine, Nephilim possess a dual nature: a mortal frame housing an angelic essence, which makes them more than human yet not entirely divine. During moments of extreme emotion, their ancestry can manifest in subtle ways, such as a commanding aura, or more overtly, like physical traits hinting at angelic origins, such as glowing eyes or ethereal wings. This connection to the divine often compels them to higher ideals, whether for justice, compassion, or leadership.
- Role in the World: In a world where the divine rarely shows itself directly, Nephilim are seen as symbols of hope, power, and sometimes fear. They often feel an innate drive to improve the world around them, sometimes dedicating themselves to a higher cause or calling that aligns with their celestial nature. Many become leaders, soldiers, healers, or protectors, acting as guiding lights in both mortal and supernatural circles. Nephilim who fully embrace their divine lineage may work tirelessly to uphold the principles of justice and order, defending the weak or pursuing righteous causes with an almost obsessive zeal.
- However, not all Nephilim fit neatly into the role of the benevolent guardian. Some struggle with the burden of their divine connection, feeling trapped between the expectations of the divine and the realities of their mortal lives. These Nephilim may rebel against their supposed destiny, becoming fierce warriors of vengeance, or they may reject their divine essence altogether, trying to live normal lives, though often unsuccessfully. Others may explore moral ambiguity, finding themselves in roles where their powers are used for complex causes that defy simple notions of good and evil.
- Nephilim walk a fine line between mortals and the supernatural, often acting as intermediaries in conflicts between the two. Though they can be revered as champions, their angelic heritage can also bring isolation and fear from those who see them as reminders of a world beyond human comprehension.
- Abilities: Nephilim often have gifts of healing, heightened senses, or the ability to influence those around them with their presence. They are naturally resistant to demonic powers and can manifest divine abilities, such as light-based powers or limited flight, though these gifts can be physically and mentally taxing. Their connection to their angelic ancestry makes them sensitive to other supernatural presences.
- Struggles: Nephilim can be seen as distant or self-righteous by mortals and other supernatural beings. They often feel the pressure of their heritage and might struggle with the expectations placed upon them. A Nephilim who goes against their divine nature may find their powers becoming unreliable or even twisted.
Ancestry Abilities
BR | AG | IN | CU | WL | PR | |||||
3 | 2 | 2 | 1 | 2 | 2 |
- Wound Threshold: 11 + Brawn
- Strain Threshold: 11 + Willpower
- Starting Experience: 85 XP
- Starting Skills: A Nephilim starts with one rank in Divine. They obtain this rank before spending experience points, and this skills may not be increased higher than rank 2 during character creation. Furter ranks of Divine cannot be purchased unless Divine becomes a career or origin skill.
- Humanity: At character creation, a Nephilim receives the Celestial trait. This trait includes no extra skills, experience, or talents, but some backgrounds and talents are only selectable by a character with the Celestial trait. Likewise, some items may only be usable by individuals with this trait.
- Heavenly Power: Once per session as a maneuver, a Nephilim may spend one Story Point to immediately take one of the following spell actions: Attack, Barrier, or Heal. The action is rolled as if the Nephilim has five ranks in the Divine skill or five ranks in Willpower, at the discretion of the player.
Cambion
Overview: Cambions are the offspring of humans and demonic beings, carrying an infernal spark within their veins. Where Nephilim embody divine influence, Cambions embody chaos, power, and temptation. They are typically alluring, with an air of mystery and danger that can attract others like moths to a flame.
Role in the World: While some Cambions struggle to lead normal lives, many find themselves drawn to power in its many forms—be it politics, crime, magic, or temptation. They thrive in the underworld of Soteria, operating from behind the scenes or as charismatic influencers in the public eye. Some embrace their demonic heritage and revel in its power, while others fight to control the darkness within them.
Abilities: Cambions possess abilities like charming or manipulating others, dark magics, and sometimes physical traits such as sharp reflexes or enhanced strength. Their powers often tie to emotions, such as fear, desire, or rage, making them particularly adept at influencing or controlling these aspects of others. They can resist certain divine and angelic effects but are vulnerable to holy artifacts and magic.
Struggles: Cambions often battle their darker impulses. The temptation to give in to their demonic nature is ever-present, and doing so can make them more powerful but at the cost of losing their humanity. Some Cambions are cursed with occasional visions of Hell or whispers from their demonic ancestry, urging them to acts of cruelty or ambition.
Ancestry Abilities
BR | AG | IN | CU | WL | PR | |||||
2 | 2 | 2 | 3 | 1 | 2 |
- Wound Threshold: 12 + Brawn
- Strain Threshold: 9 + Willpower
- Starting Experience: 80 XP
- Starting Skills: A cambion starts with one rank in Deception. They obtain this rank before spending experience points, and this skills may not be increased higher than rank 3 during character creation.
- Humanity: At character creation, a mortal receives the Human trait. This trait includes no extra skills, experience, or talents, but some backgrounds and talents are only selectable by a character with the Human trait. Likewise, some items may only be usable by individuals with this trait.
- Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.
Changeling
Overview: Changelings are descendants of humans and Fae, often possessing physical traits or abilities that mark their otherworldly heritage. Unlike pure Fae, who live within their realm of Tír Tairngire, Changelings live among mortals, though they are deeply tied to the magic and mystery of the Fae world.
Role in the World: Changelings exist in a liminal space, not fully part of the Fae realm nor completely human. They might serve as intermediaries between the Fae and human worlds, facilitating bargains, keeping an eye on human activities, or protecting their secrets. Some hide their nature to live normal lives, while others openly embrace their Fae heritage, adopting roles as artists, performers, mystics, or adventurers.
Abilities: Changelings typically possess heightened senses, agility, and sometimes an affinity for nature or illusions. They may manipulate the emotions of those around them, charm animals, or change their appearance slightly. They also have a strong connection to the natural world, which can allow them to harness certain elemental powers, but these abilities weaken in areas heavily populated by mortals.
Struggles: Changelings are often seen as "out of place" in both the human and Fae realms. They may face suspicion from humans who sense their strangeness and distrust from Fae who view them as diluted. Their powers are highly sensitive to iron, which can cause them pain or inhibit their abilities. Many Changelings feel a constant yearning to return to Tír Tairngire, even if they’ve never been there.
Revenant
Overview: Revenants are individuals who have returned from death but are not truly alive. Unlike mere zombies or mindless undead, Revenants retain their intelligence, free will, and some semblance of their former lives. They exist in a state between life and death, often with unfinished business or a drive to seek vengeance, justice, or redemption.
Role in the World: Revenants often find themselves caught between worlds. They might take on roles as investigators, bounty hunters, or vigilantes, using their second chance at life to right wrongs or pursue a goal they couldn't accomplish before their death. Revenants are often haunted by the memories of their demise or by ghostly entities who see them as unnatural.
Abilities: Revenants have supernatural endurance, can survive injuries that would kill a mortal, and may possess abilities tied to death, like seeing ghosts, sensing other undead, or using necromantic energies. However, they require something to sustain their existence—a constant need, such as regular contact with their burial site, drinking the life energy of others, or some form of dark ritual.
Struggles: Revenants face constant reminders of their unnatural existence. They may struggle with decay, lingering injuries from their death, or the emotional burden of living between two worlds. Light magic or holy artifacts can burn them, and they are typically resistant to most forms of healing magic, requiring more complex and darker rituals to restore them.
Essential
Overview: Essentials are beings deeply connected to the core elements of nature, such as earth, fire, water, or air. They are not simply elemental spirits but are tied to these forces in a way that makes them both human-like and part of the living world. Each Essential embodies one of these elements, often influencing their appearance, abilities, and personalities.
Role in the World: Essentials often act as guardians or stewards of their element. They may reside near places of natural power, such as a volcano, ocean, forest, or mountain, and may feel a deep calling to preserve or protect the balance of nature within their environment. They might work as environmental activists, magicians, or healers, or simply try to blend in with the world around them while maintaining their connection to the elements.
Abilities: An Essential's abilities are closely tied to their element. Fire Essentials might control flames, resist heat, and have fiery tempers; Earth Essentials might have great strength, an affinity for plants and minerals, and a grounded personality; Water Essentials could manipulate liquids, heal wounds, or have fluid, graceful movements; and Air Essentials could move with incredible speed, manipulate winds, or remain unnoticed. Each type of Essential has strengths related to their element but may also have vulnerabilities tied to its opposite (e.g., fire vs. water).
Struggles: Essentials can be driven by their connection to the elements, and as a result, may feel like they are outsiders in mortal society. They are also sensitive to the balance of nature and may weaken if their element is threatened or damaged. As a consequence, they are highly protective of their elemental domains and may become unstable or unwell if their connection is disrupted.