Cortex Prime: Urchins
ANCESTRY | ROLE | QUIRK
Urchins are orphans of the empire, the unwanted, unclean, and lost. Most typically urchins come from the following ancestries. Others may be created with the approval of the GM.
To the north of the Empire, the Barbarian Horselords rule the Clanlands of the Thundering Plain and the Sundered Steppe. It is rare that a Barbarian finds themselves in the Empire proper, and rarer still for them to lose one of their young ones to the street, but some Barbarian children find themselves among the ranks of the Urchins. Barbarians tent to be tall and strong with little regard for climate or weather.
Halfdwarves are often stigmatized, and many a Halfdwarven child finds themselves among the ranks of the Urchins. Halfdwarves tend to be stocky and tough and often brash.
- Rocky Exterior: Your skin is tough as native stone. When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Any dice that come up 1 again cannot be rerolled.
- Stonecunning: You have an almost transcendent connection to both worked and unworked stone and the raw earth beneath your feet. When you spend a PP to create an asset by revealing something about the surrounding stone or earthen terrain or structures, step that asset up to
INFILTRATION | INVESTIGATION | SABOTAGE
FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER