The People of the Lake
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Pioneers of the Depths
If the Homeland is only partially covered by seas and oceans
- Reach: -1
- Grasp: +2
- Sleight: 0
Doctrine: Preservers of the Seas: The seas’ wealth is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.
(Lifestyle) Dispersed: Your domains are vast, but your people know how to make use of the resources of others.
When you Call in a Debt and take one of their Surpluses, also gain Surplus: Safety, Morale or Leadership.
- How do you fight? With serrated fishing spears (melee, brutal)
- How are you defended? With pressure hardened scales (regal, tough)
- How do you travel? With amphibious crawlers salvaged from the Fall (land, water)
The People always have enough breathing equipment to function on land and in water.
Pioneer characters get +1 to Force or Steel. Quick characters pick an inheritance move:
The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.
Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them.
Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.