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H E R I T A G E M O V E S Replacing the options & moves for races.

When you create a new adventurer, decide on your species, ethnicity, and/or cultural
heritage, picking anything or any combination of things that sounds interesting to you and
the other players.

For example, I might play a marsh-dwarf witch who has some spiderlord ancestry several
generations back. Then, pick 2-3 starting heritage moves, selecting from the monster
moves that best match your heritage (no matter what you are: in somebodys eyes, you and
your family are monsters).

I pick the Dwarven Warrior move Drive them back; the Spiderlord move Spew web fluid at
someone, sticking them to the floor; and invent a marsh-related move: Scavenge the terrain
for food and supplies. At the beginning of each session or when you invoke your rights of
blood and tradition (however you do that), roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a
failure, you still hold 1. Spend this hold 1-for-1 during play to make a heritage move, just like
that. When you gain new appreciation for your heritage, add a new heritage move or change
an existing one

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