Legacy

Legacy is a power source which models a character's hereditary abilities. Legacy can mean many things: it might mean a character has certain racial traits endemic to the part of the world in which they were born, or it might mean they have a special power predestined for them by mysterious forces.

Abilities

Like all Power Sources, Legacy must be advanced by spending Build Points. The cost is variable: see Power Sources for more information.

Note: Humans have the ability to purchase up to 3 Legacy Feats using first-level Build Points, even without any ranks in the Legacy power source.

Abilities granted by the power source depend on a legacy type.

Magical Heritage

Some cultures share a special magical tradition unique to them. In such cultures, many people who would not otherwise possess the gift of magic can harness a few minor talents, which in their culture may not even be seen as "magic" due to its common occurrence.

With this power source, choose one of the following magical heritages. Not all of them can be advanced in rank; this will be noted in the description. If not, subsequent ranks of the Legacy Power Source can be used to gain new legacies.

Frostborn

(flavor text borrowed from Oathkeep)

In the harsh, cold lands of the Wend, elves once carved out a spare living. In ancient times, they lost the land to the dwarves of the Auld Highlands, seeking new horizons. Their painstakingly-carved fortresses warmed generations, before they too were conquered--this time, by enterprising human wizards from the Kingdom of the Sword, seeking freedom from the draconian restrictions of the White Tower.

Over nine centuries, the people of the Mageholds have adapted to the harsh and unforgiving climate of the Wend, learning to harness its highly magical nature, being in turn shaped by it. Today, this has bred a new race of men: harder, colder, possessing a savage cunning becoming both wizard and predator. This heritage leads to a far higher occurrence of the magically-gifted in their race, but even those without the gift possess a stoutness and resilience that escapes their southern brethren.

Automatic abilities:

Feats:

Ahrimin

Natives of the Arianas--the largest desert in the world--the Ahrimin are humans who have long since adapted to the desert's many and varied climes, most of which outlanders would find intolerable at best, and utterly hostile at worst. The term "Ahrimin" is an appellation applied by foreigners; they call themselves Al-Beydiin", which, loosely translated, means "the Wanderers" or "the Lost". (Similarly, the "Arianas" is a corruption of the Il-Karse word ara-yanasht, or "the Magnificent World")

With almost eight millennia of continuous inhabitation, the Ahrimin are among the oldest extant cultures of the Arianas, boasting a cultural memory older than the living memory of dragonkind. Though some elves are thought to be older yet, none known to be are familiar with the harsh and beautiful landscape of the desert, its peculiar energies, myths, and vibrance. The Ahrimin are the authoritative denizens of the Arianas.

Magic, in its more obvious forms, is strictly shunned outside of special castes. However, the desert boasts many subtle and natural magicks to which the Ahrimin are attuned, and all but the most magically-dead among them have some sense of it. In particular, there are three supernatural abilities thought to be right and proper for use by "non-magical" folk, all of which are arts peculiar to the Ahrimin and taught to none outside their circles:

Automatic abilities: