Table of Contents
Jotun Bloodline
Long ago, before the gods sealed them away, the Jotun walked the world as powerful beings of magic and might. It was they who first gifted mortals the knowledge of Arcane magic, shaping reality itself through raw will and power. Though the gods banished them from the mortal plane, their blood lingers in the veins of certain individuals, awakening in times of great turmoil.
The Scions of the Jotun Bloodline are stronger, larger, and more enduring than most. Their magic, unlike the refined spells of modern mages, is primal and vast—difficult to control but immensely powerful. The influence of the Jotun warps the body and mind of those who bear it, drawing them toward an existence of dominance and destruction. Their size may grow beyond mortal limits, their flesh may harden like stone, and their tempers may burn as fiercely as their magic.
But the blood of giants is not a gift freely given. The more power a Scion wields, the closer they come to becoming something not quite mortal. Whether they embrace their heritage or struggle against it, the legacy of the Jotun is undeniable.
Traits
The following traits are available to your character as Apprentice-tier traits.
Jotun Corruption
- You believe yourself superior to all others, dismissing lesser beings as unable to offer meaningful help. You cannot receive aid from someone who Helps Another unless they have two or more dice in reserve, and you may not choose to take the highest die that they have in reserve.
- Your temper is legendary. Minor insults or frustrations send you into violent, destructive rages that are difficult to control. You must make a Will saving throw (TN 16 if attacked, TN 14 if cheated, or TN 12 if insulted) to avoid attacking someone who provokes you.
- The power of the Jotun calls to you, demanding more. You may not improve any attribute if it is higher than your Strength score.
- The banished Jotun whisper to you from beyond, filling your dreams with visions of their return, and you must sleep longer as a result. You lose one hour of personal time when you Take Down Time or Take a Long Rest.
- Your mind becomes restructured to read only Jotun runes. You learn the Jotun written language, if you did not already know it. You lose all other written languages, and you cannot learn any new written languages.
- You see yourself as something beyond ordinary people, and their concerns no longer seem real to you. You suffer a -4 penalty to attempts to Make an Impression.
- You unconsciously exude an aura of dominance that makes others uneasy. You gain a +2 to all Intimidation checks, but suffer a -2 penalty to Diplomacy, Deception and Performance.
- You see those who lack strength—whether physical, magical, or mental—as lesser beings unworthy of your time. You may not Help Another if they are lower level than you.
- You expect others to recognize your superiority. You unconsciously adopt the mannerisms of a ruler or warlord, treating even equals as subordinates. You suffer slight to all attempts to Make an Impression.
- Once you have decided on a course of action, you refuse to change it. Even when presented with overwhelming evidence, you reject alternatives. If you decide to change your mind, you must first make a Will saving throw against a TN of 16. On a failure, you must proceed with your original plan.
- Your skin takes on a frosty appearance, cold to the touch and with a slight crystalline sheen. You become Vulnerable 1 to Fire damage, and suffer a -1 penalty to attempts to Impersonate Another.
- Your muscles grow massive and dense, reducing your Speed by one meter.
- Your bones and muscles become dense, rooted in the primal strength of the earth itself. You suffer slight to all Acrobatics skill checks, as well as to Athletics skill checks made to Jump.
- Your magic is at its strongest when you are in peril. You suffer a -1 penalty to your Spellcasting skill checks unless you are Wounded.
- You have grown physically, becoming larger and more powerful than is usual for your ancestry. You suffer a -1 penalty to your Reflex defence, and a -2 penalty to Stealth, but gain a +1 bonus to your Athletics skill. Your armour no longer fits; new armour for you costs twice as much as usual.