Heritages
Your heritage represents your parentage and ancestry. It determines your natural abilities and cultural touchstones. From your character's perspective, this is one of their aspects that they have zero control over.
Mixed Heritages
With your GM's permission, you may play a character whose parents come from different heritages. If this is the case, you gain access to Knacks from both heritages, but you still only begin play with one.
Playing a character of mixed heritage is not something you should do lightly or simply to gain access to extra advancement options. You should work with your GM to define just how your parents' heritages affect your daily life and how the world perceives your character.
Human
The Human Heritage is the baseline for all other Heritages. You know what it is to be a human, you've been one your whole life.
Human Knacks
These knacks are specific to Human characters and cannot be taken by any other Heritage.
Choose one of the following Knacks during character creation.
### Adaptable
Humans tend to pick up skills quicker than most.
- Requirement: Human
- Activation: —
You gain 2 additional Trained Skills. Select those skills when you gain this Knack. You may only select this Knack once.
### Not Today!
You can't keep a human down for long. They always seem to get back up when you turn your back.
- Requirement: Human
- Activation: —
When your HP or WP would be reduced to 0, you may activate this Knack as a free action to immediately regain 1d6 HP or WP. Once you have used this knack, you may not use it a second time until you complete at least a Stretch Rest.