FTD - Origins
FTD - Origins
ORIGINS
DEEP
ORIGINS
Game By: Ben Dutter THE BASICS 2 5. Third Leg 8
Jessica Dutter 6. Predatory Maw 8
7. Little 8
ABILITY SCORES 2 8. Big 9
Art and Logo: Sam Mameli
9. Strong 9
ANCESTRIES3 10. Dexterous 9
Sensitivity Pam “the Dovetailor” 1. Elf Ancestry 4 11. Tough 9
Editing: Punzalan 2. Dwarf Ancestry 4 12. Sharp 9
3. Halfling Ancestry 4 13. Wise 9
4. Human Ancestry 4 14. Charismatic 9
5. Wyrmkin Ancestry 4 15. Herbivore 9
6. Psibug Ancestry 4 16. Carnivore 9
7. Colossan Ancestry 5 17. Thaumivore 10
8. Eternal Ancestry 5 18. Terravore 10
9. Frogkin Ancestry 5 19. Amphibious 10
This PDF is designed (and encouraged) to be 10. Raptorian Ancestry 5 20. Venerable 10
printed at home. It uses standard US letter 11. Saurian Ancestry 5 21. Telepathic 10
8.5” x 11” paper. The holder of this file has 12. Corpseflea Ancestry 5 22. Undead 10
permission to print it for personal use at
office or commercial-grade printers. LIFE PATHS 6 LINEAGE CULTURE 11
LINEAGES7 PARAGONS12
Elf Paragon 13
LINEAGE TRAITS 8 Dwarf Paragon 14
1. Amorphous 8 Halfling Paragon 15
2. Dense Bones 8
3. Chitinous 8 BIOESSENTIALISM16
4. Third Arm 8
2
• ANCESTRIES: pre-made origins with This is fun and useful! But, it’s problematic
mechanical and narrative impacts when there are elements of a PC tied to
things that they can’t control, such as their
• LIFE PATHS: a technique to sequentially “race.” We don’t condone the notion that a
generate a character’s background species or a culture is inherently superior.
• LINEAGES: a unique trait paired with a In Five Torches Deep, ability scores do not
distinct culture to make a people define every aspect of a character. Their INT
Basics, Ability Scores
FTD: ORIGINS is designed for use with Five As such, an ancestry’s, bloodline’s, or PC’s
Torches Deep, but is compatible with any ability score modifiers do not define its full
classic six-stat fantasy rpg. The PCs will capabilities; but instead represent the base-
have more capabilities to track than in FTD line for partaking in adventure checks. Read
Core, and not all are beneficial to the player. more about our thoughts on this on pg 16.
3
ANCESTRIES
An ANCESTRY is a more comprehensive form
of “race” for Five Torches Deep and similar Lumiskel has the ELF ANCESTRY. At
rpgs. If the simple ability-rolling rules of first level, he’s more likely to have a
FTD Core are not enough for your table, then higher DEX and INT than humans,
consider implementing ANCESTRIES for PCs. but a tighter spread on the other four
ANCESTRIES have no class restrictions. abilities (averaging 10).
Ancestries
ANCESTRIES provide a PC with beneficial (at elf is cold and aloof, the GM bestows
times detrimental) features that describe its disadvantage to his CHA check to do so.
typical traits and characteristics, as well as
some mechanical elements that help shape This works to Lumiskel’s benefit later,
the way a particular ANCESTRY PC plays. when a charlatan attempts to hoodwink
the party (but his cynicism gives him
advantage to resist the attempt).
USING ANCESTRIES
While the party travels overland,
In addition to the listed rules, an ANCESTRY
Lumiskel only needs half rest as the
should be used for fictional positioning as a
weather is clear and the moon is out.
PC’s class, actions, or reputation would:
But once they enter a dungeon, the elf’s
strength wanes and starts each day
• PERMISSIONS: the GM can grant or deny
with an accumulating -1 to Resilience.
permission for certain actions (the
player is encouraged to propose ideas)
Eventually the party reaches an elf
fortress, and the NPCs plan on turning
• PROFICIENCY: at times an ANCESTRY is a
away any adventurers who come to
relevant source for proficiency mods
their door. But since Lumiskel is an elf,
the GM decides that the elves will at
• DIS/ADVANTAGE: like proficiency, the PC
least hear the PC’s request (permission
may have dis/advantage to a check
uniquely granted to this PC).
4
as much in moonlight, but reduce your max affected by size (+hiding, -lifting, +balance, can eat gold as food. Eating 100gp at once
RES by 1 per day you don’t see the moon. -intimidation). If the GM is unsure, ignore. heals 1 HP and restores 1 RES.
Example Ancestries
stone. You can’t fit in tight spaces, can’t most surfaces, and make a STR check to leap ment. An hour sunbathing restores 2 RES
hide well, and eat twice as much food. 30.’ But your max load is only half your STR. and 1 HP. Lose 2x RES in darkness or cold.
LIFE PATHS
A LIFE PATH generates a PC’s abilities and
history irrespective of their heritage. LIFE HISTORY: REASON HISTORY: FALLOUT
PATHS replace ability score rolls from ances-
tries, lineages, or other methods. LIFE PATHS 1 Forced +1 CON, +2 WIS 1 Ripped muscles: -2 STR, -1 DEX
have no class restrictions.
2 Inherited +2 CON, +1 CHA 2 Busted inner ear: -2 DEX, -1 WIS
HISTORY ROLL 3 Trained +2 DEX, +1 INT 3 Pierced lung: -2 CON, -1 STR
Roll at least 3 times (a PC’s early life, past, 4 Volunteered +1 STR, +2 INT 4 Crushed skull: -2 INT, -1 WIS
and recent life before adventuring with a
5 Obligated +2 STR, +1 WIS 5 Suffered trauma: -2 WIS, -1 CHA
class). Each HISTORY roll beyond three forces
a roll on the FALLOUT table. Max five rolls. 6 Hired +1 DEX, +2 CHA 6 Terribly ashamed: -2 CHA, -1 INT
Each HISTORY roll pairs a reason and event. 7 Lose an eye, +1 CHA, -1 WIS
Work with the GM to interpret these results
8 Lose many teeth, only eat soft food
to fit with the setting (e.g. forced + crafting
HISTORY: EVENT
Life Paths
might mean the PC was an indentured 9 Weak heart: -4 to max RES, -1 CON
servant to a shipwright in a naval setting).
1 Labor +2 STR 10 Bad back: -4 to max Load, -1 STR
The HISTORY roll primarily adds bonuses to Roll disadv when gaining HP per level
2 Crafting +2 DEX 11
a PC’s ability scores, but the GM may grant
proficiency to checks related to their inter- 3 Education +2 INT 12 Lose a hand; dis/adv when relevant
pretation of the PC’s HISTORY.
4 Hunting +2 DEX 13 Lose a foot; dis/adv when relevant
ABILITY SCORES 5 Urban life +2 WIS 14 You’re hunted by an enemy faction
Each PC starts with an 8 in all six ability
scores. The HISTORY rolls apply a bonus per 6 Survival +2 CON 15 1/6 chance a demon appears per day
their listing for each roll. You can’t swap any 7 Politics +2 CHA 16 Insomnia: WIS check to rest or sleep
ability scores, and ignore any ability score
bonuses due to a race, ancestry, lineage, or 8 Business +2 CHA 17 Phobia: -4 WIS, morale when near it
other character creation system.
9 Fighting +2 STR 18 You owe a huge debt to a foul group
The rolls are final, with the exception that 10 Tactics +2 INT 19 Horrifically disfigured (burned, etc)
the player may choose to roll more than
three times as discussed above. Once the 11 Travel +2 CON 20 Roll twice and take both
player confirms to the GM that they’re done,
they’re done. There is a limit of five HISTORY 12 Cloister +2 WIS
rolls per PC unless beginning at higher than
level 1 (add 1 max roll at level 4 and 8).
7
LINEAGES
A LINEAGE is a catch-all term that defines the LINEAGE TRAITS LINEAGE CULTURE
TRAITS and CULTURAL aspects of a character.
The LINEAGE rules in this book make a PC’s TRAITS refer to the descriptive qualities A lineage’s CULTURE reflects the society it
selection of “race” a bit more complex but of that character, their bloodline, or their originated from. Like TRAITS, it’s only meant
provide additional flavor and crunch. GMs family. The qualities listed can be defined as a shorthand to inform the knowledge or
should curate what’s available to match as your table prefers: physical, societal, training the PC has, and isn’t meant to fully
their setting and table’s expectations. magical, or another force that shapes them. describe or crudely summarize a society.
Create a LINEAGE by combining any TRAIT Each table’s interpretation of a particular Each CULTURE consists of a structure and
and CULTURE from the following pages. TRAIT will vary; one table’s version of third a resource. This might not have a direct
Neither of these denote that a specific leg will be very different from another. Pick impact, but describes that PC’s background
“race” or “species” is a monoculture or which you want, or roll 1d22. Any ability and what skills they might have gained. The
without diversity; indeed each can be a score modifiers are replaced by the results GM can use these vague descriptions as pro-
unique aspect for a single individual, family, of a LIFE PATH, the same as any PC (pg 6). ficiency, or simply for fictional positioning.
faction, or group of NPCs.
Lineages
LINEAGE much like any trait or tool of the
character: informing the fictional posi-
tioning and allowing (or denying) certain
tasks. The few benefits and penalties listed
with each LINEAGE are just a start; ultimately
the GM should expand these as relevant.
LINEAGES have no class restrictions.
of scales, or some kind of exoskeleton. Your piercing teeth and a flexible mandible. Ter-
skin is resilient but your muscles weary. rifying, but hindering in kinder pursuits.
LINEAGE TRAITS •
•
Gain only half HP from any healing
-2 to your max RESILIENCE per day
•
•
Disadv to diplomacy, charm, calm
Most creatures fear or distrust you
• Push through 6” gaps and spaces • Fully functional third “arm” • About half the size of a human
• Easily escape bonds, grapples • Adv to athletics, climbing, holding • Adv to stealth, escape, and similar
• +1 AC when wearing light/no armor • +1 to hit with melee weapons • You only eat half as much food per day
• At 0 HP dislocate limb + another injury • Quick/concentrate to use third arm • Downgrade all dmg dice (d8 to d6, etc)
• No +prof bonus to STR checks/attacks • Need customized armor, clothes, etc • Need custom “small” armor, clothes
• Double slashing damage taken • Need an extra hour of sleep for full rest • 20’ move speed; -33% overland travel
9
• 20% bigger than humans • You’re exceptionally resilient • You’re magnetically compelling
• Double your max LOAD • Roll 4d6, take 3 highest for CON score • Roll 4d6, take 3 highest for CHA score
• Add your +prof to physical attack dmg • Auto-pass CON checks under DC 12 • Auto-pass CHA checks under DC 12
• Disadv to stealth, escape, and similar • Half your max SUPPLY • Disadv to Injury Table results
• Need custom armor, clothes • Roll 4d6, drop highest for INT score • Roll 4d6, drop highest for CON score
• Need twice the food per day (2 SUP) • Disadv to learning, adapting, etc • Disadv to checks vs non-sentients
Lineage Traits
(some say magic, others unique structure) learn and apply knowledge quickly. An eager This makes it easy to find food but demands
strength far beyond what is expected. mind is, however, more difficult to defend. a constant stream of sustenance.
• You’re frighteningly strong • You’re astoundingly intelligent • Can live off wild plants of all kinds
• Roll 4d6, take 3 highest for STR score • Roll 4d6, take 3 highest for INT score • Immune to plant-based poison
• Auto-pass STR checks under DC 12 • Auto-pass INT checks under DC 12 • Short nap with a snack gives +1 to RES
• Burn 2 RESILIENCE per hour • Roll morale for every fight • Eating non-plants makes you very ill
• Roll 4d6, drop highest for DEX score • Roll 4d6, drop highest for WIS score • Eat each waking hour or suffer -1 HP
• Disadv to finesse, delicacy, and similar • Disadv to resist mental atks/checks • Most creatures see you as weak/prey
• You’re gracefully agile and quick • You possess great mental fortitude • You subsist entirely off flesh
• Roll 4d6, take 3 highest for DEX score • Roll 4d6, take 3 highest for WIS score • Immune to animal venoms and toxins
• Auto-pass DEX checks under DC 12 • Auto-pass WIS checks under DC 12 • Feast and “store” up to 10 SUP of food
• Half your max LOAD • -1 magic item wielding limit (min. 1) • Eating non-meat makes you very ill
• Roll 4d6, drop highest for STR score • Roll 4d6, drop highest for CHA score • Naturally sleep 10-12 hours for full rest
• Disadv to brute strength and similar • Disadv to persuasion, charm, etc • Non-carnivores strongly distrust you
10
• You live by consuming energy • You age at 1/10th the normal speed
• Heat, magic, or sun act as food • Auto-pass any knowledge check <DC 15
• Take half damage from energy/element • Need only half as much food
• Movement speed reduced -10’ (20’) • Disadv to all social checks
• Disadv to reflexes, dodging, quickness • Take twice as long to learn or think
• Can’t “eat” while armored/full LOAD • Susceptible to fey or “other” magic
you survive by consuming and absorbing the as easily as most do with sound. This grants
minerals latent within the earth itself. you new social vectors to attack and defend.
• You can breathe air and water • You can’t die outside of a specific ritual
• Auto-pass any swim/water check • No need to eat, breathe, or sleep
• Adv to flexibility, cramming, etc • Immune to weather and fear
• Need 2x the food in dry/hot climates • Nearly all creatures attack you or flee
• Exhausted if not soaking wet for 4+ hrs • Disadv to Injury Table rolls
• Susceptible to water magic or similar • Can only be healed through magic
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LINEAGE CULTURE
CULTURE’S STRUCTURE CULTURE’S RESOURCE
1 DEMOCRACY 1 FORAGING
Know politics, society. Value guilds Gathering, scavenging. Can find static
and similar professional unions. resources, hidden treasures, etc.
2 PLUTOCRACY 2 FARMING
Know trade, negotiation, appraisal. Tilling fields, cultivating crops. Know
Value the “guiding” force of markets. weather, agriculture, and fertility.
3 MERITOCRACY 3 HUNTING
Ambitious, honorable. You prioritize Stalking, killing, and harvesting prey.
your reputation and social standing. Good at trails, butchery, and stealth.
Lineage Culture
4 DICTATORSHIP 4 RAIDING
Recognize authority, castes. Value the Why sow when you can take? Good at
strength of “unity and leadership.” scouting forts, tracking caravans, etc.
5 CLANSHIP 5 TRADING
Selfless, family first, empathetic. You Sales, transport, and commerce. Good
care little for those not in the clan. at haggling, navigation, business.
6 THEOCRACY 6 CRAFTING
Connected to the divine. Strong faith, Creation of goods and industry. Good
believe this world is ephemeral. at crafting, manufacturing, art.
7 STRATOCRACY 7 LEARNING
Military chain of command controls Academics, espionage, exploration.
all. Everything is war or logistics. Focus on the pursuit of information.
8 COLLECTIVE 8 HERDING
Sharing for the greater good. Greed, Nomadically herd large animals.
ambition, strata may confuse you. Husbandry, leatherwork, etc.
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PARAGONS
PARAGONS, or “race-as-class” in other
games, are icons of their people. These rules
allow a PC to start as a specific ancestry
and associated class, leaning into its classic
fantasy tropes and abilities. A PC can swap
their current class and levels for a PARAGON
of their ancestry, GM permitting.
PARAGON TOKENS
Paragons
ELF SCOUT
ELF PARAGON BASICS
You gain proficiency to wilderness, mon-
STARTING HP 4 + CON mod sters, and geography related checks.
HP PER LEVEL 1d6 + CON mod
Ignore diff terrain Deal +2 ranged dmg
ARMOR Light, shields
Immune to surprise Natural climb speed
WEAPON PROF Simple + warbows
Adv to perception Detect arcane sigils
ABILITY PROF STR, INT
You can see accurately 2x as far as normal
PROF CHECKS Stealth, senses, arcane,
archetype
ELF SPELLSWORD
ELF PARAGON BY LEVEL
ELF PARAGON
You gain proficiency to agility, crafting, and
1 Starting HP, ELF equipment medicine related checks.
Elf Paragon
2 You can sense all nearby creatures
ELF PARAGONS are the archetypal champi- Martial proficiency Can wear hvy armor
ons of their people: ancient, thoughtful, 3 Pick an archetype, pick a feature
mystical. They are touched by the arcane, Deal +2 melee dmg +1 arcane cantrip
related to fey, and ageless. Their long lives 4 +1 to any ability score
make them introspective and meditative. Adv to resist magic Detect arcane sigils
5 Advantage to all defensive WIS checks
Paragons even more so: bastions of culture, Summon magic blade, -1 RES, lasts 10 min
lore, and magical dedication. 6 +1 to any ability score
7 Pick a new archetype feature
These elves are rare; uncharacteristically
focused on their history and carefully 8 +1 to any ability score
chosen to represent their cabals. Many view ELF ARCANIST
them with pride, a unique pinnacle of true 9 Trance for 1 hour, restore all RES
elvenness; others resent them or mock them You gain proficiency to magic lore, manual
for their cliche adherence to stereotypes. dexterity, and history related checks.
DWARF COMMANDER
DWARF PARAGON BASICS
You gain proficiency to tactics, logistics, and
STARTING HP 6 + CON mod inspiration related checks.
HP PER LEVEL 1d10 + CON mod
Quick: 1 ally +1 AC +1 “free” hench
ARMOR All, shields
+4 max retainers Retain. do +2 dmg
WEAPON PROF All
Adv to giving orders Adv to ally morale
ABILITY PROF CON, WIS
Ordered retainers gain your +prof bonus
PROF CHECKS Mountain, athletics,
diplomacy, archetype
DWARF DELVER
DWARF PARAGON BY LEVEL
DWARF PARAGON
You gain proficiency to stealth, ancient lore,
Dwarf Paragon
HALFLING BURGLAR
HALFLING PARAGON BASICS
You gain proficiency to burglary, appraisal,
STARTING HP 5 + CON mod and deception related checks.
HP PER LEVEL 1d8 + CON mod
Adv to stealth Adv vs locks/traps
ARMOR Light, shields
Adv to perception Gain +2 AC in cover
WEAPON PROF Simple
Prof bonus doubled when your RES is full
ABILITY PROF DEX, CHA
Full round action: go invisible for 1 round
PROF CHECKS Stealth, haggling, will-
power, archetype
HALFLING MASCOT
HALFLING PARAGON BY LEVEL
HALFLING PARAGON
You gain proficiency to inspiration, diplo-
Halfling Paragon
1 Starting HP, HALFLING equipment macy, and insight related checks.
2 Move in/share bigger creature’s space
HALFLING PARAGONS view themselves as +20’ move speed Adv to retreat
the heroes, diplomats, and spies for their 3 Pick an archetype, pick a feature
people. Many halfling communities conjoin Adv to roll to return Adv vs Injury Table
with those of the tallfolk, or go out of their 4 +1 to any ability score
way to remain hidden in harsh wilderness or Quick: 1 ally’s check adds your prof too
5 Immune to any fear or mental effects
nomadic trails. Paragons seek to influence 1/rest, all allies gain 1 free move action
the world for their people’s benefit, and take 6 +1 to any ability score
it as a high honor worthy of life or death.
7 Pick a new archetype feature
Halflings are naturally courageous and 8 +1 to any ability score
humble, their paragons impressively so. HALFLING CHUCKER
They have a great wanderlust and curiosity, 9 Reroll any natural 1s on any d20 roll
and wish to learn by doing (and finding their You gain proficiency to perception, accu-
limitations). This causes halfling paragons racy, and improvised tools related checks.
to find themselves in situations that many
would deem unnecessarily risky. HALFLING EQUIPMENT Improv thrown wpn Thrown crit 19-20
Halfling paragons aren’t uncommon, nor do 2x throwable range Adv to perception
Light armor, shield 5 sundries, max SUP
they make up the majority of their people’s
adventurers. They often seek out parties of 2 simple weapons Halfling chef’s kit All thrown weapons deal martial dmg
mixed heritage to better their chances at
making meaningful connections. Healer’s kit Halfling token Attempt “impossible” feats of throwing
16
with biological species) has an impact on characters that have supernatural traits. A ingful than their culture or biology.
their capabilities as an adventurer. A PC third arm, magical aura, super strength, or
with orcblood will never be as smart, or as an eidetic memory are fun in play. • LINEAGES are a combination of traits
cunning, or as magically powerful as an elf. and cultures, both of which can come
It is a thin line to walk. We don’t wish to from any number of sources (nature,
Whether or not this came from a place of perpetuate any harmful stereotypes. We nurture, magic, environment, etc). It’s
“game balance” or the roots of the hobby as condemn any form of bioessentialism or designed as a tool to create your own
a wargame combat simulator is irrelevant. prejudice. But just like a superhero can peoples, clans, or origins.
It’s painful that many people, including have a unique power, our fantasy heroes
one of the designers of Five Torches Deep, can belong to a people that afford them • PARAGONS represent an intentional
can draw parallels between rpgs and the extraordinary abilities. It should be uplifting cliche. They’re meant to break the
real-world prejudices that they’ve faced and provocative, it should make people ask fourth wall and lean into the trope
throughout their life; that antiquated and questions at the table. “How does a society that all elves are a certain way or all
bigoted pseudoscience (like eugenics) has a of chameleons, giants, or undead function?” dwarves are a certain way, but this is
place at their table; that the game they love called out explicitly as not the case.
reinforces these ideas in a harmful, white- But, this inherently creates an issue with (Also, the GM can let other races or
washed, normalized, gleeful way. the reverse, “How can a sentient species be ancestries play as a Paragon).
less intelligent than another?” One way we
The implication is that in the rpg world, address this is the adage that ability scores These aren’t foolproof, and it’s very easy
there are entire species that are less capable do not represent general capability (only to use these tools to slip back into the same
than others, and that many of the abilities as they pertain to adventure), and that the prejudices and biases that we’re all guilty
we ascribe to “civilization” are from a place PC may belong to a group that shares these of. That being said we hope that this sup-
of genetic bioessentialism rather than from traits (but this group isn’t necessarily an plement helps some tables play a more open
one’s culture or environment. Obviously, entire species or culture). This is still a bit of and inclusive game; and be mindful of the
this is problematic. a cop out, and we recognize that. intersection of fantasy and real prejudice.