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Dusk

Use the Feral World  Home World template, replacing the Iron Stomach and Rite of Passage traits with those presented here.  

Dusk Native Skills

You begin play with the Speak Language (Dusk Cant) (Int) skill.  

Traits

 

Bad Blood

The Dusk born are an ill-omened people, considered by most to be accursed by the simple fact of their birth world. Truth be told, there is some credence to this belief as trauma, madness, supernatural occurrences and morbid eccentricity are all common currency on Dusk as accepted facts of life.
Effect: Dusk characters begin the game with 1d5 Insanity points and 1d5 Corruption points. They also benefit from a +3 increase to both their Perception and Willpower Characteristics.  

Dark Tales

One key way of learning to survive for a child on Dusk is to pay heed to the many strange tales and nightmarish stories told by the fireside when the storms howl or the dank fogs press close, and the stories of Dusk hold many dark truths and shadowed pearls of wisdom.
Effect: You start the game with Common Lore (Dusk Folklore) (Int). In addition, you treat Forbidden Lore (Daemonology) (Int) and Scholastic Lore (Occult) (Int) as Basic Skills.  

Little Left to Fear

While other worlds may indeed host worse perils than Dusk, the dangers encountered there are of a singularly macabre and often horrific kind, and after a lifetime spent surviving them, the bestial predators and weird happenings of other worlds hold little terror.
Effect: You reduce the effects of Fear on your character by one degree (reducing Fear 3 to Fear 2, etc.) Essentially this also means that you suffer no effects from creatures or phenomena with a Fear Rating of 1. Since your life has been full of near-scrapes with things best left unsaid, you also reduce your starting number of Fate Points by –1.

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