2 minutes ago, nameless ronin said:I would have preferred the ancestries to be all about being a roleplaying hook or point of interest and not have too much overt mechanical benefits. In fact, it feels kind of odd they're such an uneven bunch given how much advantages and disadvantages have been streamlined and made to be formulaic. I like they're now a non-optional part of character creation, but it would have been a much stronger step in the process if the flavor aspect was pushed more. Now it's another way for players to wrangle some extra power from the system in many cases.
Shadowlands has more... and the hooks are a little stronger. I expect each other regional sourcebook will likewise have more.
The two strongest are, IMO: Glorious Sacrifice, for the heirloom, Which need not actually be a nemurani - tho if it is, it's the GM's call on it, and Stolen Knowledge... but all the options seem to be 2 to 6 XP worth (since the skills don't allow violating the level 3 starting limit).
The corebook ones are intentionally a bit vague, I suspect. This is a standard design pattern for FFG (and the industry as a whole). Still, they are interesting enough to work from. At least, if one bothers to make note of column 2.
I would have liked each to have a corresponding disad, too... pick between one embracing it and one rejecting it... but my players don't mind at all playing it. Like the Kuni with Skullduggery...