Species
Since the basic definition of any species is tied to lore, it isn't appropriate for the system to have species defined by default.
In this system the definition of a species consists of:
The game master should create a list of species available in the world or campaign that the players can choose from. It is suggested that players be allowed to help in this to ensure that they can play their desired character and make it fit into the game master's vision of the world.
Species Features
Here are the features that are available. Game masters are encouraged to curate this list for their own worlds, creating new ones and removing others as they see fit.
Note that some things that are often seen as features can be portrayed as lore. One good example is that Elves have long lives β that is more appropriate as lore than as a feature since it rarely affects game mechanics.
Mechanics like Darkvision could also be relegated to lore since so many groups either ignore it altogether or just assume that the lighting situation gets resolved somehow. Game masters might add Darkvision as a feature in campaigns where it makes the story and gameplay better.
Each feature is marked with a rarity tag:
π’ Common β widely usable and balanced in most settings.
π΅ Uncommon β adds strong mechanical power or thematic niche.
π΄ Rare β GMs should review before allowing.
When creating a Species it is highly suggested that at least one of the two features should be Common. Having a species with two Rare or Uncommon features might be unbalanced.
Adaptable Nature π’
Amphibious π’
Aquatic Affinity π΅
Breath Weapon π΅
You may mark 1 Stress to breathe a 15-foot cone of elemental energy based on your heritage.
Roll a Fortitude Check to set the DC and roll 2d6 to set the damage.
Each target in the cone must make an Endurance Resistance Check. On success, they take half damage.
Climbing Adaptation π’
Construct Body π΅
Dark Resilience π΅
Enduring Focus π’
Fiendish Resistance π’
Flash Step π΅
You may mark 1 Stress to teleport up to 30 feet to a space you can see that is not adjacent to any hostile creature.
When you arrive, a harmless burst of light, color, or elemental shimmer appears. This sensory effect is noticeable to those nearby but causes no damage or distraction.
Giantkin Resilience π’
Graceful Movement π’
Hidden Step π΅
If you are behind cover, you may mark 1 Stress to teleport to another covered space within 30 feet.
If no creature can see you at either location, you do not need to spend Stress.
Hypnotic Gaze π΄
For 1 Action Load, you may roll a Grit Check targeting a creature within 30 feet that can see your eyes.
That creature must make a Willpower Resistance Check. On failure, their Action Load increases by 5.
Infernal Legacy π΅
Innate Magic π΅
At character creation, choose two spells with Action Load of 1 or less from a single source type (Arcane, Divine, or Nature).
The GM may restrict the type (e.g. βmust be Illusionβ or βNature onlyβ).
Integrated Plating π΅
Keen Eyesight π’
Keen Senses π’
Martial Instinct π’
Nature Affinity π’
You may speak with natural beasts and plants.
Once per natural encounter, you may reroll a related Aspect Check.
Natural Weapons π’
You have claws, horns, teeth, or other built-in weapons.
Add a d6 damage die to unarmed attacks.
The GM may assign a damage type based on species lore, or allow the player to choose at character creation.
Necrotic Affinity π’
Powerful Build π’
Scaled Resilience π’
Serpentine Resilience π΅
Small Frame π’
Stoneborn Toughness π’
Survival Instincts π΅
Swift Stride π΅
You ignore difficult terrain when walking or running.
For 1 Action Load, you may move an extra 30 feet on your turn.
Wings π΄
You can fly at low altitudes (up to 10 feet) as fast as you can run, unless wearing heavy armor.
Each round you fly without landing costs 1 Stress.
Feature Design Principles
Species features should be memorable, mechanically meaningful, and intuitively thematic. This system encourages smooth pacing, flexibility, and consistency. Aim to follow these principles when designing or evaluating features:
Use Metacurrencies, Not βOnce perβ
Stay Thematic
Support Gameplay
Offer Flexible Options
Respect the Action Economy
Avoid Redundancy
Integrate with the Dice Pool
Tag Features by Rarity
Note: these principles are a guideline to help you make your game as good as it can be. But if a player's vision cannot be made without violating one or more of these principles then violate them, but try to retain balance.