Body Types β†’

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 – 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:

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 🟒

Amphibious 🟒

Aquatic Affinity πŸ”΅

Breath Weapon πŸ”΅

Climbing Adaptation 🟒

Construct Body πŸ”΅

Dark Resilience πŸ”΅

Enduring Focus 🟒

Fiendish Resistance 🟒

Flash Step πŸ”΅

Giantkin Resilience 🟒

Graceful Movement 🟒

Hidden Step πŸ”΅

Hypnotic Gaze πŸ”΄

Infernal Legacy πŸ”΅

Innate Magic πŸ”΅

Integrated Plating πŸ”΅

Keen Eyesight 🟒

Keen Senses 🟒

Lucky Footing 🟒

Martial Instinct 🟒

Nature Affinity 🟒

Natural Weapons 🟒

Necrotic Affinity 🟒

Powerful Build 🟒

Scaled Resilience 🟒

Serpentine Resilience πŸ”΅

Small Frame 🟒

Stoneborn Toughness 🟒

Survival Instincts πŸ”΅

Swift Stride πŸ”΅

Unliving Form πŸ”΅

Wings πŸ”΄

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:

  1. Use Metacurrencies, Not β€œOnce per”
    • Favor Stress and Action Load over β€œonce per rest/day” mechanics.
  2. Stay Thematic
    • Features should match the species’ lore and identity.
  3. Support Gameplay
    • Every feature should matter during combat, travel, or roleplay.
  4. Offer Flexible Options
    • Let players choose (damage types, spells, etc.) at creation time when possible.
  5. Respect the Action Economy
    • Balance strong effects with costs in Stress, Action Load, or Aspects.
  6. Avoid Redundancy
    • Don’t repeat effects unless reworded for thematic uniqueness.
  7. Integrate with the Dice Pool
    • Focus on boosting rolls, managing resources, or adding tactical tools.
  8. Tag Features by Rarity
    • Use 🟒 Common, πŸ”΅ Uncommon, and πŸ”΄ Rare to guide GM oversight.

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.

 Body Types β†’