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:
- A bit of lore for the species
- Two Species abilities
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’
- Choose one Attribute. Increase it by +1.
- Choose one resistance (common damage type or condition).
Amphibious π’
- You can breathe underwater and can swim as quickly as you can run on land.
Aquatic Affinity π΅
- You have resistance to cold damage.
- You have advantage on movement and Control checks made in or on water.
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’
- You have advantage on Aspect Checks related to climbing or grappling, and you ignore natural terrain penalties while climbing.
Construct Body π΅
- You do not need to eat or breathe.
- You are immune to poison and disease.
Dark Resilience π΅
- When you deal at least 1 HP of damage, you may heal 1 HP or reduce Stress by 1.
- Limit: Once per turn.
Enduring Focus π’
- You have advantage on Endurance and Fortitude Aspect Checks, including any used to maintain concentration.
Fiendish Resistance π’
- Choose at character creation: fire or necrotic damage.
- You have resistance to the chosen damage type.
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’
- You have advantage on Resistance Checks against exhaustion.
Graceful Movement π’
- +1 to your Evasion score.
- You have advantage on Finesse Aspect Checks.
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΅
- You have advantage on damage rolls from fire or necrotic sources you use.
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΅
- Your armor thresholds are increased by +1 each.
Keen Eyesight π’
- You have advantage on Perception checks involving sight and on ranged weapon attacks.
Keen Senses π’
- You have advantage on all Reflex and Poise checks, including Initiative rolls.
Lucky Footing π’
- You have advantage on Resistance Checks against area-of-effect effects.
Martial Instinct π’
- You have advantage on your first physical attack (melee or ranged) each round.
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’
- You have resistance to necrotic damage.
Powerful Build π’
- You can lift, drag, and carry as if you were one size larger.
Scaled Resilience π’
- You have resistance to your heritageβs damage type (e.g. fire, cold, acid).
Serpentine Resilience π΅
- You have resistance to poison damage.
- You are immune to disease.
Small Frame π’
- You have advantage on checks to hide or move through narrow spaces.
Stoneborn Toughness π’
- You have +1 maximum HP.
Survival Instincts π΅
- When your action reduces a foe to 0 HP, recover 1 Stress. If you have no Stress, recover 1 HP instead.
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.
Unliving Form π΅
- You do not continue to take ongoing damage from bleeding or similar effects.
- You do not need to eat.
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
- Favor Stress and Action Load over βonce per rest/dayβ mechanics.
- Stay Thematic
- Features should match the speciesβ lore and identity.
- Support Gameplay
- Every feature should matter during combat, travel, or roleplay.
- Offer Flexible Options
- Let players choose (damage types, spells, etc.) at creation time when possible.
- Respect the Action Economy
- Balance strong effects with costs in Stress, Action Load, or Aspects.
- Avoid Redundancy
- Donβt repeat effects unless reworded for thematic uniqueness.
- Integrate with the Dice Pool
- Focus on boosting rolls, managing resources, or adding tactical tools.
- Tag Features by Rarity
- Use π’ Common, π΅ Uncommon, and π΄ 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.