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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 - 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 there are species and situations where it makes the story and gameplay better.
Amphibious
- You can breathe underwater and can swim as quickly as you can run on land.
Aquatic Affinity
- You have resistance to cold damage.
- You have advantage on any actions that are water related.
Breath Weapon
- You may mark a stress to breathe a 15 foot cone of breath that does the same type of damage as your chosen heritage's damage type.
- Roll a Fortitude Check to set the DC and roll 2d6 to set the damage.
- Every creature or object in the cone must make an Endurance Resistance Check and if they succeed they only take half damage.
Clinging Grip
- You have advantage on actions involving climbing or grappling.
Construct Body
- You do not need to eat or breathe.
- You are immune to poison and disease.
Dark Resilience
- When you inflict at least one HP of damage you may heal 1 HP or reduce Stress by 1.
Enduring Focus
- You have advantage on Endurance and Fortitude Aspect Checks.
Fey Step
- You may mark one Stress to teleport up to 30 feet.
Fiendish Resistance
- You have resistance to either fire or necrotic damage. Choose when you first get this feature.
Giantkin Resilience
- You have advantage on Resistance Checks vs. exhaustion.
Graceful Movement
- You have +1 to Evasion
- You have advantage on Finesse Checks.
Hidden Step
- When you are behind cover you may mark a stress to instantly teleport to another covered location within 30 feet. If no one can see you in either location then you don't need to mark the stress.
Hypnotic Gaze
- For a cost of one Action Load point you may roll a Grit Aspect Check, selecting one target that can see your eyes. They must roll a Willpower Resistance Check and if they fail their Action Load is increased by 5.
Infernal Legacy
- You have advantage on features that do fire or necrotic damage.
Innate Magic
- At character creation you may select two spell cards that do not have Action Load costs.
Integrated Plating
- Your armor thresholds are increased by +1 each.
Keen Eyesight
- You have advantage on sight checks or ranged attacks.
Keen Senses
- You have advantage on all Reflex and Poise checks, including when determining Initiative.
Lucky Footing
- You have advantage on all Resistance Checks vs Area of Effect occurrences (attacks or otherwise).
Nature Affinity
- You may speak with natural creatures and plants.
- You may reroll any Aspect Check related to natural creatures and plants one time.
Natural Weapons
- You have natural weapons (claws, teeth, horns, etc) and can add a D6 as weapon damage to your attack actions.
Necrotic Affinity
- You have resistance to necrotic damage.
Powerful Build
- You may lift and carry as if you were Large sized.
Scaled Resilience
- You have resistance to damage of your chosen heritage's damage type.
Serpentine Resilience
- You have resistance to poison damage.
- You are immune to disease.
Small Frame
- You have advantage on Aspect Checks related to hiding or navigating small spaces.
Stoneborn Toughness
- You have +1 to HP total.
Survival Instincts
- When your action reduces an enemy to zero HP you may recover one Stress. If your Stress is all cleared you may recover one HP.
Unliving Form
- You don't continue taking damage in succeeding turns from attacks that specify continued bleeding.
- You don't need to eat.
Wings
- You may fly at low altitudes as fast as you can run, if you aren't wearing heavy armor.
- For each round that you don't land you must mark a Stress.