Species

Species Perks & Heritage

Each character has two Species Perks, with one inherited from each biological parent. A full Human will have both Efficient Metabolism and Pursuit Hunter, but a half Human/half Elf may pick and choose one each from both ancestries and thus may, for example, end up with Efficient Metabolism and Arcane Flow.

Playable Species

Human

Even though most of them dwell in towns and cities these days, humans are originally steppe nomads – tireless hunters who can thrive even on the most meagre meals. But now, a sheer endless supply of calorie-dense farmed food makes their population numbers surge far beyond any other species.

Efficient Metabolism

Consuming food grants twice the EN.

Pursuit Hunter

The EN cost of the universal action Sprint is halved. While traveling, EN costs are reduced by one travel-mode stage.

Elf

Elves are one of the oldest species in the world, both collectively and individually. The pure magic flowing through their veins grants them long lifespans and a strong attunement to the arcane.

Arcane Flow

Gains 2m of free movement after casting any spell.

Harmony

Gains 1 MP per spell tier from allied spell effects.

Alb

Albs are the offspring of an elven tribe who became corrupted by the void millennia ago. Today, the remnants of this curse can no longer be called true corruption, but they are still regarded with suspicion wherever they go – particularly by their ancient cousins.

Dark Heritage

The effects of Corruption count as one stage lower. Gains permanent Resistance: Void.

Dissonance

Gains 1 MP per spell tier from hostile spell hits.

Felis

"Felis" is a broad term for a wide variety of peoples; descendants from sapient magical beasts of all shapes and sizes. They are as diverse as their bestial ancestors, but for some unknowable reason, a disproportional amount of them seems to have feline blood.

Bloodline

At character creation, choose one Attribute reflecting ancestry.
Its MOD is permanently increased by 1.

Tradition

At character creation, choose one civilian proficiency reflecting culture.
All checks with that proficiency have Advantage 1.

Orc

Before the Humans settled in their walled cities, the roving Orc clans were the bane of their existence – relentless raiders who simply refuse to die. Today, most adventuring parties have at least one Orc member; an immense overrepresentation due to their natural proclivity for battle.

Indomitable

Incoming healing is doubled, up to a maximum of [CON-MOD].

Stalwart

Advantage 1 on all Unconsciousness Saves.

Dwarf

Solid as bedrock and stubborn as a mule, the mountain-dwelling Dwarves despise two things: Weakness and wizardry. Naturally, this leads to a healthy(?) dislike of all things Elven.

Stocky

The weight of worn torso armor is ignored. Advantage 1 on all Saves against displacement effects, spells and skills.

Unyielding

Advantage 1 on all Saves against magic.

Non-Playable Species

These species are intended only for (usually hostile) NPCs. They are not available to player characters unless party and GM explicitly consent.
Instead of two combinable perks, these species get a list of Features that apply to each individual, unless the creature notes say otherwise.

Demon

A denizen of the Void Between Worlds with an unrelenting drive to consume the souls of all living things. May or may not be sapient.

Features

Undead

An unsouled corpse, reanimated through demonic rituals. May or may not be sapient.

Features

  • Vulnerability Light, Fire
  • Resistance Ice, Lightning, Void
  • Immunity Poisoned
  • Incoming Healing has no effect.
  • Can only regenerate EN and wounds by consuming souled creatures, or to a lesser extent, fresh biomass.