Height, Weight, and Age
Each Species lists the height and weight range for its kind. A creature's Bulk is one third of their weight. Each has an age range that is acknowledged as when they are ready to adventure. Most adventurers begin their journey around this age, though some get their start early and others refuse to give it up later in life. Each age causes various changes to your character while they are of the given age.
- Children do not gain Grit Pool from Charisma Skill Tiers, have 1 Physical Reduction, have -2 on Knowledge rolls, and reduce your base size by 1.
- A creature of adventuring age has no modifications from their age.
- Old-aged creatures have -2 on Finesse Skill rolls and Grit Pool and +2 on Charisma Skill rolls.
- Sage creatures have -3 on Might and Finesse Skill rolls and Grit Pool and +3 on Charisma Skill and Knowledge rolls.
Once a creature reaches Sage, they have a chance of passing away from natural causes, making Endure rolls as time passes. This begins after each month, and each time the roll is Fumbled, the roll is made more frequently. It reduces through weeks, days, hours, and finally minutes. A Fumble while rolling each minute causes death. This roll cannot be rerolled.
Age and Size
Creatures of a size other than the base size of the species change the ages when they change age categories. If smaller, decrease the ages by 25% for each size smaller they are. If larger, increase the ages by 50% for each size larger they are.
Environmental Traits
Creatures may have certain traits that allow them to more easily survive within specific environments.
Aquatic
You can breathe, speak, and comprehend speech in water, gain swim as a Primary Movement type, and can Run while swimming. Being underwater does not cause you Encumbered.
Arctic
You are comfortable when the Temperature is between 10 and 30 degrees. Treat Ground Softness as 3 Tiers lower to determine your ability to move in it. Treat Snow as 3 Tiers lower to determine your Awareness penalty. Treat Humidity as 3 Tiers higher, as long as this does not raise it above 0.
Dessertdweller
You are comfortable when the Temperature is between 100 and 120 degrees. Treat Humidity as 6 Tiers higher, as long as this does not raise it above 0. Halve the amount of water you need to avoid Starving.
Subterranean
You do not have vision. Gain +2 on rolls with touch, sound, and smell.
Swampdweller
Gain swim as a Primary Movement type and treat Humidity as 3 Tiers lower, as long as this does not lower it below 0. Gain +2 on defenses against Disease.