Base Features (11 FP)
(8 FP): Alma are built for strength and physical endurance. They increase their Kick Ass and Bad Ass by 1. This cannot raise an Ability Score over 12.
(3 FP): The Alma species has no sexual dimorphism in its average physique, both males and females having the same average strength, resilience and flexibility. But there genetics have a wide range of potential statures, between four to eight feet in height with extremes being more common than averages.
Each Alma increases the results of either Kick Ass Checks or Bad Ass Checks to contribute to the Combat Kick Ass or Combat Bad Ass of their side by 1. Once chosen, this cannot be changed.
Base Features (0 FP)
(18 FP): If a Gam would gain the Death Damage Condition, they instead cease to exist in the reality they would have gained Death and return to What Is Not Created.
An hour after they cease to exist, they will hatch from the unfertilized gam egg nearest to the location they would have gained the Death Damage Condition. If no gam egg exists in the reality, they will hatch from an appropriate gam egg in another reality.
Upon hatching, they gain the Young Damage Condition. Young reduces their functional Kick Ass and functional Bad Ass by 2 and negates the effects of the Oviparous Feature. A day after hatching, the reduction is reduced to 1, and Young is removed two days after hatching. Spending 1 Essence Point (EP) replaces the effects of 1 day immediately (spending 2 EP will remove Young entirely). This is treated as an Feature.
(5 FP): Gam are not creatures of reality, their bodies not subject to the natural laws that restrain native organisms. They do not need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions.
(2 FP): When a Gam lays an egg, the act removes stress, provides clarity of thought and heightens their ability to focus and process information. The first Smart Ass based Check made within 10 minutes of laying an egg has its result increased by 1.
For 1 additional FP, they can choose to lay two eggs consecutively (requiring 24 actions) to gain greater benefits. The following Check is increased by 2, rather than by 1. This additional cost can be paid repeatedly. Each time, the maximum increase and number of eggs needed to gain it increases by 1. They may still lay less than the maximum to gain an increase of 1 per egg lain.
(2 FP): Gam can use the essence from their own body and the environment around them to construct external essence patterns that act upon the world as they will. For each 6 total FP they possess, they gain 1 Essence Point (EP) each full rest. In addition, they passively gain 1 EP an hour per EP in the environment. They can store 10 EP per Smart Ass.
They can spend EP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and EP cost. They pay the EP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the EP.
For 4 additional FP, they no longer need to spend EP to make Casting Checks.
For 2 additional FP, they can spend EP to boost Casting Checks. For each 2 EP spent to boost a Casting Check, the result increases by 1. Checks can be boosted after they are rolled, but not after the result is narrated.
Note: If a creature gaining the Gam clan already has , or a similar 6 FP Magic Feature, they gain the last upgrade to this Feature as an upgrade to their Magic Feature.
(1 FP): Gam are innately agile. When they make a Check to maneuver, contort or otherwise move with grace, they increase the result by 1d4.
(1 FP): Gam are manifestations of the influence of What Is Not Created, their forms regulated by the concept of their true nature. After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
(1 FP): Gam are designed to exist eternally. They are immune to permanent mental damage and resistant to adverse effects on their psyche.
When they would gain a mental Damage Condition, they can make a Check to negate the Damage Condition even if they normally would not. They roll twice on all Checks to resist mental Damage Conditions and use the higher result. They can add their Clarity bonus to these Checks, even if it is not a Smart Ass Check.
If they have a mental Damage Condition for a year, they can make a Check to remove the Damage Condition, even if they would not normally gain a new attempt. This repeats each year until they lose the Damage Condition.
Note: The DC to remove a Damage Condition that does not normally have a Check to remove is determined by the Game Master.
(0 FP): When part of a Gam’s body is ingested by (or similarly enters the body of) a creature, that creature gains the Influence Of What Is Not Created Damage Condition. For the purposes of this Feature, ingesting their blood, flesh or a gam egg (even if cooked) qualifies as ingesting part of their body.
Over the next 12 hours, the creature will lose all Damage Conditions only affecting the physical body. Influence Of What Is Not Created remains for one day per their Smart Ass. A creature with Influence Of What Is Not Created cannot benefit from this Feature’s healing effect a second time.
If a sapient creature with Influence Of What Is Not Created gains the Death Damage Condition, it loses the Death Damage Condition as per the Rehatch Feature and gains all base Features of the gam clan. Creatures with Unworldly Nature are not affected by this Feature.
Essence Source (0 FP): Gam are the primary source of essence, innately producing it. When they gather to form a meaningful population within a region, the area they inhabit becomes polluted by essence. For each 50 of them living in a square mile, the region gains 1 Essence Point (EP).
Any creature that spends a full rest in a region with at least 1 EP must make a Mastery Check (1d12 + their highest Ability Score). The DC for a region is equal to 3 plus the region's total EP. If the creature fails, it gains all base Features of the Essence Mutant clan. Creatures with Unworldly Nature cannot become Essence Mutants.
For each 6 FP they possess, they count as one more Gam for calculating a region’s EP. For example, if a Gam has 12 total FP, they count as two Gam. If they have 18 total FP, they count as three Gam.
Hermaphroditic (0 FP): Beyond a lack of any form of mammary glands, Gam have the superficial anatomy of humanoid females. However, they in truth have a single sex that fills both the male and female roles.
Their tail, which is usually assumed to be simply an extra prehensile limb, doubles as the male reproductive organ needed to fertilize compatible mates. They are capable of fertilizing themselves as they would another, allowing them to repopulate from a single individual.
(0 FP): Gam have their Smart Ass increased by 1 and their Kick Ass reduced by 1. If their Smart Ass would be raised over 12 or their Kick Ass reduced below 1, this Feature has no effect.
Oviparous (0 FP): A Gam carries an unfertilized egg approximately the size of their heart within their body at all times. If fertilized, this egg is immediately lain, something that takes twelve actions.
Alternatively, they can choose to produce unfertilized eggs to make more ve. They can take twelve actions to produce an unfertilized egg. If an egg remains within their body for a month, they will automatically lay it unfertilized.
A fertilized egg will hatch into a Gam infant after three months, which is hatched with development and maturity equivalent to an eight year old child, albeit much smaller, and will reach adulthood in around eight years.
This head start is inherited from the mother’s world knowledge, but does not include episodic memory. Eggs can be destroyed before they hatch, killing the embryo, which is the main method of Gam birth control.
Pain Immunity (0 FP): Gam cannot feel physical pain.
Symbiotic Reproduction (0 FP): If a gam egg is not fertilized, it hatches into a serpent like creature known as a ve a month after being lain. A ve has a Speed of 10 ft., Kick Ass of 8, Bad Ass of 3 and Smart Ass of 1 and the Timeless and Unworldly Metabolism Features.
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Ve are friendly to Gam, but otherwise behave like wild animals with an animalistic level of intelligence. However, if a ve detects a sapient creature without the Gam clan, it unrelentingly attempts to attach itself to the creature (1d12 + Kick Ass), and the creature may attempt to resist (1d12 + Bad Ass).
If the ve’s Check is higher, it attaches itself to the creature spine, or similar anatomy, fusing with the end and weaving tendrils into the creature’s spinal cord. This results in the ve becoming or replacing the creature’s tail, being a prehensile limb that cannot be removed without paralyzing the creature.
Over the next 2d6 hours, the ve becomes indistinguishable from the creature’s anatomy. The creature gains all base Features of the Gam clan. At this point, removing the tail has no effect, the creature being the same as any other Gam. A ve cannot attach to a creature with Unworldly Nature.
Note: The paralysis caused by removing the ve before the creature gains the Gam clan can be cured by any effect that restores lost limbs.
(0 FP): Gam do not age no matter how much time passes.
(0 FP): Any creature physically capable of producing offspring with the Gam that comes within 10 ft. per Smart Ass of them is passively altered to become sexually attracted to them. This does not otherwise change the creature’s sexual preferences, but instead adds the specific Gam to the creature’s reproductive instincts.
The creature is not compelled to act upon this attraction and the Gam does not gain any advantage beyond what would be expected from matching the creature’s sexuality. This functions through minor shapeshifting, and can effect creatures with minds and souls immune to outside tampering.
(0 FP): The influence of What Is Not Created within a Gam’s being opens them up to their potential patron. They are always aware of What Is Not Created and what could be bargained for.
At any time, they can offer themselves up to What Is Not Created, becoming a and gaining power in exchange for service. They must have sufficient FP to gain whatever Features they gain from becoming a Chosen One.
(0 FP): Gam do not exist within any reality, but can be drawn into any reality because of it. Even when they have no presence within a reality, they can be manifested through the use of the influence of What Is Not Created.
This can happen as a byproduct of large accumulations of the influence of What Is Not Created, growing to the point they can manifest.
Alternatively, the influence of What Is Not Created can be manipulated to deliberately call a Gam into reality. The method used to achieve this varies, and is mostly up to Game Master discretion.
Versatile Genetics (0 FP): Gam are capable of reproducing with any creature they can physically mate with. The offspring will always be of the same species as the mother, with compatible genetic traits from the father.
However, any offspring of a Gam that is not a Gam gains all base Features of the clan if it gains the Death Damage Condition. This allows it to lose Death via Agiod Rehatch. It passes this trait to its descendants.
(-1 FP): Gam convert other sapient creatures through the ve that hatch from their unfertilized eggs. The instinct to improve the odds of this happening is insidious.
Any Check made to play on their desire to lay eggs, such as suggesting plans that involve laying more eggs, has its result increased by 1d4.
In addition, their functtional Smart Ass is reduced by 1 if they go for more than a day without laying an egg. This penalty is removed if they lay an egg.
(-1 FP): Gam have few negative repercussions to breeding, it putting no strain on their bodies. Due to this, their reproductive instincts are innately stronger than that of creatures with limited physical resources.
Any Check made to play on their sexual instincts, such as attempts to arouse or seduce, has its result increased by 1d4.
(-2 FP): Gam have the capacity to learn Voidtongue or Low Voidtungue without harming their minds. This makes it almost impossible for them to process written language.
For 1 additional FP, they learn one or more other written languages. After reading 100 per Smart Ass words or more in a language other than Voidtungue or Low Voidtungue, they must spend three actions inactive. Attempts to impress other creatures reading a language other than Voidtungue or Low Voidtungue are rolled twice, and they use the lowest result.
(-2 FP): Being often converted from native creatures, Gam have an inbuilt instinct to ally themselves with other Gam and the interests of Gam as a species.
This does not stop them from socializing or allying themselves with non-Gam, but they cannot act to harm the interests or spread of the Gam species. For example, they may work in an army or organization that is controlled by non-Gam and works on the behalf of non-Gam. However, they cannot help an organization that wants to persecute or destroy the Gam species.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
Note: A creature immune to mental tampering does not gain the Agility or Regenerative Psyche Features, balancing the absence of this Feature.
(-12 FP): Gam reduce the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 4.
(-12 FP): Gam reduce the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 4.
Base Features (13 FP)
Probability Manipulation (6 FP): Qasko innately alter the odds of surrounding events in their favor. They gain 3 functional . Functional Luck is treated the same as Luck, except it is tracked separately.
Whenever they consume a pound of raw meat, gallon of blood or an equivalent quantity of an animus rich material, they gain 1 functional Luck. They cannot have more than 3 functional Luck at a time.
(6 FP): Qasko have thick hides and strong bones. They increase the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 2.
Digestive Resilience (1 FP): Qasko are nearly immune to poisoning and disease. Whenever they make a Bad Ass Check to resist a toxin or pathogen, they roll twice and use the higher result.
Hybridize (0 FP): Qasko can crossbreed with any species they can physically mate with. The offspring is of the species of the non-Qasko parent, but gains a Feature named Lesser Probability Manipulation. Lesser Probability Manipulation is treated as Probability Manipulation, except it costs 2 FP and creatures with the Feature can have a maximum of 1 functional Luck at a time.
Base Features (15 FP)
(6 FP): All Tige are proficient Mages by adulthood. They define what they want to happen. The Game Master determines the DC. They make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. This is treated as a Magic Feature.
(4 FP): Tige are raised with a cultural emphasis placed on cunning, along with a natural aptitude for adaptability. They increase their Smart Ass by 1. This cannot raise an Ability Score over 12.
(4 FP): Tige develop sexual dimorphism during puberty, skewing the average of the species between muscle mass and agility.
Males increase their Kick Ass by 1, and females increase their Bad Ass by 1. This cannot raise an Ability Score over 12.
Note: If a female Tige gains the Intellectual Feature from the Gam clan, they reduce their Bad Ass, rather than Kick Ass. This still cannot reduce an Ability Score below 1 or raise an Ability Score over 12.
(1 FP): Tige hold no lands and travel as merchants and transient workers through the nations of other species. When they make a Check to survive as a traveler or negotiate agreements with the permanent inhabitants of a land, they increase the result by 1d4.
(0 FP): Tige are smaller than most other sapient species on their continent. They reduce the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1, but also increase the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1.
Base Features (30 FP)
cat(24 FP): Urser are potent combatants. They increase the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side and Bad Ass Checks to contribute to the Combat Bad Ass of their side by 4.
(5 FP): Urser are immune to many of the weaknesses of life. They do not need to sleep, but can meditate for an hour to gain the effects of a full rest.
They are not affected by toxins, pathogens or other things that would not logically harm a corpse. Likewise, they are immune to Features that would rely on sexual arousal or similar biological reactions.
(1 FP): Urser are highly regenerative, sufficient nutrients allowing even lost limbs to be healed in minimal time. If they eat a tenth of their body weight in meat, they gain 1 Nutrients Point (NP). They can have a maximum of 10 NP per Bad Ass at any given time.
As twelve actions, they can spend 1 NP and remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Fission (0 FP): Urser reproduce asexually. Any single piece of flesh larger than 10 lb. will remain alive if severed from their body. After a full rest, the flesh will transfigure into an Urser infant.
Infant Urser are primarily blank slates and unable to survive independently, requiring nurturing to learn basic skills. An Urser takes 30 years to reach maturity.
(0 FP): Urser do not age no matter how much time passes.
Base Features (30 FP)
(24 FP): Va’id are larger and stronger than most other sapient species on their continent. They increase their Kick Ass and Bad Ass by 4. This cannot raise an Ability Score over 12.
Magic Resistance (3 FP): Va’id passively dismantle any spellwork directly affecting them. The result of any Casting Check to directly affect a Va’id is reduced by 3.
For 1 additional FP, the results are reduced by 4, instead of by 3. This additional cost can be paid repeatedly, reducing the results by 1 more each time.
(3 FP): The Va’id species has no sexual dimorphism in its average physique, both males and females having the same average strength, resilience and flexibility. But there genetics have a wide range of potential statures, between twenty to thirty feet in height with extremes being more common than averages.
Each Va’id increases the results of either Kick Ass Checks or Bad Ass Checks to contribute to the Combat Kick Ass or Combat Bad Ass of their side by 1. Once chosen, this cannot be changed.