While I was writing up the Character Creation Outline post, I realized that these sections deserve their own post. It's probably one of the more complex, but (I hope) also more interesting parts of character creation, and trying to explain it in the other post would probably have tripled its size. I'm pretty proud of this, honestly... and I'm trying real hard not to let my brain use that simple fact as evidence when it tries to tell me it's bad.
So a character creation guide will still be posted on Tuesday/Wednesday, but I was originally planning on posting this part this week anyway. So here it is!
This is all the result of my efforts at making a Build Your Own Species system. I often think of character creation from a very furry perspective, and furries love customization. We like our bizarre, brightly colored hybrids, and I want players to have the freedom to completely embrace that in this game. However, no choice is without consequences, and having the freedom to build ANYTHING means having oodles of options. Oodles of options can quickly be overwhelming to new players as well as more experienced ones sometimes.
So, rather than starting with the ~<100 options for Adaptations and asking the player to pick a bunch, we start with Species Templates, which should (hopefully) simplify the process quite a bit, while still enabling those who really want to dive in and get nuts with it.
When you pick a Species Template it's not a race, but rather, it's a suggestion for an array of common, starting Adaptations that'll be, hopefully, universally valuable. It also might offer suggestions for your character's heritage and origins, where they might live in Kuserra, and who they get along with, but that's all flavor and lore stuff.
All the sentient peoples of Kuserra, whether they resemble foxes, cats, birds, bunnies or axolotls or lizards or insects or crabs, can all be considered distinct variants of a single people. However, depending on innumerable circumstances, including environmental, mutations, different levels of isolation, cross-breeding, and the overall dominance of any given genetic variant, different adaptations have emerged that are associated with some groups more commonly than others. Some of these are so common that they don’t even bother giving them distinct names (vulpines and felines and canines and many similar variants are all just "people"). Some groups have been more isolated, named for the regions in which they thrive, like the Undergrounders. Some have been selectively bred in accordance with their philosophical rejection of civilization, like the Ferals, and the more outlandish of the bunch are just generally referred to as Exotics which are tolerated largely in accordance with how useful their unique adaptations are. (Fliers, for instance, are sought after as scouts, couriers and messengers, both for their ability to get across the city and to intercept rivals.)
Granted, the diverse peoples of Kuserra do have their prejudices, as communities tend to be wary of outsiders as a survival instinct, so particularly bizarre or freakish-looking characters will probably be subject to ostracization or other forms of mistreatment. The more monstrous someone is, the more likely people will come after them with torches and pitchforks out of fear for their lives and families.
Choosing a Species Template doesn't lock you in to a particular species, but it offers a starting point, providing a few common free Adaptations to help give players a head-start, as well as a number of points to spend on further customization. You might start with the Vulpine template, but decide your character looks more like a squirrel, or a monkey, or a gecko. And that's perfectly okay.
These are the templates I have so far, it might be all of them, or I might add more later, who can say at this point. And of course everything in this prototype is subject to change. You guys get that, I'm sure I don't need to keep saying it.
Vulpine Template
Usually fox-shaped, average size, incredibly common, versatile and adaptable. Masters of surface survival.
Examples: Kiva, Kiera, Max, Skye
Free Adaptations: Low-Light Vision, Keen Hearing, Food Conservation
Adaptation Points: 5
Feline Template
Mostly cat-shaped, smaller on average, still quite common on the surface, gets along okay with their cave-adapted cousins.
Example: Riley (though she's half-Undergrounder, still counts!), Pyre
Free Adaptations: Low-Light Vision, Flexible, Light Sleeper, Claws
Adaptation Points: 5
Undergrounder Template
Purely cave-adapted felines, small beans, thrive in tight spaces and pure darkness. Uncommon and sometimes unwelcome on the Surface.
Examples: Taisuko, Nelren
Free Adaptations: Light Hypersensitivity, Fluid Flexibility, Quick, Keen Nose
Adaptation Points: 3
Feral Template
Incredibly large, selectively bred, apex predators, that I often think of as wolfbears, though like the rest they come in many flavors and shapes. Both powerful and cunning, but they're pretty terrifying and rarely welcome in civilized communities.
Example: Donno (tbh he's kind of a runt)
Free Adaptations: Ravenous, Toughness, Powerful, Deadly Claws, Bone-Crushing Bite, Keen Nose
Adaptation Points: 1
Half-Feral Template
Ferals are all about selectively breeding the most powerful predator, and in the interest of diversifying their bloodlines, they’ll try anything once. Half-Ferals tend to be larger and scarier on average, but they fit in with civilized communities a little better than true Ferals. While still built for combat, they're a bit more versatile than their ferocious parent.
Example: Charlotte
Free Adaptations: Toughness, Deadly Claws, Pain Resistant
Adaptation Points: 4
Pteromyid (Glider) Template
Think flying squirrel-like, flaps under the arms and all that. Small and immune to fall damage. Thrive in the Heights of the city where collapses are common.
Example: Twitch
Free Adaptations: Glider, Coiled Tendons, Binocular Vision
Adaptation Points: 4
Vespertilian Template
Bat-like. Pretty rare overall, but this is the most common array of genes in the city that's capable of true flight. Not the only one, just the most common among true fliers.
Example: Liz
Free Adaptations: True Flight, Opposable Toes, Echolocation, Low Light Vision
Adaptation Points: 2
Exotic Template
A purely customizable option for those who wanna be anything else. For picking this option you get to choose any one 1-Point Adaptation for free, plus any one 2-Point Adaptation, plus a big boatload of points to spend on whatever else you want.
Example: Literally anything that doesn't fall under the above categories, or even comes close. You wanna be a dragon? Be a dragon.
Free Adaptations: (Any 1-Point), (Any 2-Point)
Adaptation Points: 9
Adaptations are meant to be genetic bonuses that have contributed to your character's survival from the very start of their life. Some are pretty basic, common, but useful. Some are rare and extremely powerful.
Do I include the full list here? This is what you call a content-heavy system. It's light on the bones, heavy on the meat. Any Adaptations you have, you gain their effects. That's all there is to it. So... sure, here's the list!
These are the summary descriptions, I've written out more detailed information for most of them. This was also one of the first parts of the manual I wrote, so while I've tried to keep it up to date as other parts of the system have evolved, I wouldn't be surprised if I missed something. Some things are still WIP, some are probably overdue for a redesign. The whole list also is probably in need of another resorting, whatever. Here's the CURRENT list.
A note: "Natural Gifts" are, for the moment, a reference to a sort of special type of Expertise that can't be levelled up, but otherwise functions the same as Expertise does under relevant circumstances. I'm not sure if it's easier to declare them as "Natural Gifts" and have that be a thing, or if it's better to just frame it as a "reduce relevant Threat by #." Similar Natural Gifts aren't meant to stack with themselves, so framing it as a "Natural Gift" might make their functionality easier to understand overall? Might also be a good thing to do with that third column there in the Adaptations section? Dunno! Maybe you guys have opinions!
For all adaptations, (and mutations as well) my goal is to describe what they do, gameplay wise, but allow the player to decide what they look like. An extra limb is an extra limb, sure, but the player gets to decide if its a hideous mangled bulbous mutated appendage, or a graceful, smooth, pleasant-looking one. Regardless of what you want them to look like, they're functionally the same.
OH! And if you want to upgrade one of your Species Template's Free natural gifts with another one that does the same thing, but better (there's a couple of those), you just pay the difference in cost instead of the full price of the new one. For now.
Free Adaptations (Cost 0 Points)
These cost zero points. They also provide zero gameplay benefit (being purely cosmetic) or might even be considered negative. The options here are mostly examples/suggestions for what would be Free in this system.
Vestigial Adaptations - Purely cosmetic or provide no gameplay benefit. (Note that you don't have to list out every cosmetic choice as a Vestigial Adaptation, this is just for notable ones that the GM might want to exploit some day, like a 30 foot long tail or something silly like that.)
Negative Adaptations - Flaws and penalties for flavoring to your liking
Herbivore - Can only eat plantlife, which doesn’t grow in Kuserra, so you'll probably starve to death.
Mutation Vulnerability - Gain +1 Mutation Points when gaining any Mutation Points
Ravenous - Scraps don't satisfy Hunger but there's no limit to how much you can eat.
Cold-Blooded - Your speed and reaction times are affected by the external temperature.
Common Adaptations (Cost 1 Point Each)
Very common, pretty standard things seen all over the city.
Adorable - People may be "less likely" to turn hostile or violent towards you.
Alert - Gain the Alert Natural Gift at Level 1.
Amphibious - Can breathe as easily in water as in the air.
Attractive - Gain the Attractive Natural Gift at level 1.
Binocular Vision - Can make out details from a distance.
Bioluminescent Patterns - Can signal with lights in your fur and/or skin, but you're easy to see.
Camouflage Fur - Harder to see from a distance in a particular type of terrain.
Claws - Unarmed Attacks inflict S1 Slashing Wounds.
Keen Nose - Track others by scent, identify strangers and friendlies by smell.
Light Sleeper - Never fully asleep, cannot be surprised when sleeping.
Low Light Vision - Improved vision in low-light conditions.
Musk Glands - Controlled release of scents for particular purposes
Natural Swimmer - Move at full speed when swimming.
Nimble - Gain the Nimble Natural Gift at level 1.
Pack-Minded - Capable of silently coordinating movements with other Pack-Minded.
Prehensile Tail - Has full conscious control over tail movement, can act as an extra limb.
Sensitive Whiskers - Gain detailed information about your immediate surroundings, sense otherwise undetectable changes in the air.
Strong Liver - Sickness is recovered at double the normal rate.
Toxin Resistance - Gain 1 Resistance against Poison, ignore 1 of Sickness gained from any toxic source once per day.
Water Conservation - Increase Maximum Thirst to 4 (from 3).
Uncommon Adaptations (Cost 2 Points Each)
Slightly less common.
Antlers - Your head can be used as a weapon to inflict Piercing Wounds and block attacks.
Body Whiskers - Know before anything touches you and gain a chance to react to it.
Bone-Crushing Bite - Bite Attacks do additional damage and can Grab.
Coiled Tendons - Leap at double normal jump height.
Pouch - You have a natural pocket somewhere on your body.
Flexible - Gain the Flexible Natural Gift at Level 1, gain 1 Resistance to Crushing damage.
Food Conservation - Increase Maximum Hunger to 7 (from 5)
Genetic Memory - Gain one level in an Expertise of your choice.
Hard Scales - 1 Resistance to Piercing and Slashing damage.
Hardened Skull - Allows you to block attacks with your Head, and headbutt for extra damage. (WIP)
Hideous Odor - Unleash a debilitating attack using scent glands.
Infectious Bite - Wounds inflicted by your Bite will always become Infected.
Iron Stomach - Never gain any Sickness from toxic food or drink.
Keen Hearing - Pinpoint the exact source of any sounds, -2 Threat when listening.
Light Hypersensitivity - Gain the ability to see in pure darkness. Light is blinding/hurtful.
Opposable Toes - Can use your feet to grasp and manipulate objects.
Quick - Gain free extra movement in combat.
Radiation Resistant - Ignore the first point of Sickness gained each day from Radiation.
Rest Conservation - Can Rest in as few as 3 hours, a Full Rest in 6.
Stinger - Gain a barbed stinger that can make Piercing attacks.
Rare Adaptations (Cost 3 Points Each)
Pretty rare stuff.
Adaptive Camouflage - Can become very difficult to see in any terrain.
Antenna - Gain a detailed picture and full awareness of a 15 foot radius.
Beak - A sharp protrusion out the front of the face, can attack or open cans.
Beautiful - Gain the Attractive Natural Gift at Level 4. Heads turn towards you.
Echolocation - Make a supersonic sound, gain a full snapshot of surroundings.
Hypnotic Glare - Can mesmerize a target and make them fascinated with you.
Immunity - Each time you would gain Sickness from a source, you gain 1 less.
Pack Leader - WIP
Powerful - Gain the Powerful Natural Gift at Level 3.
Predator - Once per day, choose your Prey. Gain bonuses involving that Prey.
Regeneration - Recover from damage at double the normal rate.
Saber-toothed - Your fangs are extra large, allowing for a more damaging bite and other utility.
Sharp Mind - Gain the Sharp Mind Natural Gift at Level 3.
Stinging Hairs - Inflict terrible pain on anyone that comes in direct contact.
Strong Back - You are capable of carrying one Huge item in both hands.
Thermal Vision - Be able to "see" and identify subtle changes in temperature, visually.
Toughness - +1 Resistance to Slashing, Piercing and Crushing damage.
Type Resistant - Choose any one damage type and gain 2 resistance to it. (Does not stack)
Venom Sacks - Store toxic venom that can be injected via a chosen attack method.
Vocal Flexibility - The ability to mimic any voice you hear, perfectly.
Very Rare Adaptations (Cost 4 Points Each)
Most characters probably don't know anyone with one of these, but some might!
Fluidlike Flexibility - Near supernatural flexibility, Flexibility Natural Gift at Level 3, plus 3 Resistance to Crushing.
Glider - Grants the ability to fall safely from any height, travel horizontally through the air.
Hibernation Cycle - Ignore the Rest need, instead occasionally sleep for days at a time.
Insulating Layers - Resistant to Crushing damage, and Immune to cold.
Pain Resistant - Take half Pain, rounded up, from all sources.
Peaceful Mind - Reduce Stress at three times the rate.
Pincer Claw - One arm bears a massive pincer claw, which can be used to Grab and inflict deadly Crushing damage.
Projectile Projection - Choose from any of a variety of ranged biological attacks.
Quills - Defensive Quills can cause serious damage to anyone that grabs you.
Wooly Fur - Produce highly valuable wool for sale or profit.
Unique Adaptations (Cost 5 Points Each)
Not unheard of, but close!
Adaptive Resistance - Always have 2 Resistance to the last damage type received.
Chitinous Carapace - Always armored against slashing, piercing and crushing damage.
Longevity - You live for an abnormally long time and barely age past maturity.
Regrowth - Can regenerate any limb after it has been lost in about a month.
True Flight - Can fly at normal speed in any direction, as well as hover.