Aspect
Introduction
Aspects are further specializations on top of an employee heritage.
Employees can specify their aspect in three distinct ways:
| Unary | Choose one subtype and apply its primary feature |
| Binary | Choose two subtypes and apply their secondary features |
| Trinary | Choose |
In all cases, the Employee must only select a single evolution from one of their listed subtypes.
Chosen subtypes must each come from distinct Aspect types.
Types
Mortals are beings of flesh and blood, defined by their capacity for growth, change, and ultimately, mortality. Undead creatues have no constitution score, and are immune to many physical and mental ailments sufferd by the living. Were creatures are able to transform to some degree between two different base heritage. The children of angles and gods, celestial creatures are imbued with divine power and grace. The children of demons and devils, infernal creatures are imbued with dark power and feral might. Either partially or completely artificial, synthetic creatures are created through the use of technology aor magic. Born of dragons, draconic creatures are powerful and majestic. They carry special traits from their draconic ancestry. Either partially or completely made of plant matter, treants have a natural connection to the flora and fauna of the world. Tied to the elemental palne of fire, fireborn creatures are able to manipulate and control flames. Tied to the elemental plane of water, waterfolk creatures are able to manipulate and control water. Tied to the elemental plane of earth, earthkin creatures are able to manipulate and control earth. Tied to the elemental plane of air, airwalker creatures are able to manipulate and control air.Mortal
Undead
Were
Celestial
Infernal
Synthetic
Draconic
Treant
Firekin
Waterkin
Earthkin
Airkin