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 three subtypes and apply their tertiary features

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

Mortal

Mortals are beings of flesh and blood, defined by their capacity for growth, change, and ultimately, mortality.

Undead

Undead creatues have no constitution score, and are immune to many physical and mental ailments sufferd by the living.

Were

Were creatures are able to transform to some degree between two different base heritage.

Celestial

The children of angles and gods, celestial creatures are imbued with divine power and grace.

Infernal

The children of demons and devils, infernal creatures are imbued with dark power and feral might.

Synthetic

Either partially or completely artificial, synthetic creatures are created through the use of technology aor magic.

Draconic

Born of dragons, draconic creatures are powerful and majestic. They carry special traits from their draconic ancestry.

Treant

Either partially or completely made of plant matter, treants have a natural connection to the flora and fauna of the world.

Firekin

Tied to the elemental palne of fire, fireborn creatures are able to manipulate and control flames.

Waterkin

Tied to the elemental plane of water, waterfolk creatures are able to manipulate and control water.

Earthkin

Tied to the elemental plane of earth, earthkin creatures are able to manipulate and control earth.

Airkin

Tied to the elemental plane of air, airwalker creatures are able to manipulate and control air.