Species Creation Guidelines (Mastercraft)

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Special Thanks to Blankbeard and his diligent reverse engineering.

Species and Talents always list a character's size, type, speed, and attribute modifiers even if these values are human baseline (worth 0 design points). Benefits and Drawbacks are listed in alphabetical order.

Advice

Talents (representing humans) work within a slightly narrower band of options than Species do. Strongly avoid constructing Talents with attribute modifiers more extreme than +2 or -2. Human movement modes also tend to be restricted to base speed only and should not exceed 40.

Size, Type, and Speed Design Point Values
-2.0 points:
 * Type: Beast
 * Immobile (Base Speed 0)

-1.0 point
 * Base Speed 10

-0.5 point
 * Base Speed 20

0 point:
 * Base Speed 30
 * Type: Fey
 * Type: Folk
 * Medium (1x1), Reach 1
 * Small (1x1), Reach 1

1.0 point:
 * Type: Ooze
 * Base Speed 40
 * Large (1x1;2x1;2x2), Reach 1

2.0 points:
 * Base Speed 50
 * Large (2x1;2x2), Reach 2
 * Winged Flight 30 (beast)

2.5 points
 * Base Speed 60
 * Winged Flight 40 (non-beast)
 * Winged Flight 50 (beast)

3.0 points:
 * Type: Plant
 * Winged Flight 50 (non-beast)
 * Winged Flight 60 (beast)

8.0 points:
 * Construct

Attribute Modifier Design Point Values
-1.0 Point:
 * –2 (Specific A)

0 Point:
 * No Modifier
 * +2 (Specific A), –4 (Specific B)
 * +2 (Specific A), –2 (Specific B), –2 (Specific C)
 * +2 to lowest attribute, then –2 to highest attribute

0.5 Point:
 * +1 (Specific A), –1 (Specific B)
 * +2 to lower of (Pair A) or (Pair B), –2 (Specific C)
 * +1 (Specific A), +1 (Specific B), –2 (Specific C)

1.0 Points:
 * +1 to lowest attribute
 * +1 to lower of (Pair A) or (Pair B)
 * +1 (Specific A)
 * +2 (Specific A), –2 (Specific B)
 * +1 (Specific A), +1 (Specific B), –1 (Specific C)
 * +3 to lower of (Pair A) or (Pair B), –3 (Specific C)

1.5 Points:
 * +1 to lowest attribute, then +1 to lowest attribute
 * +2 to lowest attribute
 * +4 (Specific A), –6 (Specific B)

2.0 Points:
 * +1 to highest attribute, then +1 to lowest attribute
 * +2 to lower of (Pair A) or (Pair B)
 * +1 to lowest attribute, then +1 to lowest attribute, then +1 to lowest attribute
 * +1 (Specific A), +1 (Specific B)
 * +2 (Specific A), +2 (Specific B), –4 (Specific C)
 * +3 (Specific A), –3 (Specific B)
 * +3 (Specific A), –1 (Specific B), –1 (Specific C), –1 (Specific D)
 * +4 (Specific A), –2 (Specific B), –2 (Specific C), –2 (Specific D)
 * +2 (Specific A), +2 (Specific B), –2 (Specific C), –2 (Specific D)
 * +3 to lower of (Pair A) or (Pair B), –1 (Specific C)

2.5 Points:
 * +2 (Specific A)
 * +3 to lowest attribute
 * +6 to lower of (Pair A) or (Pair B), –4 (Specific C), –4 (Specific D)
 * +4 (Specific A), –4 (Specific B)

3.0 Points:
 * +1 (Specific A), +1 (Specific B), +1 (Specific C)
 * +3 to lower of (Pair A) or (Pair B)
 * +3 (Specific A), –1 (Specific B)
 * +4 to lower of (Pair A) or (Pair B), –2 (Specific C)
 * +4 (Specific A), –2 (Specific B), –2 (Specific C)
 * +2 (Specific A), +2 (Specific B), –2 (Specific C)
 * +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D), –2 (Specific E), –2 (Specific F)

3.5 Points:
 * +3 (Specific A), +3 (Specific B), –3 (Specific C), –3 (Specific D)
 * +4 (Specific A), –2 (Specific B)
 * +5 (Specific A), –5 (Specific B)
 * +6 (Specific A), –4 (Specific B), –4 (Specific C)
 * +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D), –2 (Specific E)

4.0 Points:
 * +1 (Specific A), +1 (Specific B), +1 (Specific C), +1 (Specific D)
 * +3 (Specific A)
 * +4 to lower of (Pair A) or (Pair B)
 * +2 (Specific A), +2 (Specific B)
 * +6 (Specific A), –6 (Specific B)
 * +2 (Specific A), +2 (Specific B), +2 (Specific C), –2 (Specific D)
 * +4 (Specific A), +2 (Specific B), –2 (Specific C), –2 (Specific D)
 * +3 (Specific A), +3 (Specific B), –3 (Specific C)

The list presents a range of default combinations. To avoid redundant or awkward combinations all bonuses/penalties in a package must be odd or all bonuses/penalties in a package must be even. In all cases where there is a tie, the player chooses which attribute is adjusted. There are three modifiers you can apply to the packages listed here:
 * a) At no cost: Substitute a choice of 2 attributes for a single "Attribute N".
 * b) For an additional +0.5: Change specific attributes (one, some, or all) to grant choice of any, or a list of 3, 4 or 5 attributes.
 * c) Reduce the cost by -0.5: Specify that the largest penalty must be applied to the largest attribute that does not receive a bonus.

Species and Talent Benefits
0 point
 * • (Specific creature type) Empathy - The Dispositions of non-adversary [Creature Type A] increase by 5.
 * • (Specific feat tree) Expert - You’re considered to have 2 additional [Feat Tree A] feats for any ability based on the number of [Feat Tree A] feats you have.
 * • (Specific Crafting/Ride focus) Focus - You gain the (Crafting/Ride) skill’s [Focus A] focus.
 * • Animal Turning - Once per combat you may Turn animals (see page 223).

0.5 points
 * • Bleeding Immunity - You are immune to the bleed condition.
 * • Cat Fall - You suffer 1 less die of damage from falling.
 * • Fearless I - You gain a +4 bonus with Morale checks.
 * • Lean Season - You require only 1 common meal per day.
 * • Light Sleeper - Sleep is never a terminal situation for you.
 * • Sterner Stuff - The keen quality of each attack made against you decreases by 4.

1 point
 * • Agile Defense - Your base Defense increases by 1.
 * • Attribute Training - The lower of your [Attribute A] or [Attribute B] scores increases by 1 (your choice if a tie). Apply this bonus after any modifiers from your Species or Talent.
 * • Beguiling - When you successfully Taunt a character, you may decline the standard result to have your target become fixated on you for 1d6 rounds. Special characters and villains may spend 1 action die to cancel this effect and become immune to this ability for the rest of the scene. If you gain this benefit from multiple sources, you may also damage the target once without interrupting his fixation (you may do this only once, no matter how many times you gain the benefit).
 * • Broad Learning - You gain 2 additional studies.
 * • Calling - You may gain levels as a [Expert Class A] or [Expert Class B] beginning at Career Level 4 if you meet all other prerequisites for that class.
 * • Charming - 1/Session you may improve the disposition of one non-adversary NPC by 5.
 * • Commissioned - You may purchase Military Renown for 20 Reputation per rank (see page 187).
 * • Contagion Sense - You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
 * • Crunch! - Your STR based damage rolls inflict 1 additional damage.
 * • Decisive - You gain a +5 bonus with Initiative.
 * • Devotee - You gain 1 Alignment and a Study related to that Alignment. You may not have more than 1 Alignment.
 * • Encouragement - 1/scene you may grant a team mate +1 morale bonus with saving throws.
 * • Enlightened [Skill A] - Your maximum [Skill A] rank increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
 * • Enlightened Skill - Choose one skill from Chapter 2. Your maximum rank in that skill increases to your Career Level+5. Only the highest bonus from any enlightened ability may apply to each skill.
 * • Extra Proficiency (Specific) - You gain the (Specific) Weapon Proficiency.
 * • Extra Proficiency (any 1) - You gain 1 additional proficiency or trick.
 * • Extra Trick (Specific) - You gain the (Specific) trick.
 * • Fast - Your Ground Speed increases by 10 ft.
 * • Field Medicine - You are always considered to have a doctor’s bag (see page 159).
 * • Flashy - Your Panache rises by 2.
 * • Free Hint - 1/session you may request a free hint from the GM, If he refuses you gain an action die.
 * • Glory-Bound - You may purchase Heroic Renown for 20 Reputation per rank (see page 187).
 * • Hearty Appetite - You benefit from the first 2 food and 2 beverage you consume in each day.
 * • Heroism - You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
 * • Higher Calling - Characters with opposing Alignments suffer a -1 Penalty with skill checks targeting or opposed by you.
 * • (Specific creature type pair) Hunter - You inflict 2 additional damage on standard [Creature Type A] and [Creature Type B]. (Examples: Game Hunter - animals and beasts; Demon Hunter - horrors and outsiders.)
 * • (Specific weapon category) Hunter - You inflict 2 additional damage on standard characters with a [Weapon Category A].
 * • Improved Stability - You’re considered 1 Size category largers for carrying capacity, trample attacks, and resisting bull rush and trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
 * • Inquisitive Mind - You gain 2 additional interests.
 * • Iron Gut - You gain an insight bonus equal to your Con modifier with saves against disease and poison (min +1).
 * • Linguist - you gain 2 additional languages.
 * • Low Light Vision - you ignore the effects of dim and faint light.
 * • Mixed-Blood - You are considered to be both a Human and a (Specific species).
 * • Multi-Armed - You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects. You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands that are free. If you gain the Many-Armed feat you lose these benefits and the lower of your Strength of Dexterity rises by 1.
 * • Natural Attack I - You gain a Grade I natural attack.
 * • Natural Elegance - Your Appearance bonus increases by 1.
 * • Noble Blood - You may purchase Noble renown for 20 Reputation per rank (see page 187).
 * • Odd Jobs - You gain a +4 morale bonus with Downtime checks made to earn income (see page 68).
 * • Origin Skill - Choose one additional origin skill.
 * • Paired Skills - Each time you gain 1 or more ranks in the [Skill A] skill, you gain equal ranks in the [Skill B] skill. This may not increase your [Skill B] skill beyond its maximum rank.
 * • Practiced [Skill] - If you spend an action die to boost a [specific skill] check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
 * • Species Empathy - The Disposition of non-adversary characters who share your Species increases by 5.
 * • Step In - Once per scene, you may choose to receive all of the damage being inflicted upon an adjacent character by a single attack. You may apply your damage reduction and damage resistance to this attack normally, as if you had been the original target of the attack. [revised evaluation]
 * • Sure-footed - Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).
 * • Thick Hide 2 - You are considered to be wearing partial armor that provides DR 2. It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.
 * • Thrifty - Your Prudence increases by 2.
 * • Trackless Step - The DCs of Tracking checks to follow your trail increase by 10.
 * • Trap Sense - You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
 * • Turning - Choose a Type from the following list: animal, beast, construct, elemental, fey, horror, ooze, outsider, plant, spirit, or undead. Once per combat you may Turn characters of this Type (see page 223).
 * • Unbreakable - Each time you suffer attribute impairment, it decreases by 1 (min 0).

1.5 points
 * • Darkvision II - You gain the Darkvision II NPC quality.
 * • Grueling Combatant - Each time an adjacent opponent attacks you and misses, he suffers 2 points of subdual damage.

2 points
 * • Always Ready - You may always act during surprise rounds.
 * • Bloodhound - Your base scent range is equal to your Wisdom score × 10 ft. and, you gain a +6 bonus with /Tracking checks.
 * • Camouflage - Choose a terrain from a list. You gain +5 gear bonus with Blend checks while in that terrain.
 * • Celebrated - Your Legend rises by 2.
 * • Extra Proficiency (any 2) - You gain 2 additional proficiencies or tricks.
 * • Favored Foes - Choose 2 Types: animal, beast, construct, elemental, fey, folk, horror, ooze, outsider, plant, spirit, or undead. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen Types. You may choose an additional Type at Career Levels 6, 11, and 16.
 * • If I Recall… - You gain a +5 bonus with Knowledge checks.
 * • Keen Sight - Your visual range increments are equal to your Wis score x50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re aiming.
 * • Last Chance - You may spend and roll 2 AD to boost any save.
 * • No Pain - You ignore the first fatigued or shaken condition you gain in each scene.
 * • Origin Skills - Choose two additional origin skills.
 * • Sharp Mind - you gain 1 additional skill point per level.
 * • Sharp Hearing - Your hearing range increments are equal to your Wis score x10 ft. You may always act during a surprise round unless deafened.
 * • Slow and Steady - the cost to activate your Downtime errors and those of your team mates increases by 2 AD.
 * • Split Decision - As a full action, you may simultaneously take 2 ready actions, each with separate triggers and reactions. After the first trigger occurs the other ready action is lost.
 * • Stand Together - You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.
 * • Tenacious Spirit - You gain 1 additional vitality per level.
 * • Thick Hide 3 - you are considered to be wearing partial armor that provides DR 3. It does not stack with other armor, if you gain Thick Hide from other sources it offers the highest DR + 1 per additional hide benefit.

2.5 points
 * • Breath Weapon - 20' line 2d8 damage.
 * • Double Boost (attribute) - You may spend and roll 2 AD to boost attribute-based skill checks.

3 points
 * • Bonus Feat (Specific) - You gain the (Specific) Feat.
 * • Engaging Diversion - You may distract up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional engaging diversion ability.
 * • Extra Proficiency (any 4) - You gain 4 additional proficiencies or tricks.
 * • Favored Classes - Choose either [Base Class A] or [Base Class B]. If you have at least 1 level in that class, you gain the next level’s class abilities. You gain no other benefits from the next level such as skill points, vitality, base attack bonus, saves, etc. If you reach level 20 in your chosen class, you instead gain a bonus feat from any tree.
 * • Menacing Threat - You may threaten up to 3 opponents at once (see FC, page 220). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional menacing threat ability.
 * • Rock Solid - You gain 1 additional wound point per level.
 * • Second Sight - You may anticipate up to 3 opponents at once (see FC, page 218). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional second sight ability.
 * • War of Attrition - You may tire up to 3 opponents at once (see FC, page 221). You roll only once for the action, while each opponent rolls to resist separately.If you gain this ability from two or more sources, the number of opponents you may target increases by 1 for each additional war of attrition ability.

4 points
 * • Grace Under Pressure - You gain +3 to any roll you boost with an AD. This bonus increases by 1 at levels 6, 11, 16. [first printing]

Value unclear

The following benefits appear to have inconsistent values:
 * • More than Luck - You gain 1 additional starting action die. 2 points in core, 1 point in Adventure Companion.
 * • Harsh Beating - The Fortitude save DCs of subdual damage you inflict increase by 4. 1 point in core, 2 points in Adventure Companion.
 * • Terrifying Look - The Will Save DCs of stress damage you inflict increase by 4. 2 points in core, 1 point in Adventure Companion.

Species and Talent Drawbacks
-0.5 points
 * • Achilles Heel - Double damage and no resistances against one damage type that inficts lethal, stress, or subudal damage (i.e electricity, fire).
 * • Achilles Heel - Double damage and no resistances against one major weapon type (i.e blunt, edged, ranged).
 * • Aloof - +2 error range on Impress and Sense Motive checks targeting other species.
 * • Bloodthirsty - You may not attack more than one character each round.
 * • Cold Blooded - You need only one meal per day but take +1/die cold damage and are sicked 1 round per point or as long as you are continuously taking damage.
 * • Fatal Falls - +1 damage per die from falling and damage gains keen(20).
 * • Light Sensitive - Any time you enter a more brightly lit area, you suffer 20 pts of flash damage.
 * • Limited Proficiencies - you begin with 2 fewer proficiencies (min 0).
 * • Repulsive Habits - You suffer a –2 penalty to Appearance (see FC, page 153).

-1 point
 * • Banned Checks - You may not use (list of 2 or 3) checks. [first printing]
 * • Damage Vulnerability - +1 damage per die from one damage type and sickened for damage *1/2 rounds.
 * • Iconic Classes - If your level in any base class is higher than your level in either X or Y, your starting AD decrease by 1. [revised evaluation]
 * • Iconic Specialties - You gain your specialties bonus feat only if you’re an (pick 10 Specialties).
 * • Lumbering - Can be flanked by any 2 adjacent opponents, -2 to reflex saves.
 * • Reviled - the disposition of non-race decrease by 10.
 * • Restricted Actions - When making X,Y, or Z checks you are always considered untrained.

-2 points
 * • Burden of Ages - Any effect that cures or restores your vitality has only ½ the normal effect (rounded up).

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