For Creators

Creature Components

Category

Between -2 and +2 in each trait.

Type

  • +2, +1 and -1 in 3 different traits
  • +1 in 5 different skills
  • 1 ability, action or reaction
  • movement speeds, all between 4 and 8 m.
  • optionally senses

Kin

  • +1 in 5 different skills
  • 1 ability, action or reaction
  • optionally new movement or bonus to existing movement.
  • optionally senses

Culture

  • 4 points in specialisations or movement bonuses. Alternatively 1 or more points can be replaced by language.
  • +2 in 3 different skills

Background

  • 4 points in specialisations or movement bonuses. Alternatively 1 or more points can be replaced by language.
  • +2 in 3 different skills

Features

Most feature trees are designed to have 4 levels. While exceptions may exist (e.g., Legendary, Potent Casting, or Potent Psionics trees), it is highly recommended that designers stick to the 4-level structure for consistency and balance.

Skill and Trait Progression

  • Levels 1, 2, and 3 each grant +1 to three different skills.
    • The same skill cannot be improved on two consecutive levels but may be revisited on non-consecutive levels (e.g., Levels 1 and 3).
  • Level 4 grants +1 to one trait instead of skill bonuses, representing a more significant improvement and incentivizing players to complete the tree.

Specialisations and Alternatives

  • When appropriate, levels within a feature tree may also grant +1 to a specialisation related to the tree.
    • A specialisation cannot be improved on two consecutive levels.
    • While it is common for these bonuses to appear on Levels 1 and 3, they may be assigned to other levels (e.g., 2 and 4) based on the tree’s design needs.
    • Alternatively, designers may substitute this bonus for another benefit, such as a +1 movement speed increase or the acquisition of a new sense, depending on the theme and function of the feature.

Abilities, Actions, and Reactions

  • Each level can introduce new actions, reactions, or abilities, or enhance existing ones. There is no limit to the number of new mechanics a level can grant, but designers should be mindful of balance.

Hit Die Scaling

Each level also grants an additional hit die, with its type determined by the tree’s focus:

  • d6 for casting- or psionic-focused trees.
  • d8 for utility/general-purpose trees.
  • d10 for aggressive, damage-oriented trees.
  • d12 for defensive, tank-oriented trees.

Note: d4 and d20 are not used for hit dice in feature trees. If a tree spans multiple categories (e.g., aggressive and utility), the designer should determine the most appropriate die size.

Requirements

  • Feature tree levels may have prerequisites, such as minimum trait scores or the acquisition of other features at a sufficient level.
  • Base feature trees (those without prerequisites beyond level 1) should be designed such that Level 3 requires character level 6.
  • Advanced feature trees (those requiring another feature at level 1) should follow this formula:
    • If the prerequisite feature requires level 6 or less, the advanced tree’s level 1 should require character level 6 minimum.
    • If the prerequisite feature requires level 6 or higher, the advanced tree’s level 1 should require a character level 3 higher than the prerequisite (e.g., if the prerequisite is level 9, the tree would require level 12).
    • In either case, the Level 3 of an advanced tree should require a character level 3 higher than its Level 1 requirement (e.g., 9 if Level 1 requires 6, or 15 if Level 1 requires 12).

Item Components