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Inherited Perks (Lineage-based)

AX.C.08.01 - Inherited Perks (Lineage-based)

Inherited Perks are biological, genetic, or lineage-inherent traits granted at character creation. They are not purchased from the Talent budget; they are part of what the character is. Each Lineage entry in a Genre Catalog specifies which Inherited Perks it grants, drawn from this library or from setting-specific additions defined in the Genre Catalog.

Inherited Perks do not require activation unless noted. They are always active unless a specific condition suppresses them (GM ruling, environmental effect, or a Condition that reduces the relevant Attribute to 0D).

Format key:

Perk Name | Category
Effect: [precise mechanical description]
Activation: [Passive / Free Action / Reaction / note]
Scope: [Self / Touch / other]
Recovery: [if applicable]
Genre Note: [cross-genre fiction equivalents]

SENSORY ENHANCEMENTS

Perceptions beyond the standard range of the lineage's base biology.


Low-Light Vision | Sensory Enhancement Effect: The character sees clearly in dim light conditions that would impose Disadvantage on Notice checks for other characters. Dim light does not impose Disadvantage on this character's Notice or attack rolls. Activation: Passive, always active. Scope: Self. Genre Note: Elves (biological), night-adapted predators, genetic low-light enhancement, cybernetic optical implant, photonic amplification array.


Darkvision | Sensory Enhancement Effect: The character sees in complete darkness up to Near range as if in dim light. Beyond Near range, total darkness still imposes Disadvantage. Does not grant color vision in darkness, perception is monochrome. Activation: Passive, always active. Scope: Self. Genre Note: Dwarves (deep-adapted biology), cave predators, infrared optical implant, synthetic visual array, reptilian heat-pit analogue.


Enhanced Hearing | Sensory Enhancement Effect: Gain +2D on Notice checks that rely primarily on hearing. Can detect sounds through barriers up to Close range (thin walls, doors) without penalty. Extremely loud environments (sustained above 100dB equivalent) impose Disadvantage until the character leaves the environment. Activation: Passive, always active. Scope: Self. Genre Note: Bat-lineages, feline hybrids, augmented auditory canal, directional microphone implant, sonar array.


Acute Scent | Sensory Enhancement Effect: Gain +2D on Notice checks that rely on scent. Can track a creature or object by scent trail up to 24 hours old (older trails are Threshold 3+). Strong chemical agents (smoke, industrial solvents, deliberate masking agents) impose Disadvantage until cleared. Activation: Passive, always active. Scope: Self. Genre Note: Canine hybrids, lycanthropes, chemosensory organs, olfactory implant, airborne chemical analysis array.


Thermal Vision | Sensory Enhancement Effect: Detect heat signatures within Near range regardless of light conditions. Creatures and recently-used equipment are visible as heat sources even through light obscurement (fog, smoke). Does not penetrate solid barriers. Cold environments (below 0°C equivalent) reduce effective range to Close. Activation: Passive, always active. Scope: Self. Genre Note: Reptilian pit organs, fire-attuned lineages, thermal imaging implant, infrared sensor array, heat-sensing predator biology.


Electromagnetic Sense | Sensory Enhancement Effect: Detect the presence and approximate location of active electronic devices, power sources, and significant electromagnetic fields within Near range. Does not read data, only detects presence and rough signal strength. Shielded or Faraday-caged equipment is not detectable. Activation: Passive, always active. Scope: Self. Genre Note: Synthetics, electroreceptive aquatic lineages, subdermal EM scanner, Gnomish logic-sensitive neural tissue. This perk is Modern/Sci-Fi relevant. Fantasy Genre Catalogs may substitute Arcane Sensitivity (detect active magic within Near range) using identical mechanics.


Psychic Sensitivity | Sensory Enhancement Effect: Passively sense the presence and dominant emotional state of sapient creatures within Close range. Does not read thoughts, only detects emotion (fear, aggression, calm, grief, etc.) and whether a creature is sapient. Crowds of 10+ creatures impose Disadvantage on all Wit-based rolls while this sense is active due to emotional noise, the character may suppress this sense as a Free Action for the scene, losing the benefit. Activation: Passive, always active (suppressible as Free Action). Scope: Self, Close range passive field. Genre Note: Fey lineages, empathic psions, emotional resonance biology, neural-feedback implant.


NATURAL WEAPONS

Biological offensive capability present at all times. Natural Weapons function as melee weapons requiring no equipment.

Damage format: Natural Weapons add bonus dice to the attack pool (Attribute + Strike + Natural Weapon bonus). They do not replace the attack pool; they enhance it. A character with Claws using Body 3D + Strike 2D + Claws 1D rolls a 6D attack pool.

Unarmed vs Natural Weapons: A character without a Natural Weapon perk makes unarmed attacks using only their Attribute + Strike pool with no bonus. Natural Weapons represent a genuine biological advantage over unarmed fighting.


Claws | Natural Weapon Effect: Add +1D to melee attack pools. Claws deal Slashing damage. The character is never considered unarmed. Activation: Passive, always available as a melee attack option. Scope: Touch (melee). Recovery:

Genre Note: Predator lineages, retractable blade implant, hardened exoskeletal striking surface, mono-filament finger extensions.


Bite | Natural Weapon Effect: Add +1D to melee attack pools when the target is Grappled (Restrained condition) or within Close range and the attacker has not moved this Turn. Deals Piercing damage. Cannot be used simultaneously with other Natural Weapon attacks. Activation: Passive, available when grapple or proximity condition is met. Scope: Touch (melee). Recovery:

Genre Note: Reptilian lineages, shark-hybrid, reinforced jaw implant, crushing mandibles.


Horns / Tusks | Natural Weapon Effect: Add +2D to melee attack pools on a charge attack, a move of at least Near range followed immediately by a melee strike in the same Turn. Outside of a charge, Horns/Tusks add only +1D. Deals Bludgeoning or Piercing damage (choose at lineage creation). Activation: Passive, always available. Charge bonus requires movement condition. Scope: Touch (melee). Recovery:

Genre Note: Bovine or cervid lineages, rhinoceros-hybrid, ram-plating implant, hydraulic impact strut.


Tail Strike | Natural Weapon Effect: Add +1D to melee attack pools against targets within Close range behind the character (180° arc behind facing). The character does not need to turn to face a target to make this attack; it may be used as a Reaction against a creature that has moved into the character's rear arc. Deals Bludgeoning damage. Activation: Passive as a standard attack. Reaction use: once per Turn without costing the character's Reaction slot (the tail acts semi-autonomously). Scope: Close range, rear arc. Recovery:

Genre Note: Lizardfolk, draconic lineages, scorpion-hybrid, hydraulic tail strut implant.


Venomous Bite / Sting | Natural Weapon Effect: On a successful melee attack (Touch), the target must make a Body Save vs Threshold 3. On failure, the target suffers a Moderate Body Condition (−2D to Body-based rolls) for the scene. On success, no Condition is applied. The attack itself deals no separate damage, the venom is the primary effect. The venom can be delivered alongside another Natural Weapon attack in the same Turn (one delivery per Turn maximum). Activation: Free Action to deliver venom on a successful hit, must be declared before the attack roll. Scope: Touch (melee). Recovery: Once per Short Rest, the character can deliver venom once between rests before the gland requires time to replenish. Genre Note: Serpentine lineages, arachnid-hybrid, venomous amphibians, subdermal toxin injector implant, nanite delivery sting. The Condition type and Save Threshold may be adjusted by the Genre Catalog to reflect different venom profiles (paralytic, hallucinogenic, necrotic).


Razor Spines | Natural Weapon Effect: Any creature that successfully grapples this character (applies the Restrained condition via physical contact) immediately takes 2 Health damage from the spines, no attack roll required. Additionally, on any Turn the character is Grappled, the grappling creature takes 1 Health damage at the start of the character's Turn. The character may not use Razor Spines as an active attack, they are purely reactive. Activation: Automatic, triggers on grapple initiation and at Turn start while grappled. Scope: Touch (reaction only). Recovery:

Genre Note: Porcupine-hybrid, urchin lineages, spine-based predator deterrent, mono-filament surface implant, shock-discharge exoskeleton.


NATURAL DEFENSES

Biological protection integrated into the character's body. Natural armor bonuses apply to the Defense calculation (Speed + Armor) ÷ 3 under the "Armor" value. Natural armor does not impose Talent penalties unless noted.


Thick Hide | Natural Defense Effect: Grants +1 natural armor to Defense calculation. Does not stack with worn armor, use whichever is higher. Does not impose Speed or Talent penalties. Activation: Passive, always active. Scope: Self. Genre Note: Elephant-lineages, thick-skinned predators, subdermal ceramic plate implant, impact-resistant biological tissue.


Scales | Natural Defense Effect: Grants +2 natural armor to Defense calculation. Does not stack with worn armor, use whichever is higher. Does not impose penalties. Activation: Passive, always active. Scope: Self. Genre Note: Reptilian lineages, draconic heritage, bio-engineered scale grafting, chitosan plate growth.


Chitinous Plates | Natural Defense Effect: Grants +3 natural armor to Defense calculation. Does not stack with worn armor, use whichever is higher. Imposes −1D to Speed-based Talent rolls (Athletics, Acrobatics, Stealth) due to rigidity. This penalty is reduced by 1D per 2D of Endurance, identical to the AX.C.11 armor penalty offset rule. Activation: Passive, always active. Scope: Self. Genre Note: Insectoid lineages, crustacean-hybrid, full-coverage chitosan exoskeleton, rigid bio-ceramic plate growth.


Stone Skin | Natural Defense Effect: Grants +2 natural armor to Defense calculation. Additionally, gain Resistance to Slashing and Piercing damage, reduce damage of those types by 2 before applying to Health (minimum 0). Does not stack with worn armor for the armor bonus, use whichever is higher. The Resistance applies regardless of armor worn. Activation: Passive, always active. Scope: Self. Genre Note: Earth elementals, golem-lineages, mineral-integrated biology, graphene-fiber subdermal weave.


Energy Absorption | Natural Defense Effect: Choose one Energy damage type at lineage creation (Fire, Cold, Lightning, or Acid). Gain Resistance to that type, reduce damage of that type by half before applying to Health (round down, minimum 0). This choice is permanent. Activation: Passive, always active. Scope: Self. Recovery:

Genre Note: Elemental lineages, energy-adapted predators, thermal shielding biology, energy-type-specific ablative subdermal layer. Additional damage types may be added as separate perk grants by the Genre Catalog.


Regeneration (Minor) | Natural Defense Effect: During a Short Rest, recover an additional 1D6 Health beyond normal Short Rest recovery. This recovery occurs automatically; it does not require a Medicine roll or kit. Does not function during active combat or in the Turn immediately following taking damage. Activation: Automatic during Short Rest. Scope: Self. Recovery: Functions on every Short Rest. Genre Note: Troll-lineages, regenerative amphibian biology, nanite self-repair colony, accelerated cellular reconstruction implant.


MOVEMENT ALTERATIONS

Innate locomotive capabilities beyond standard ground movement. All speeds relative to the character's normal ground movement rate unless specified.


Flight | Movement Alteration Effect: The character can fly at their normal movement speed. Hovering in place requires a Free Action each Turn. The character can carry normal encumbrance while flying. Extreme weather conditions (strong wind, electrical storms) impose Disadvantage on Speed-based rolls while airborne. Activation: Free Action to take flight or land. Scope: Self. Recovery:

Genre Note: Winged lineages, avian hybrids, anti-gravity implant, repulsor field generator, levitation harness.


Climbing | Movement Alteration Effect: The character moves at full speed on vertical surfaces and ceilings without requiring an Athletics check. Surfaces must be capable of bearing the character's weight. Slick or frictionless surfaces (ice, greased metal) still require an Athletics check. Activation: Passive, always available. Scope: Self. Recovery:

Genre Note: Arachnid lineages, gecko-hybrid, adhesive pad implant, magnetic grip system, gecko-fiber gloves (equipment version).


Swimming | Movement Alteration Effect: The character moves at full speed in water and can breathe underwater indefinitely. Pressure effects from extreme depth do not apply to the character's biology up to twice the depth a baseline character could survive. Activation: Passive, always available. Scope: Self. Recovery:

Genre Note: Aquatic lineages, cetacean hybrids, gill-supplemented biology, rebreather-integrated biology, pressure-adapted amphibious lineage.


Burrowing | Movement Alteration Effect: The character can move through loose earth, sand, or soft rock at half their normal ground speed. Solid rock or reinforced materials require an Athletics check (Threshold 3) and reduce speed to one Range Band per Turn on success. Burrowing leaves a tunnel of the character's body width. Activation: Passive, always available in appropriate substrate. Scope: Self. Recovery:

Genre Note: Mole-lineages, tunneling insects, pneumatic drill-limb implant, vibro-boring biological adaptation.


Leaping | Movement Alteration Effect: The character's jump distances are doubled (horizontal and vertical). Athletics checks to jump exceptional distances gain +2D. Activation: Passive, always active. Scope: Self. Recovery:

Genre Note: Kangaroo hybrids, feline predators, spring-loaded leg implant, enhanced fast-twitch muscle biology.


Teleportation (Short) | Movement Alteration Effect: The character can teleport to any unoccupied location within Near range that they can see or have previously been. The character and up to their normal carry capacity of equipment teleports. Arrival does not provoke reactions. Cannot teleport through solid barriers unless they can see or precisely locate the destination on the other side. Activation: Minor Action. Scope: Self. Recovery: Once per Short Rest. Genre Note: Blink-dog lineages, phase-shift biology, short-range teleportation implant, quantum tunneling adaptation.


ENERGY INFUSION

Biological integration with a specific energy type, granting both resistance and an associated active effect.

Formerly titled "Energy/Planar Infusion." The "Planar" designation referred to outer-plane or dimensional energy sources, a genre-specific concept. Planar access (dimension-stepping, planar resistance, etc.) is a Genre Catalog responsibility. Energy Infusion covers the universal physics of energy-type biology.

Each Energy Infusion perk provides two linked effects: a passive Resistance and an active offensive or utility application. Both effects are always available, the active application requires the noted activation.


Fire Infusion | Energy Infusion Effect, Passive: Resistance to Fire damage, reduce Fire damage by half before applying to Health (round down, minimum 0). Effect, Active: As a Free Action, charge a melee attack or Touch action with Fire energy. The next successful melee hit or Touch this Turn deals an additional 1D Fire damage on top of normal damage. Activation (Active): Free Action, usable once per Turn. Genre Note: Fire elementals, magma-adapted biology, volcanic lineage, plasma-cell biological integration, thermal output implant.


Cold Infusion | Energy Infusion Effect, Passive: Resistance to Cold damage, reduce Cold damage by half before applying to Health (round down, minimum 0). Effect, Active: As a Free Action on Touch, the character can freeze liquids in Close range contact or reduce a touched surface's temperature dramatically (freezing a lock mechanism, chilling a metal surface). In combat, a successful melee Touch applies the Minor Speed Condition (−1D Speed-based rolls) to the target for one Turn as cold radiates into them. Body Save vs Threshold 2 negates the Condition. Activation (Active): Free Action, usable once per Turn. Genre Note: Ice elementals, arctic-adapted biology, cryo-cell biological integration, refrigerant-loop subdermal system.


Lightning Infusion | Energy Infusion Effect, Passive: Resistance to Lightning (Electrical) damage, reduce Lightning damage by half before applying to Health (round down, minimum 0). Effect, Active: Reaction, when a creature successfully strikes the character with a melee attack, discharge electrical energy. The attacker takes 1D Lightning damage with no attack roll required. Activation (Active): Reaction, triggers on being hit in melee. Once per Turn. Genre Note: Electric eels, storm elementals, bioelectric predator biology, charge-storage subdermal array.


Radiant Infusion | Energy Infusion Effect, Passive: Resistance to Radiant damage, reduce Radiant damage by half before applying to Health (round down, minimum 0). Effect, Active: As a Free Action, emit bright light in a Close range radius and dim light to Near range. This light can be intensified as a Primary Action to force all creatures within Close range to make a Speed Save vs Threshold 2 or be Blinded (Minor Wit Condition, −1D, duration one Turn) by the flash. The light can be extinguished as a Free Action. Activation (Active): Free Action to emit/extinguish light. Primary Action to use the Blind flash. Recovery: Blind flash, once per Short Rest. Genre Note: Radiant-infused celestial lineage, bioluminescent predator, light-generating biological adaptation, UV-output subdermal emitter.


Necrotic Infusion | Energy Infusion Effect, Passive: Resistance to Necrotic damage, reduce Necrotic damage by half before applying to Health (round down, minimum 0). Effect, Active: As a Minor Action on Touch, drain life energy from a living creature. The target makes a Body Save vs Threshold 3. On failure, the target loses 2 Health (no attack roll, this is a direct health drain, not a damage roll) and the character recovers 2 Health. On success, no effect. Cannot exceed maximum Health. Activation (Active): Minor Action, Touch range. Once per Short Rest. Genre Note: Undead lineages, necrotic-attuned biology, vampiric energy drain, entropy-field biological adaptation.


Psychic Infusion | Energy Infusion Effect, Passive: Resistance to Psychic damage, reduce Psychic damage by half before applying to Health (round down, minimum 0). Effect, Active: As a Free Action, establish a short-range mental communication link with one willing creature within Near range. This link persists for the scene and allows wordless transmission of images, concepts, and simple intent (not full language). The link is one-to-one only. Either party can end the link as a Free Action. Activation (Active): Free Action to initiate. Recovery:

Genre Note: Psionic lineages, hive-mind biology, neural broadcast implant, quantum-entanglement communication node.


ENVIRONMENTAL ADAPTATION

Biological suitability for environments that are lethal or debilitating to baseline characters.

All Environmental Adaptation perks are passive and always active unless noted. They do not require rolls to maintain. They define survivability thresholds, not capabilities beyond survival.


Amphibious | Environmental Adaptation Effect: The character breathes both air and water equally. Underwater environments impose no penalties to movement, combat, or Talent rolls beyond those that apply physically (ranged attacks work differently, sound travels differently, GM ruling on specific applications). The character can remain submerged indefinitely. Activation: Passive. Scope: Self. Genre Note: Aquatic lineages, gill-integrated biology, dual-respiration implant, amphibious engineering organism.


Vacuum Adaptation | Environmental Adaptation Effect: The character can survive in hard vacuum for up to one hour without equipment before suffering ill effects. Temperature extremes of space (−270°C to direct solar radiation) are tolerated for the same duration. After one hour, the character begins taking 1D6 Health damage per additional minute. Reintegration into a pressurized environment halts this damage immediately. Activation: Passive. Scope: Self. Genre Note: Deep-space lineages, void-adapted biology, vacuum-sealed biological engineering, crystalline-matrix physiology.


Extreme Heat Tolerance | Environmental Adaptation Effect: Environmental heat up to 500°C equivalent does not impose Disadvantage, Conditions, or Health damage on the character. Direct contact with flame or superheated surfaces at this range still deals damage if attacked; this perk governs environmental exposure, not targeted attacks. Above 500°C, normal damage applies. Activation: Passive. Scope: Self. Genre Note: Volcanic-adapted lineages, fire elementals, thermal-shielded biology, heat-sink integrated physiology.


Extreme Cold Tolerance | Environmental Adaptation Effect: Environmental cold to −100°C equivalent does not impose Disadvantage, Conditions, or Health damage on the character. Below −100°C, normal cold exposure rules apply. This perk does not grant Resistance to Cold damage from attacks; it governs environmental exposure only. Activation: Passive. Scope: Self. Genre Note: Arctic-adapted lineages, ice elementals, cryo-biology, antifreeze-protein integrated physiology.


Toxic Immunity | Environmental Adaptation Effect: The character is immune to all environmental toxins, poisons, and venoms, both natural and synthetic. Toxic atmospheres, ingested poisons, and injected venoms have no effect. This immunity does not extend to corrosive acids (those deal damage normally) or Necrotic damage typed as disease. Activation: Passive. Scope: Self. Genre Note: Toxin-producing predators (immunity to own output), bacteria-colony lineages, chemically-resistant biology, full-spectrum toxin-filter implant.


Radiation Resistance | Environmental Adaptation Effect: The character reduces all Radiation damage (environmental or targeted) by half before applying to Health (round down, minimum 0). Radiation Conditions (such as radiation sickness) require a Body Save at one Threshold lower than normal to apply. Activation: Passive. Scope: Self. Genre Note: Deep-earth lineages, nuclear-adapted biology, radiation-shielded physiology, heavy-metal biological integration.


BIOLOGICAL ADVANTAGES

Structural or physiological traits that provide mechanical benefits not covered by other categories.


Extra Limbs | Biological Advantage Effect: The character has one or more functional limbs beyond the standard bilateral pair. Gain +1D on any task that would benefit from an additional appendage: using two tools simultaneously, grappling while holding a weapon, steadying a large object while performing fine manipulation. The GM has final say on when the extra limb provides benefit, the bonus does not apply to single-limb tasks. Activation: Passive, always available when relevant. Scope: Self. Genre Note: Arachnid lineages, multi-armed humanoids, additional limb implants, prehensile tail with manual dexterity.


Prehensile Tail | Biological Advantage Effect: The character's tail functions as an additional hand; it can grip, hold, and manipulate objects up to the character's normal grip strength. It cannot perform actions requiring fine motor precision (such as picking a lock or firing a pistol) without a Threshold 3 Athletics check, but can hold a weapon, carry an item, or stabilize a surface. Grants +1D to climbing and balance checks. Activation: Passive, always available. Scope: Self. Genre Note: Feline hybrids, simian lineages, reptilians with gripping tails, articulated tail implant.


Redundant Organs | Biological Advantage Effect: The character has duplicate critical biological systems (two hearts, distributed nervous system, decentralized organs, etc.). Once per Full Rest, when the character would suffer a Major Condition (−3D to an Attribute category), reduce it automatically to a Moderate Condition (−2D) instead. The redundant organ system absorbs the excess trauma. Activation: Automatic, triggers on Major Condition application. Once per Full Rest. Scope: Self. Genre Note: Multi-hearted lineages, distributed-nervous-system biology, redundant organ implants, compartmentalized anatomy.


Photosynthesis | Biological Advantage Effect: The character derives supplemental energy from sunlight. In environments with adequate direct light exposure (outdoors in daylight, or equivalent artificial full-spectrum light), the character's food requirements are halved. After 4+ hours of continuous sunlight exposure during rest, the character recovers an additional 1D6 Health on top of normal rest recovery. Activation: Passive, functions automatically in adequate light. Scope: Self. Genre Note: Plant-hybrid lineages, chloroplast-integrated biology, solar-cell subdermal array, photovoltaic biological adaptation.


Hibernation | Biological Advantage Effect: The character can enter a controlled metabolic stasis, breathing rate drops to near zero, body temperature stabilizes, and biological processes slow to maintenance level. While in Hibernation: the character is unconscious and cannot act or be roused without a minute of deliberate effort; requires no food, water, or air for the duration; ignores environmental temperature extremes (Hot or Cold Tolerance range); and naturally heals as if on a Long Rest for every 8 hours in stasis. Entering or exiting Hibernation takes one full minute and requires a calm environment. Activation: Takes one full minute to enter; one full minute to exit. Deliberate external rousing takes one minute. Scope: Self. Recovery:

Genre Note: Bear-lineages, reptilian cold-weather biology, torpor-adapted physiology, emergency low-power mode implant, medically-induced stasis capability.


QUICK REFERENCE TABLE

Perk Category Activation Key Effect
Low-Light Vision Sensory Passive No Disadvantage in dim light
Darkvision Sensory Passive See in darkness to Near range
Enhanced Hearing Sensory Passive +2D hearing-based Notice
Acute Scent Sensory Passive +2D scent-based Notice; track 24h trails
Thermal Vision Sensory Passive Detect heat signatures to Near
Electromagnetic Sense Sensory Passive Detect electronic devices to Near
Psychic Sensitivity Sensory Passive (suppressible) Sense emotion/sapience at Close
Claws Natural Weapon Passive +1D melee, Slashing
Bite Natural Weapon Passive (condition) +1D melee when grappling, Piercing
Horns / Tusks Natural Weapon Passive +2D charge / +1D standard, Bludgeoning/Piercing
Tail Strike Natural Weapon Passive / Reaction +1D rear arc, Bludgeoning
Venomous Bite / Sting Natural Weapon Free Action on hit Body Save Threshold 3 or Moderate Body Condition
Razor Spines Natural Weapon Automatic 2 damage on grapple initiation; 1/Turn while grappled
Thick Hide Natural Defense Passive +1 natural armor
Scales Natural Defense Passive +2 natural armor
Chitinous Plates Natural Defense Passive +3 natural armor; −1D Speed Talents
Stone Skin Natural Defense Passive +2 natural armor; Resistance Slashing/Piercing
Energy Absorption Natural Defense Passive Resistance to one chosen Energy type
Regeneration (Minor) Natural Defense Auto on Short Rest +1D6 Health per Short Rest
Flight Movement Free Action Full-speed flight
Climbing Movement Passive Full-speed wall/ceiling movement
Swimming Movement Passive Full-speed aquatic movement + water breathing
Burrowing Movement Passive Half-speed through earth
Leaping Movement Passive Double jump distance; +2D jump checks
Teleportation (Short) Movement Minor Action Teleport to Near range; once/Short Rest
Fire Infusion Energy Infusion Passive + Free Action Fire Resistance; +1D Fire on next hit
Cold Infusion Energy Infusion Passive + Free Action Cold Resistance; Minor Speed Condition on hit
Lightning Infusion Energy Infusion Passive + Reaction Lightning Resistance; 1D Lightning on melee hit
Radiant Infusion Energy Infusion Passive + Free/Primary Radiant Resistance; light emission; Blind flash
Necrotic Infusion Energy Infusion Passive + Minor Action Necrotic Resistance; life drain Touch
Psychic Infusion Energy Infusion Passive + Free Action Psychic Resistance; mental communication link
Amphibious Environmental Passive Breathe air and water
Vacuum Adaptation Environmental Passive Survive vacuum 1 hour
Extreme Heat Tolerance Environmental Passive Ignore heat to 500°C
Extreme Cold Tolerance Environmental Passive Ignore cold to −100°C
Toxic Immunity Environmental Passive Immune to all toxins/poisons/venom
Radiation Resistance Environmental Passive Halve Radiation damage; +1 Threshold lower on Radiation Conditions
Extra Limbs Biological Passive +1D on multi-appendage tasks
Prehensile Tail Biological Passive Functional extra hand; +1D climbing/balance
Redundant Organs Biological Automatic Reduce one Major Condition to Moderate; once/Full Rest
Photosynthesis Biological Passive Half food needs in sunlight; +1D6 Health after 4h light rest
Hibernation Biological 1 min to enter/exit Stasis; no biological needs; Long Rest healing per 8h

DESIGN NOTES

Stacking: Natural armor bonuses from multiple Natural Defense perks do not stack, use the highest value. Resistance from multiple perks to the same damage type does not stack, apply once. Resistance from different perks to different damage types stacks (e.g., Stone Skin's Slashing/Piercing Resistance and Energy Absorption's Fire Resistance both apply independently).

Genre Catalog additions: Genre Catalogs may add setting-specific Inherited Perks following the format above. Setting perks that reference genre-specific systems (Harmonic Traditions, specific damage types that don't exist in core, etc.) should include a conversion note for use in other genres.

Planar Infusion (deprecated): The original 07.1 source listed "Energy/Planar Infusion" as a combined category. Planar effects (resistance to dimensional damage, planar stepping, extraplanar biology) are setting-dependent and belong in Genre Catalog Inherited Perk extensions, not core. Fantasy Genre Catalogs covering outer planes or dimensional lineages should define Planar Infusion perks locally.