Overview
Inherited Perks
AX.C.08.01 (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).
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 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 |
Lineage Perk Template:
### Perk Name
Effect: [precise mechanical description]
Activation: [Passive / Free Action / Reaction / note]
Scope: [Self / Touch / other]
Recovery: [if applicable]
Genre Note: [cross-genre fiction equivalents]
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.