Updated 2025 November 13

Ancestry and Class

Choosing an ancestry (or a cultural origin) and a class establishes the foundation of your character, adding specific modifiers to attributes.

Some ancestries or classes may grant free attribute points as well as adaptability points, which can be used once the choices of class and ancestry are finalized and the initial modifiers have been calculated:

  • Free points allow you to freely assign these points to any attribute.
  • Adaptability points allow you to exchange attribute points. For example, with 2 adaptability points, you could remove 1 point from CHA and 1 point from INT to add 2 points to STR. The use of these adaptability points is optional, however, any remaining points are lost once character creation is completed.

However, be aware that the base modifiers for attributes must be between -4 and +6 and are +0 by default (when not specified by the ancestry and class).

Example, the Elf ancestry confers the following modifiers: 
STR -1  DEX +2  CON -1  INT +2 (Free points: +1, Adaptability points: 1)

The Mystic class, on the other hand, grants the following modifiers: 
STR -1  CON -2  INT +2  WIS +2  CHA +1 (Free points: +1)

By adding up these modifiers, the Elf Mystic character will have the following attributes: 
STR -2, DEX +2, CON -3, INT +4, WIS +2, CHA +1

You will have 2 free points and 1 adaptability point left to assign to finalize your basic attributes.

Additionally, when you choose an ancestry, you are assigned a special innate skill that reflects the peculiarities of your ancestry. This skill can offer unique advantages in certain situations.

The class indicates which attribute is associated with magic (by default, INT) and unlocks access to specific outfits linked to that class, which we will discuss in a future section.

Innate Ability

An Innate Ability is an exceptional natural talent tied to a character’s ancestry. It is an instinctive aptitude, capable of turning the tide in a difficult situation.

Innate Abilities can be used at any moment, as long as the circumstances do not prevent it (for example if the character is immobilized, neutralized, or otherwise unable to act).
They do not require any specific action to be used: you do not need to wait for a particular turn or sacrifice a movement or an attack. They simply take effect when the player chooses to activate them, whenever the narrative or the events allow it—typically when it is their turn to play.

As a trade-off for their power, an Innate Ability can generally be used only once per day.