Legacy is a system for describing power you were born with, or otherwise come into as a birthright.

Rather than proscribing specific "races"--which is considered to be outside the scope of this sytem, and better implemented in individual settings or campaigns, if at all--this system provides broad categories of legacy which should be applicable to a wide variety of campaign settings.

Legacy Group Magical Affinity Description
Sylvans Nature Animal/plant/fey qualities, harmonious with nature
Elementals Elemental Of the world, but not of flesh (think djinn, efreet)
Deva Radiant/Holy The race of gods, but not gods themselves. They think they're all that. AKA Aetherkind
Automata Artifice Golems, androids, etc
Outsider Outer Planes True aliens, or those touched by those planes
Divergent Abberation-y Once human, warped by artifice (i.e. mutants)
Netherkind Shadow/Necrotic Vamps, ghouls, shades, the usual.
Dragon tbd You know, dragons? Mostly humanoid, a la Oathkeep. Supposed to have kept peace and order in the world.

Legacy must be crafted at character creation--although it possible to add more abilities afterward through Feats and Powers. Legacies use a point system, wherein:

General

General Advantages

General Penalties

Sylvan

General

Plantoid

Boreal

Essential Abilities

Elemental

Earth

Water

Netherkin

A widely varying category, what ties Netherkin together is that they are separated from the universe of "positive energy", i.e. energy coming from sunlight, organic digestion, elemental convection, etc. Instead, they subsist on "negative energy", which is a popular misnomer, although the alternatives are not much better (e.g. "parasite"). Netherkin consume energy from "positive energy" beings in order to survive. There are as many ways to do this as their are phenotypes--some drink blood, some drain souls, some sap mental energy, some devour memories--that's just the tip of the iceberg.

They should not be described as "undead", as, more so than any other factor, that word has lost all meaning. They are animate, they are conscious, they have minds, they have bodies (except the incorporeal ones, but even so), they can cease to exist, they can even be restored to function after ceasing to exist, given the right magic. In what way are they not "alive"? Nobody has defined the term well. The fact that they subsist on positive energy, and cannot generate it on their own, is a much clearer delination than any other. It is unique to their kind.

Every Netherkin must take an ability that explains how they get their energy (although feel free to take more than one). It is simply not possible for them to survive by eating and drinking, or soaking up sunlight, or bathing in elemental energy. If that were possible, they wouldn't be Netherkin, they'd be any of the other many Legacy options.

There is something inherently magical about devouring positive energy. It is not something that simple physics and chemistry can explain. The energy a human can get from drinking another human's blood is pretty miniscule--the energy a Hemovore gets from just a few second's feeding is vastly more than a normal human can absorb in the largest feast after hours of digestion. Apart from explanations involving nuclear decay or mass-energy conversion--which this Legacy type does not use--it is clearly not the physical energy of their "food" that is being absorbed.

Consequently, Netherkin generally have very powerful physical abilities derived from the excess energy they consume. Their forms are able to store and utilize more energy than a human possibly could. Thus, their essential abilities tend to come with many advantages, countered by a great many disadvantages. An effort is made to keep both to a minimum, so the PC can customize beyond that minimum, but certain advantages are considered essential. For example: a vampire must be able to drink blood, and must be vulnerable to sunlight and holy energy. They don't all have to summon wolves, turn into mist, resurrect themselves in a coffin, etc etc.

Hemovore (4 points)

Flesh-eater (ghouls)

Distinct from ordinary carnivores, both by their incredible ability to consume their own bodyweight or more, and by their preference for flesh of the same phenotype (i.e. human).

Brain-eater

Animavore

Consumes spiritual energy, usually in the form of negative levels.

Chronovore

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