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Flora
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Increase the Grit you heal from Recovery by 1. Gain +1 on Nature Knowledge rolls.
Wooden Body: Gain 6 Time and Radiant Reduction. Vulnerable to Fire.
Sunfed: After each hour in sunlight, gain the nourishment of eating N5 Bulk of food and heal 1 Grit.
Green Blood: Gain +2 on defense against Hemotoxin poisons. Can be affected as a plant.
Learn the Ancient Language.
Language: Sylvan
SizeHeightWeightAdventure AgeOld AgeSage Age
0 5'2" - 6'2"110 - 180 pounds75 years400 years900 years
Harmonious. Thoughtful. Prosperous. Flora are sentient and mobile plants.
History
The last of the Ancients to enter the Material realm. Their entrance was slow and inexorable. Lush territories bore plants of increasing complication until capable of housing a soul.
Most Flora kept to their terrain throughout antiquity, unnoticed by most of the other species until stumbled upon. Their numbers have dwindled in recent centuries. Many blame the ever-hungry expansionism of Humanity.
Culture
Flora live in harmony with nature, rather than fighting against it with brick and stone. They build no cities but cultivate the region in which they live. Remote Flora groves are sought by those seeking peace or ancient wisdom. They are a peaceful people who value contentment and harmony.
Physicality
Appearance is as varied as nature’s bounty. For each plant that grows, there is at least one flora that shares a resemblance. All Flora bare rough resemblance to Humanoids and are comprised of plant matter, rather than the flesh and blood that all other species’ share.
Common Names
Flora have descriptive names. Fronds of Amber, Green Stalks, Lush Vine.
Physical Heritage
Those whose blood has been entwined with Flora essence may have green skin or mossy hair.
“Rain can kill as easily as a drought.”
-Burgundy Rose, Chronicled Wisdoms of Burgundy Rose part 3, Page 1,593
Root Abilities - If Flora is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Naturalist Earth
Trick - Mutation
At the end of your turn, increase the Tier of Overgrowth in spaces that contain plant life by 1 and cause Balance to creatures in the spaces. Gain Immunity to Overgrowth. You can speak with plants.
Range Aura 1   Duration 1 minute
Dryads look almost like Humans with green skin. They have a symbiotic relationship with plants.
Body Decay Naturalist
Aspect - Form
Shrink 1 size. Gain 6 Necrotic Reduction and Immunity to Fungoid Spores. Lose Sunfed. You can consume decaying flesh or plant matter as food. For each Bulk of this you eat, heal 1 Grit. 12 times per day, as a Major action, you can expose creatures in a Burst 1 to Fungoid Spores.
A fungoid’s body resembles mushrooms and other fungus breeds rather than trees or vines. Instead of relying on sunlight for energy, they absorb the energy of decaying matter.
Body Naturalist Mind
Aspect - Might
Grow 1 size. Gain +2 on Knowledge rolls. After rolling for Sage Age, skip the next time you would roll for it.
Large, tree-like creatures, they have thick limbs and bark-like skin. They have many smaller twigs and leaves growing from them that make buying clothes inconvenient.
Body Senses
Aspect - Might
Gain Darksight and Aquatic. Gain 4 Tentacles that replace your arms.
This creature’s limbs resemble a seaweed, or flat aquatic plant. They are vibrantly colorful and have large mono colored spheres for eyes.
Species Abilities - If Flora is your Primary or Secondary Species, you may learn these by assigning AP.
Tactician
Aspect - Wit
Treat creatures in Reach as adjacent.
Boost: Count as 1 + TT/3 sizes larger to determine Reach.
Body Hero
Talent
Grow 1 size. When this effect ends, gain Tier 1 Starving that can be removed by consuming 3 Bulk of food. This does not affect your Grit Pool.
Range Self   Duration 6 + TT x 6 minutes
Boost: Your limbs and distals gain Impact and can be used as Bashing weapons.
Mind
Aspect - Wit
Gain 1 + TT/3 Earth Reduction and + TT/4 on Nature Knowledge rolls.
Boost: Req: Trained 3 Times - Your DL to Sway Animal is not affected by the creature having Grit Pips or being in Conflict.
Curative Naturalist Earth
Aspect - Might
While in an area with Overgrowth, you can double the amount of Grit and Energy you heal from Recovery. If you do, the first time you move or are moved during the Recovery or within 1 minute after, take 6 - TT/2 Body damage.
Boost: Req: Trained 3 Times - Also roll an additional time to reduce each Wounded part.
Curative Naturalist Spiritual
Aspect - Wit
After you heal Grit naturally, other creatures in a Burst 1 + TT/2 also heal that much Grit.
Boost: Gain +1 + TT/3 on Soothe rolls.
Athlete Body
Aspect - Might
Gain +1 + TT on Balance rolls.
Boost: Gain +1 + TT/3 on defenses against Reposition.
Body
Aspect - Might
Gain +1 + TT/2 on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 6 Times - Gain + TT/6 Physical Reduction.
Body Hero
Aspect - Might
Gain 1 + TT/3 on rolls to wake up from Unconscious.
Boost: Gain +TT/2 Severe Threshold against Called Shots.
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