In the Dragonlance setting there are many playable species. Your character’s heritage will be indicated in her High Concept. Therefore, it will be able to either be invoked or compelled when it becomes relevant to the story. In addition, there are traits specific to your heritage that act as stunts but do not count against your refresh.
At character creation, you may choose one of the standard heritage aspects as yours or you can create your own. Each of the stunts listed are technically true for every member of the species it is listed under. However, until you spend refresh on them, they are only accessible through the expenditure of a fate point or by creating an advantage.
In addition, the heritage you choose will sometimes give you permission to use specific types of equipment and to take other specialized stunts.
Below is a list of some of the species common in a Dragonlance campaign, the common traits members of that species share, and the permissions they grant.
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Irda
Centaur
Dwarf
Elf
Human
Kender
Half-elf
Gnome
Minotaur
Size. large (+1)
Permissions. Centaur Weapons
Wisdom comes with age, and, with wisdom, strength.
Strong and Powerful
My heart demands justice!
True freedom lies in following your passions with pride.
Charge. You gain a +2 to Spirited attacks when running into melee weapon range.
Sturdy. You gain a +2 to defend against any attempt to knock you prone.
Swift. You may move up to two zones instead of one so long as the terrain is not difficult.
Size. medium (0)
Permissions. axes; hammers; tool kits (must specify)
Hard work reaps rich reward.
My temper is akin to smoldering embers.
"A good chair might outlast a good friend."
The future is too uncertain. All we have is the past and present.
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Resilience. You gain a +2 bonus on overcome actions to resist the effects of poison.
Stone-dweller. You gain a +2 bonus when you use reason to discover aspects concerning the origin of stonework.
Size. medium (0)
Permissions. longswords; shortswords; longbows; shortbows; arcane spellcasting
The world is a garden in need of tending.
Long suffering is the result of a long lifespan.
Few appreciate elven contributions to the world.
Savor the joys of life, sing through its toils.
Keen Senses. Gain a +2 on overcome actions when trying to hear soft or distant sounds or see small or distant things.
Firstborn of the Light. Attempts to charm or put you to sleep with magic automatically fail.
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Size. small (-1)
Permissions. tool kits (must specify)
A gnome's mind is as quick as his/her speech.
Efficiency Above Empathy
My work is my life.
Impatient with the Slower Peoples.
Everything can be made better.
New information can always lead to a new breakthrough.
Tinker. You gain a +2 bonus when you creatively try to fix or improve a piece of broken equipment.
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Life Quest. You gain a +2 bonus to overcome attempts to dissuade you from a course of action you’ve already decided to take.
Size. medium (0)
Permissions. longswords; shortswords; longbows; shortbows
Insecurity and Uncertainty
My diverse heritage has taught me to lead.
Everyone has something to offer.
Nowhere to call home.
Elfborn. Gain a +2 on overcome actions when trying to hear soft or distant sounds or see small or distant things.
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Kinship. You gain a +2 bonus when attempting to build rapport with others.
Size. medium (0)
Permissions. none
Never again a slave!
Jack of all Trades, Master of... Some
They have the arms, but we've got the numbers!
Quick Study. Increase your approach with the lowest rank by one.
Best Foot Forward. Twice per session, you may upgrade a boost you receive during a social conflict into a full situation aspect with a free invocation.
Defender of the Weak. When someone is attacked physically while within your zone, you can redirect that attack to yourself. You may defend against that attack at +1.
Size. medium (0)
Permissions. arcane spellcasting
The passions of the younger peoples are off-putting.
My magic is a part of who I am.
One Thousand Faces
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Elder Legacy. You are able to assume the appearance of one small, medium, or large humanoid until the end of the scene. You may choose a different form by taking this stunt again.
Size. small (-1)
Permissions. thieves' tools; kender weapons/tools
A lock insults the purpose of a door.
A journey of a thousand miles begins with a hoopak.
My friends need me to keep them out of trouble.
You must have dropped this.
Oops!
Kender Pockets. You may declare that you have a non-magical item or piece of equipment you are in need of once per session.
Fearless. Aspects related to fear and its effects can't be invoked against you.
Taunt: You get a +2 when you creatively attempt to enrage opponents with insults.
Size. medium (0)
Permissions. none
Minotaurs are the natural enemy of my people.
I would live in peace if I could.
I will stay clear of human settlements if I can.
Eagle-eyes. Gain a +2 on overcome actions when trying to hear soft or distant sounds or see small or distant things.
Bird's Eye View. You have the ability to fly and can move vertically, ignoring obstacles that trouble land-bound creatures. You can’t be wearing medium or heavy armor to use this feature. Additionally, because your bones are hollow, you take one additional shift of stress when you fail to defend against an attack made with a weapon that has the bludgeoning trait.
Size. large (+1)
Permissions. navigation equipment; minotaur weapons
Just give me a sail, a compass, and a nice breeze.
Minotaurs are destined to rule!
You hide behind your spells, mage. Fight me!
Charge. You gain a +2 to Spirited attacks when running into melee weapon range.
Reaver of the Blood Sea. Gain a +2 bonus to create advantages using finesse when on board a ship.
Labyrinthine Recall. You automatically remember every path you've ever taken.
Size. medium (0)
Permissions. none
I can not tell a lie.
Through my travels I hope to achieve enlightenment.
My beliefs and traditions are a source of strength.
The path to truth is sometimes winding, but it is always rewarding.
Child of the Flame. You do not take any stress from fire, but take one additional shift of stress taken due to exposure to cold.
Nightsight. You may ignore situation aspects that limit your vision because of a lack of light.
Sun-kissed. As an action on your turn, you can manifest a pair of fiery wings that allow you to fly. Additionally, you may use them to make forceful attacks.
Size. medium
Permissions. none