Height: 5 ft. to 6 ft. 8 in.
Weight: 130 lb. to 250 lb.
Environment: Temperate climate
Tags: 100 year average lifespan, child-parent bond, hunter gatherer, nuclear family, often hostile to Ange, plant control, plant people, single child-care giver
Base Features (0 FP)
Plant Shaping (1 FP): Harg can manipulate vegetation, reshaping non-sapient plants to their will. They can make Plant Shaping Checks (1d12 + Smart Ass) to attempt to alter the anatomy, growth pattern and biology of any non-sapient plant. This is treated as a Magic Feature.
For 1 additional FP, the results of their Plant Shaping Checks are increased by 1. This extra cost can be paid repeatedly, increasing Plant Shaping Checks by 1 each time.
Recuperate (1 FP): After a full rest, Harg can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Mixotroph (0 FP): Although they will not die without it, Harg benefit from exposure to sunlight. If more than half of their body is regularly exposed to sunlight for prolonged periods, they will only require half the food they otherwise would. Their need for water is not reduced.
Spermatophyte (0 FP): Harg are only fecund for a few month long window each year, during which their crowns flower. Insects are required to cross-pollinate naturally, and the instinctual affinity for pollinating species causes many Harg to cultivate these species as pets.
In the following months, fertilized flowers form into seeds approximately the size of their thumbnail. These seeds can be stored at moderate temperatures for up to a decade, and indefinitely under controlled conditions.
For a Harg seed to sprout, the seed must be exposed to temperatures near the freezing point of water for at least two months. If in or on viable soil, the resulting vine grows throughout the warm season and yields 1d4 fruit if water, sun and soil quality is sufficient for fruiting.
Each fruit forms an infant Harg inside, which breaks free when the vine dies off at the end of the warm season. The infants are not capable of surviving without care, and the Harg normally raises them to adulthood over the next two decades.
Solar Dependence (-2 FP): After spending an hour outside of sunlight, a Harg’s functional Bad Ass is reduced by 1. After spending an hour in direct sunlight, the reduction to functional Bad Ass from this Feature is removed.
Optional Features
Sacred Dead (6 FP): Between biology and psychology, Harg are at greatest risk of undeath and take the greatest precautions against it. But some faiths practice rites to bend the restless dead to the benefit of their people. Ritually processing the bodies of their respected dead, these cultures turn the corporeal remains of those who guarded or cared for their people in life into rudimentary soul traps.
A dead Harg that willingly returns to a ritually prepared body gains all base Features of the Undead clan, except the Spiritual Regeneration Feature. As long as their physical body is not destroyed, they are immune to the effects of the Dead Weakness. This negates Dead.
Note: The cost of this Feature does not include the Undead clan being a -1 FP clan when the Spiritual Regeneration Feature is removed. A Harg that returns to a ritually prepared body only needs to spend 5 FP in total (6 FP for the effects of this Feature and -1 FP for the Undead clan).
Border Guide (1 FP): The Harg is familiar with the twists and flows of the Borders, allowing them to more easily navigate from one Domain to another. Any Check they make to navigate in a Border or find a chosen Domain has its result increased by 1d4.
If using the Loot And Bling rules, they can gain Money Points (MP) by guiding other sapients from Domain to Domain. Each journey is worth 1 MP per FP they have in this Feature.
For 2 additional FP, the result is increased by 2d4, rather than 1d4. This additional cost can be paid repeatedly, adding another 1d4. The cost increases by 1 each time.
Survivalist (1 FP): Harg often live in primarily or entirely untamed wilderness, causing minimal impact to the local ecology. Any Check they make to survive off of or gather information from an environment minimally affected by sapient life has its result increased by 1d4.
For 2 additional FP, the result is increased by 2d4, rather than 1d4. This additional cost can be paid repeatedly, adding another 1d4. The cost increases by 1 each time.