Part of my goal for character options and the ideal of the character chassis, is to create basic characters who can operate within the game world. Choosing to specialize grants the character new powers, but doesn’t necessarily make them better or more powerful than standard characters.

Choosing one of the Seven States, be it the Natural, Primeval, Spectral, Elemental, Sidereal, Empyreal, or Ethereal State, grants your character the power to continue participating in an encounter after they’ve been rendered helpless. For example, when a Spectral character becomes helpless, they can manifest an animated shadow.

In their special form, the characters serve in a primarily supportive role to their allies, either providing them with rudimentary healing effects, passive bonuses to attack or defense, or dealing direct damage to their enemies. These powers remain as long as the character has allies nearby, and only until the end of the encounter.

Should the character’s allies successfully conclude the encounter, they can tend to the fallen character and a short rest will restore them to their body. If abandoned by their allies, the character is unable to take actions until the helpless condition is somehow removed. It may require a long rest, or a short quest to restore them.

Mechanically speaking, characters in their “manifested” states are less powerful, or at the very least have fewer options available to them, but are still allowed to participate in the encounter. Even in defeat they’re “down, but not out.” This is mainly intended to prevent players from being forced to sit out during exciting encounters.

This is the first and most important benefit granted to a character who has chosen one of the Seven States to draw from, though from here on out, their benefits are based primarily on the “position” they choose to play (seeker, keeper, trapper, et cetera), and whatever “profession” they choose (cleric, soldier, hunter, and so on).