Ironclaw Gushing, Part IV: Gifts
Sorry it's been so long since I last did a post in this series, but I've finally got the time and energy now. So, now that we've got the basics of how skills work, let's cover the other half of species and careers: Gifts. ...Actually, first off, let's cover Species and Careers.
Ironclaw Gushing, Part IV.5: Species and Career
Two of the first things you'll do when following the outline of character creation, after selecting your traits ("ability scores"), is selecting your species and career. There's over three dozen species provided in just the core book, and that might seem like an overwhelming number to choose from right at the start, if you're comparing this to most other fantasy RPGs, and thinking about what that means in terms of reading through and understanding the abilities that each one provides, but in Ironclaw species are actually quite simple.
Each species is composed of just a few elements with consistent parts that make it very easy to compare and contrast. Habitat gives a type of terrain that you get to add your Species die to when relevant to a check (checks to Climb a tree in a Forest, for example, or Survival checks to find your way in the Mountains), and likewise, Senses lists which types of Perception checks you can add your Species die to. Diet is mostly fluff, but Cycle tells you when your Respite Gifts refresh (at the start of Night, Day, or at each Twilight), and of course, Weapons tells you which natural weapons your species has, or which unarmed attacks (like Kick) that everyone has access to, but you get to add your species die to. And finally, there are three skills that you get to add your species die to under all circumstances, and three Gifts that you get for free.
Careers are built in a similar way, all consisting of three skills you get your Career die added to, and three more Gifts you get for free. Additionally, each career has a set of Trappings which is essentially your starting equipment.
Right, Career and Species done. Onto explaining Gifts.
Ironclaw Gushing, Part IV: Gifts (for real now)
As you see, Gifts are basically what make up the things your character can do that make them distinct from everyone else with the same traits and skills. They're what make a Lion not a Rhinoceros, and an Apothecary not an Artist. They cover all kinds of things from Brawling Fighter (which lets you Parry using Brawling (unarmed) attacks) to Night Vision, and from having a talent at Fast-Talk to being a member of the Nobility. Each can have a variety of functions from giving you an extra d12 on certain checks to changing how you interact with certain rules, and while several offer passive benefits that are always accessible, many require time to refresh.
The main categories of these are: Battle Gifts, which refresh at the start of battle, and can be refreshed again during battle by spending an action; Respite Gifts which refresh at the start of your species' Cycle (see above); Chapter Gifts which refresh at the start of a new chapter (typically the start of each session); and Influence Gifts which basically refresh when the GM says so, but no sooner than after a full in-game day. Additionally, there are a variety of Gifts that refresh under other conditions that the Gift will specify like Pacifist which will only refresh after 24 hours of not committing violence, or Honor which will only refresh after you've dealt with whatever caused you dishonor.
In addition to the three Gifts you get from each of your Species and Career, all players begin with a couple of specific Gifts that set them apart from others (most notably Combat Save which lets you avoid dying in combat once per Cycle), and three additional Gifts of your choice. Admittedly, this part can be the most daunting for first time players making their first character because this is where all the complexity saved from Species and Career choices winds up going. There are dozens upon dozens of Gifts and they can all do wildly different things, so you can't simply skim over them the way you can Species and Career.
My recommendation for first time players is to pick a second Career that you also like or that fits your character concept, and just nab its three Gifts, too. If your Career choice gives you a Keystone Gift (like Fencing, Literacy, or Veteran), then you might consider looking over the additional Gifts that those each grant access to. And of course if you're planning to make a spellcaster, know that all spells are each their own Gift, too, and so they can make for an easy choice or two for your starting Gifts.
On that note, I like how the use and distribution of Gifts this way makes for a fairly natural encouragement to focus on either spellcasting or combat, rather than trying to dabble in both, but without categorically barring people from trying to gish. You certainly can play a gish build if you want, but it'll require substantial investment and making some tough calls like whether to wear armour for extra protection (which can be very important, as we'll learn in the combat sections!), or robes to recharge your spells in combat faster.
And speaking of combat, that's where we'll pick up next time!
Back to Part III
Bonus Vocab Section for You Younguns
gish (n.): a character who does both physical combat and magic; it comes from the term githyanki use to refer to their fighter/wizards back in AD&D, but quickly spread to be a generalized shorthand for all such characters across all fantasy TTRPGs, at least those that don't just assume gishness for all player characters.











