Titan
Badgerkin
Ability Score Increases
Ability Score Increases are related to your character's background, rather than species. When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Life Span
The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.
Languages
When creating your character, after selecting your class, species, and background, select your known languages. Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.
The badgerkin were one of the earliest heritages of mustels. They are highly independent and learn from a very young age how to survive on their own. badgerkin have had such an effect on their ecosystem that some ki-ti cubs are born with an early coat that resembles them to better hide from badgerkin hunters. Most badgerkin are identifiable by the dark black or brown fur on their sides and bellies, with a stark white head of hair that continues down their back. Their skin is incredibly tough, deflecting blows and protecting themselves from mortal strikes thanks to the thickness of their hide.
Mustels
The small badger-like humanoids known as mustels are all as different as they are similar to another. Some use endurance and hyperfixation to wear down their prey, while others use their sheer force of will and fury to defeat foes ten times their size. These folk found a way to survive in their respective climates, and though those climates have changed the way each mustel looks, they all share a similar ancestor, with keen survival traits. There are four major heritages of mustels are found among the worlds of The System: badgerkin, otterlin, stoatling, and wolverine.
Creature Type: Humanoid and Beast. You are also considered a mustel for any prerequisite or effect that requires you to be a mustel.
Size: Small (2-4 feet)
Speed: 30 feet.
Mustel Adaption
You gain proficiency in two skills of your choice.
Bite
Your maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Resistant Hide
Your tough hide protects you from the prodding spikes of a giant porcupine or the tip of a lance. You are resistant to nonmagical piercing damage, and poison damage from contact or injury inflicted poisons (such as from a poisoned dagger or arrow, but not from damage such as a green dragon's breath weapon).
In the Face of Fear
Badgerkin make up for what they lack in size and intelligence with sheer force of will, and never back down from a fight. You are immune to the frightened condition.
*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”