p130
I wonder if the Nethling is better represented by the Ooze type…
The new heritage and legacy feats are stylistically nice and are a very nice addition to the setting.
Spellward: “…and you may not keep magic items as Prizes.” So is it ok to carry for a friend? What happens if you try to break this restriction within character? Is there a physical effect or is this prohibition based on outlook. At a meta-level this kind of game rule with nil explanation ‘within world’ was one thing that really bugged me during the four or so session of 3.5 that I’ve played. Maybe this is common place in the hobby now. You have to understand I’m approaching FC straight from AD&D (and a hundred other games) skjipping 3.5.
I wonder if Alignment requirements should be added to legacy feats. Creatures like guardinals, rilmani, and eldarin tend to be Proxies.
Arcane Heritage: this provides further support for the idea of planar energies altering bloodlines without mixed breeding.
Arcane Loop: really, any spell (regardless of normal cost) for 0 spell points in exchange for fatigue? I can’t put my finger on it but it seems open ended enough for players to abuse it.
New Step: I’d suggest the prerequisites of ‘non-priest’ and ‘non-paladin’ be changed to ‘no levels in a divine spellcasting class’. To cover Force of Nature and other divine spell casting classes.
Bestial Heritage and Legacy are listed as style feats. Should these be species feats. They include bite and claws indicating physical changes not just personality/style effects. (resists urge to talk about planar energies again esp. in the light of the “Something Wild” adventure)
Equilibrium seems kinda powerful. That could be a lot of AD and the usual rate players gain die is very low.
Mechanoid Ally and Dead Ally.
Many sources of allies enable you to build what you want within xp restrictions anyway, so what’s the point. Where the Type of the NPC is restricted (eg. Animal Partner) can you use these? Do these feats add or replace the NPC’s original type? Do these feats add these templates in addition to the usual xp limit of the NPC.
Mind Gate: I really like this feat, the power of the mind over body and really determined PCs are ROCKIN’! I so want a PC with this.
However, look at ‘Breakdown (Stance): If you fail a Will save, all adjacent foes take 1d6 points of damage.’ Again another nice game effect but what does it look like ‘in world’. Does some kind of energy come out of the PC?
Natural and Easygoing
Compare with Mindgate. This is not so much my cup of tea.

Have I already said how I really like your use of alignments as pre-requisites. This nicely sections of powers for alignments beyond the Paths, ties the Alignments that are so central to Planescape to mechanical effects giving players an incentive to get into the alignments and therefore into the world view of the setting and ensuring that not everyone within an alignment is has the same predictable/bland set of alignment powers. Really I can’t praise your handling of this enough.
Planar Call: Can you summon a specific individual? My guess is not especially since there is no save. Shouldn’t there be an xp limit on the NPC?
Love Rain of Fire spell.
Page 75 “there are those who call me… Tim”
Favours by alignment very, very, nice.
Incorporation of the various magic items used by planar inhabitants in the planes (eg. Baku’s Trumpet) nad items from the canon works is a nice touch. The team really knows the source material.
‘Lens of …’ series of items: I gather these can only be used by unborn or perhaps only Modrons. I suggest you clearly state this in the descriptions. Also the retractable scope, stealth lens.
Sickle of light. First sentence indicates a scythe; this could be the authors being poetic but given the similarity of sickles and scythes it looks like a mistake.
Chocolates: what no crunchy frog nor spring surprise?
Tattoos: very nice. Could be useful in other settings including obvious choices of ‘Celtish’ or ‘Lost World’ or ‘pirate’.
Organizations: chapter intro: perhaps include a sentence highlighting how organizations/alignments affect choices of feats, favours, etc.