Things like "Good", "Evil" etc.; these dice pools will be different from Ability or Resource related pools in that if a Creature has dice in one pool, they can't buy abilities in opposing pools.
Having creatures able to "change" their dice pools from "Good" to "Evil" is achieved by a creature having their dice returned to their xp dice pool, to be reserved, or spent again.
Earning dice will come in two main manners; innate species ability or actions.
The way species will be written up will be that they are given maximums to their limitations in buying abilities, not a collection of stats. Instead, a Frost Giant will be a creature which might look like:
Giant, Frost
I am Erik the Red, give me your wealth or I will eat you.[/b]
6 Hit Points [Heroic]
Form
Size 2 [12" tall at birth] (Minimum natural size)
Heroic Size 2 [12ft tall] [Can buy tiers in Heroic Strength] (Max natural size)
Cold 1 [Unlock Cold related abilities; +Cold Pools, +1 ability per dice; +Uncapped Damage from Heat]
-Energy Resistance [Cold] 4 (Dice Pool when resisting sources of Cold damage; sufficient for 1 success per attempt; greater cold damage can deal more)
Evil 2 [Can buy destructive powers; Cannot buy Good Powers; 1 type per tier of Evil] (enough dice to usually pull off an evil action
-Hominid Eater 1 [Can survive on humanoid flesh; +Survival Pools]
-Sociopathy 1 [Can deal lethal damage on attacks; +Damage Pools]
Heroic Size 2 [12ft tall] [Can buy tiers in Heroic Strength] (Max natural size)
Cold 1 [Unlock Cold related abilities; +Cold Pools, +1 ability per dice; +Uncapped Damage from Heat]
-Energy Resistance [Cold] 4 (Dice Pool when resisting sources of Cold damage; sufficient for 1 success per attempt; greater cold damage can deal more)
Evil 2 [Can buy destructive powers; Cannot buy Good Powers; 1 type per tier of Evil] (enough dice to usually pull off an evil action
-Hominid Eater 1 [Can survive on humanoid flesh; +Survival Pools]
-Sociopathy 1 [Can deal lethal damage on attacks; +Damage Pools]
Abilities
Continual
Active
1 Physique: Mortal 6, Heroic 3 [2H weapon, Rocks]
2 Unarmed: Mortal 6
Reactive
2 Parry: Mortal 6
Encounter
3 [M1] Power Strike 5
4 [H1] Catch Rock 4
5 [M3] Cower Inducing 4
6 [H1] Freezing Strike 3
rare
Unspent
50* Mortal, 0 Heroic
Active
1 Physique: Mortal 6, Heroic 3 [2H weapon, Rocks]
2 Unarmed: Mortal 6
Reactive
2 Parry: Mortal 6
Encounter
3 [M1] Power Strike 5
4 [H1] Catch Rock 4
5 [M3] Cower Inducing 4
6 [H1] Freezing Strike 3
rare
Unspent
50* Mortal, 0 Heroic
*:(potentially more, I don't think I spent enough dice building this creature in the first place)
Resources
2 Standard 2H weapon [sword, axe, mace, hammer, w/e]
1 Primitive Thrown weapons [Rocks]
5 Mortal wealth
characters can buy "more" speed, or "agility" or "strength", and honestly, it doesn't matter; the dice aren't abilities, and can only be used to fuel abilities (you can use your "Dexterity" dice to power your "Technique" combat pool, and I don't care; dice pools cap at 10; and all dice pools are bought on a one for 1 basis; players should be able to split their dice between pools, and then add them up to the cap in whatever way they feel like).
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