Species


OVERVIEW

Your Character’s Species determines not just their physical appearance, but also five critical elements of play:

  • STRENGTHS - what kinds of abilities they’re especially well suited for.
  • WEAKNESSES - what kinds of abilities they’re not very good at.
  • FREEBIES - what abilities they get for free, just for being a member of the species
  • PERK - a special ability that allows them to bend the rules of play in their favor
  • QUIRK - a special ability like a Perk, but one that comes with a price.

For some Campaigns, the selection of Species available to you may be limited: the timeline of the campaign, or its location, may inform certain restrictions. Be sure to consult with your Referee on the setting and any restrictions before you select a Species.

TABLE E: PLAYABLE SPECIES

DÖLGÖTHROS

Called “Doppelgangers” by Humans. Known as spies, assassins, and manipulators. Childrens’ stories perpetuate them as mythical monsters lurking in the dark, waiting to abduct them if they behave badly. Adults suspect them of assassinating nobles and officials in order to take their place - and their power. The reality is not very far off from either tale, but the devil is in the details.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshifting 1 Gifts Anima
Psychometry 1 Psychometry Skills
Mind School 1
Observer 1
PERK QUIRK
CONSPIRATOR: when entering a settlement, you can roll your Observer Ability with SUPERNAL talent in order to find and identify a Dölgöthran ally who will help you. Though social position, personality, and attitude towards you cannot be predicted, they will help you to the best of their abilities. Once you’ve made contact, any DIPLOMACY Skill used on the individual can also be rolled with SUPERNAL Talent. VILE BLOOD: You are IMMUNE to the [BLEEDING], [POISONED], and [DISEASED] conditions, but any time your BODY pool Goes Zero, the white, sticky ichor of your Dölgöthran heritage oozes from the wound instead of the species-specific blood one might otherwise expect. This is a detail most species are aware of from bedtime stories, and a public reveal could put the Character (and very possibly their companions) in at best a very difficult social situation.

DRAKKHOZHN

Called “Draks” by Humans. Bipedal reptilians with scales, tails, and loud, scary voices. Known as explorers, sailors, and amoral philosophers. Rumors say that the Drakkohzn Empire across the sea is the oldest nation extant, and that the Drakkhozhn never truly die, as the memories of their ancestors are passed on to each generation in turn.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Intimidate (Novice) Martial Gifts
Natural Weapons (Novice) Sorcery Skills
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2
DRAKKH Draconic primary species Sorcery (Novice) Courage (Novice)
DRAK’KIRRAZH Winged and sharp-eyed Wings (Novice) Enhanced Sense (Sight)
DRAK’KOHN Lithe and light on their feet Chameleon (Novice) Special Attack (Poison)
DRAK’KUDORRH Heavily scaled and bulky Natural Armor (Novice) Toughness (Novice)
PERK QUIRK
DREADED ECTOTHERMIC
The first time you meet a Character, you can attempt to INTIMIDATE that Character and roll your Talent for that Ability as SUPERNAL. If you succeed, you may always roll your Intimidation Ability as SUPERNAL against that same individual. Additionally, you can treat the Talent of any hostile Ability as SUPERNAL when using that Ability against a target you have recently Intimidated. Metabolization is 1/3 the rate of other characters (one meal per day), so Drakkhozhn do not begin to starve until 30 days without food, RESIST the [POISONED] and [SUFFOCATING] conditions, and take three times as long to die when the [DYING] condition is inflicted. However, for an hour after waking (and when exposed to temperatures below freezing), the Character will have the [LETHARGIC] condition imposed. Similarly, temperatures over 25 Celsius (77 Fahrenheit) will inflict the [EXHAUSTED] condition.

EIDOLON

Called “Phantoms” by Humans. Known as sleepless guardians, relentless foes, and the stuff of nightmares. Known for their congeniality and agreeable natures, nevertheless their ability to materialize nearly anywhere at will causes most societies to consider them, at all times, under some level of suspicion.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Corporeality (Novice) Martial Anima
Sixth Sense (Novice) Wizardry Gifts
Spellbinding (Novice)
Conviction (Novice)
PERK QUIRK
PRESCIENT: You can never be SURPRISED by corporeal enemies. Additionally, any time you roll for INITIATIVE, you can treat your Talent as though it were SUPERNAL regardless of what Ability you use for the roll. Finally, once per Scene, you can choose an Ally within earshot to make a Challenge Roll with SUPERNAL Talent. ELDRITCH: The realm of Shadow is usually a perfect copy of the inanimate physical world, but occasionally there are variances. You may roll your SIXTH SENSE Ability with SUPERNAL skill to find one divergence every Scene that you may use to your advantage or amusement. When doing so, however, any nearby Shadow denizens become aware of your presence…

FOMORI

Called “Beastkin” by Humans. Known as hunters, as trackers, and by their complete lack of culture. Subspecies below are merely the most common - most animal types have Fomori analogues, they’re just less common. Referees should feel free to add subspecies leveraging the same pattern, providing two subspecies-specific freebies on top of the Fomori freebies.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Gifts Source
Fortitude (Novice)
(2 per subspecies)
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2
ARACHI Spider-folk Climbing Leaping
AVIA Bird-folk Wings Reflexes
EQUID Horse-folk Empathy
FELINE Cat-folk Natural Weapons (Claws) Quickness
LUPINE Wolf-folk Enhanced Smell Natural Weapons (Claws)
MURINE Mouse-folk Stealth Reflexes
TAURINE Oxen-folk Natural Weapons (Horns) Toughness
URSINE Bear-folk Rage Natural Weapons (Claws)
PERK QUIRK
PRETERNATURAL: Once per Scene, you can make a Challenge Roll with one of your GIFTS as though your TALENT were SUPERNAL. On a TRIUMPH result, you can continue to treat your Talent for that Gift as Supernal for the rest of the Scene. FERAL: Your appearance and mannerisms can be offputting to civilized folk; while in town or urban environments, your TALENT to specifically INTIMIDATE others as a first impression is considered SUPERNAL.,Your ability to fit in is hampered though; any attempts at polite or respectable behavior will be rolled as though your TALENT were INEPT.

GOCHIN

Called “Goblins” by Humans. Known as mercenaries, survivors, and vandals. Though many tribes wander the Black Desert, many have undergone a migration to the swamps of Elsmere, where a civilization, of sorts, supports a tribal council, responsible for deciding law and ancestral precedent.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Martial Skills
Maneuver (Novice)
Defiance (Novice)
Chameleon (Novice)
PERK QUIRK
ADRENAL: Once per round, when you’re struck in melee combat and take BODY damage, you regain 1 Momentum, which you can immediately use as a RIPOSTE against any adjacent foe. Note that a successful Riposte will not retroactively stop you from taking BODY damage; it simply gives you an opportunity to strike back immediately. SAVAGE: Your ferocity in battle allows you to alter your attacks at will: when wielding an appropriate weapon, you can add the [PIERCE], [CRUSH], or [OVERPOWER] Tag to an attack without spending any Momentum. This focus comes at a cost, however, and any challenges you make to BLOCK or PARRY must be rolled as though your TALENT were INEPT.

HUMAN

Pretty much as you’d expect. Known for adaptability, stubbornness, and getting their way, as well as for having a multitude of cultures and the occasional penchant for authoritarianism.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Diplomat (Novice) None None
Any 4 MIGHTY (d12)
PERK QUIRK
ADAPTABLE UNYIELDING:
Once per Scene, you may treat an Ability’s Talent as SUPERNAL when attempting a previously failed Challenge using the same Ability. On a Triumph, Subsequent Checks in the same scene are also made as if the Ability’s Talent were SUPERNAL. Once per scene, you can use your DIPLOMAT skill to attempt to force an NPC to concede a point in any social engagement, and when you do so you may treat your Talent as though it were SUPERNAL. On a Botch or Complication, though, the NPC will resist further argument from you, and your Talent to negotiate with them on any terms will be rolled as though it were INEPT.

HUSKS

Called “Revenants” by Humans. Known as assassins, smugglers, and vagrants. Technically, the Husk are not alive by any of the usual definitions: no bloodflow (or blood, for that matter), no respiration, and no need to eat or drink. Resilient as they are, they’re often shunned and reviled by common folk, as their appearance - withered, in some cases even skeletal - is all too reminiscent of death, and rumors that they are the source of disease and sickness are constant.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Weakness Aura (Novice) Martial Anima
Sixth Sense (Novice) Skills Source
Toughness (Novice)
Abjuration (Novice)
PERK QUIRK
DEATHLESS SOULLESS
You cannot truly die, no matter how much damage you take. When one of your Aspect Pools goes Negative, you simply become dormant for a while. If your body is destroyed, you reform after a day within a mile of your fall. Additionally, you are immune to the BLEEDING, PARCHED, STARVING, and SUFFOCATING conditions. You cannot be healed, harmed, or otherwise affected (or even detected) by magic of either the SOUL or LIFE schools. Mages of any Tradition who attempt to apply these schools of magic to you are will be unable to find a point from which to attach their spells.

KÂLINDIVAL

Called “Gnomes” by Humans. Known as tinkerers, investigators, and obsessive-compulsive sages. Though their home is the pastoral Betril Isle, inconspicuous or even hidden enclaves of Kâlindival can be found in nearly every culture’s villages, towns, and cities. Their curiosity knows no bounds, and the opportunity to live amidst other cultures is a common delight that the Kâlindival indulge in for years at a time. In exchange, they often help their “neighbors” with problems too small for the larger species to notice, like wood rot, vermin infestations, and so forth.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Chameleon (Novice) Skills Martial
Eidetic Memory (Novice)
Quickness (Novice)
Reflexes (Novice)
PERK QUIRK
INNOCUOUS OBSESSIVE
Your appearance and expressions, as well as the reputation of your species as insatiably curious and kind to a fault, often leads others to believe that whatever they’ve happened to catch you doing, it can’t have been that bad. Whenever you’re in a scene where you’ve been caught doing something you shouldn’t, you may roll the Talent of whichever Ability you use to respond with as though it were SUPERNAL. The world fascinates you, and finding new things to investigate and explore can send you into a hyperfocus spiral. When you identify a new topic, object, or idea to focus on, you can treat the Talent of any Abilities you use to explore your new obsession as though it were SUPERNAL for the next day, week, or month. However, you must treat any Initiative and Diplomacy rolls as though your Talent were INEPT, as you just can’t stop thinking about your new focus.

KÂLINDUR

Called “Dwarves” by Humans. Known as exiles, explorers, and sailors. One-time kings and queens of a sprawling realm, their Golden Age ended long ago, and since then they have wandered, calling no one place home for too long. What they search for they do not share: perhaps they fear others might find what they desire first, or perhaps they forgot long ago, but either way their search goes on. Occasionally, they’ll craft a small settlement for reasons only known to them, but most often they lead a nomadic lifestyle, moving from place to place for reasons only they understand.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Weapon Use (Novice) Anima Source
Armor Use (Novice)
Fortitide (Novice)
Geoaffinity (Novice)
PERK QUIRK
JUGGERNAUT DOUR
Any time your BODY, MIND, or SPIRIT pools Go Zero during a Scene due to an external influence, you may roll against your Fortitude as a free action, treating your Talent as SUPERNAL. If you Succeed, you avoid taking a Void point and you retain one Pool point. If you Triumph, you may replenish the pool to half its maximum value. If you Sacrifice, you retain one Pool Point but also take a Void point. Though perpetually a glass-half-empty personality, you can easily adapt to unhappy surprises better than most. Whenever you’re SURPRISED before a combat encounter, or suffering a change of fortunes for the worse in a given scene, you may react with any Ability as though it your Talent were SUPERNAL. However, your dealings with others tends to suffer, and your Talent is considered INEPT when doing Diplomacy checks.

LYÐUÐRÆ

Called “Flayers” by Humans. Known as traders, travelers, and mind-readers. Tall, chitin-covered beings from deep under the earth, the Lyðuðræ have gained a reputation as dangerous trade partners - both because of their uncanny ability to make deals, and because of their tendency to betray even their closest allies when they have the opportunity.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Telepathy (Novice) Psychometry Gifts
Enhanced Hearing (Novice)
(2 per subspecies)
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2
DARKRENDER Lithe, silent, deadly, and remorseless Chameleon (Novice) Maneuvering (Novice)
MINDBREAKER Intensely focused on their telepathic heritage Psychometry (Novice) Mind School (Novice)
ROCKCHEWER Hardy and dangerous, the bulk of the population Toughness (Novice) Special Attack (Acid)
PERK QUIRK
DIPLOMATIC PARANOID
Any time you’re trying to smooth over (as opposed to instigate or inflame) a situation, you can treat your Talent in any DIPLOMAT Skilled Ability as SUPERNAL - even if you have no Training. Additionally, you can treat the Talent of any Ability as SUPERNAL if you decide to then betray either individual you previously calmed using your DIPLOMAT skill in this way. This benefit can remain indefinitely, but will expire after the first action against either target. It’s not paranoia if they really are out to get you - and you’re pretty sure they’re always out to get you. Once per scene, you can use an Ability as though your Talent in it were SUPERNAL when reacting to a threat from another sentient being that you’ve deduced or imagined, but have no proof of.

STA’AK

Called “Werekin” by Humans. Known as cutthroats, rogues, and murderers. Similar, in a sense, to the Dölgöthros, as their presence among others often goes unnoticed, but entirely different in the sense that they have no overarching plan, no allies to betray, no safety net to save them when they make a mistake, and no real connection to others, so long as they can manage it. The Sta’ak run on both fear or rage simultaneously: the fear of discovery, and the rage fuelled by a voice deep within them, goading them to destroy anything that others treasure, and to exalt themselves by so doing.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshift (Novice) Gifts Anima
Fortitude (Novice) Martial Skills
Natural Weapon (Novice)
Rage (Novice)
PERK QUIRK
INDOMITABLE RUTHLESS
You are at your most dangerous when you’re surrounded or cornered: your biology amps up, your awareness increases, and you become a devastating force regardless of the setting. When separated from your companions on a battlefield, or singled out by an external foe or outsider in any other context, you may make one Check per Round (or per Scene) as though your Talent in that Ability were SUPERNAL. When someone crosses you, you’re an unstoppable force of vengeance: choose an individual you have a vendetta against, and treat any Ability Challenge as though your Talent were SUPERNAL while in the direct process of making them pay. Your rage, however, makes it harder to concentrate on anything else, and

SUTHARIS

Called “Nymphs” by Humans. Known as powerful wizards, caring healers, and hermits. While most appear as elfin in nature, somewhere between the earthy bulk of the Vasriel and the flighty incorporeality of the Zephriel. Though all but the Ancients evince their true nature when evoking their auras or wielding their magic, the element they are linked to shows through even in mundane settings - in their hair color, their eyes, and even their body language. They are not fond of civilization as a whole, even when raised within other cultures, and yearn for a freedom they somehow know is their birthright.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Empathy (Novice) Anima Martial
Wizardry (Novice) Wizardry (+ Schools) Skills
(2 per subspecies)
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2
ANCIENT Rare, hard to read, slow to wrath, and incredibly dangerous. Grey, shadowed colors, always somber and muted. Abjuration (Novice) Shadow School (Novice)
DRYAD Slow but graceful, skin tones and hair all earthy hues. Poison Aura (Novice) Earth School (Novice)
SALAMAR Reds, golds, and oranges for hair and skin, unpredictable movements. Fire Aura (Novice) Fire School (Novice)
SLYPH Highly contrasting whites and darks with angular expressions Lightning Aura (Novice) Energy School (Novice)
UNDINE Blues, rounded shapes, pleasant expressions and flowing movements. Frost Aura (Novice) Water School (Novice)
PERK QUIRK
ELEMENTAL SOLITARY
You are deeply attuned to the element they have natural affinity to: not only are you IMMUNE to any negative effects or conditions stemming from contact with that element, but when in direct contact with their element, you can, once per Scene, resolve any Challenge roll for any Ability as though your Talent were SUPERNAL. For the purposes of the Ancient Sutharis, the element they connect to is Shadow. The noise of other sentients is a constant distraction and a disruption of the purity of the elements and the natural world. When surrounded by your Element and outside the company of others (at least 100’ removed), you may use your elemental Abilities as though your Talent were SUPERNAL. However, you cannot regenerate SPIRIT pool points through rest, like other Wizards, if you are in the company of others.

SYYN

Called “Golems” by Humans. Known as protectors, commanders, and ancient, mysterious wanderers.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Fortitude (Novice) Gifts Anima
Defiance (Novice) Skills Source
(2 per subspecies)
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2
GLASS Sharp, angular edges; quicker than the others, but more fragile. Natural Weapon (Novice) Quickness (Novice)
METAL Both deadly and hard to kill, if a bit ponderous. Natural Weapon (Novice) Natural Armor (Novice)
STONE As sturdy and unyielding as the rock it was made from. Natural Armor (Novice) Toughness (Novice)
PERK QUIRK
STEADFAST OBDURATE
As an eternal being with single-minded purpose, you have faced the temptation of changing your course many, many times and never wavered. You are IMMUNE to the effects of charm, domination, possession, or any effects which might force you to do something against your will, and you can immediately identify the source of any such attack or influence, no matter how subtle. In any situation where you are required to hold your ground, literally or figuratively, you may do so as though your Talent in any Abilities you use to do so is SUPERNAL. However, once you have made up your mind to hold your ground, you cannot leave that location until the Scene is over, or all enemy combatants are dead.

UR

Called “Giants,” “Jotun,” and even “Ogres” by Humans due to their great size. Known as warriors, philosophers, and easy marks. Partly because of the ponderous nature of their giant bodies, the Ur have learned to revere the circular nature of existence, and to consider the deepest mysteries with care.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Anima Skills
Fortitude (Novice) Martial Source
Empathy (Novice)
Toughness (Novice)
PERK QUIRK
RUMINATIVE CLUMSY
You’re thoughtful and purposefully consider all the options from all the angles - often to a fault - but when you have time to do so, the results can be extraordinary. Any time you’re last to act in a Scene or a Combat Round, you may treat the Talent Roll for the Challenge you undertake as though it were SUPERNAL. You’re accustomed to your bulk and ponderous consideration sometimes working against you. You can never resist a newly inflicted negative Condition with better than a 3d4 saving throw, but your saves to recover from those conditions once inflicted can be rolled at 3d20.

VASRIEL

Called “Elves” by Humans. Known as wizards, as assassins, and by their universally haughty and condescending demeanor. Both subspecies can be identified by tall, lithe frames, fine down that covers their bodies, eyes which shift colors based on their moods, and functional gills at their necks that allow them to breathe water.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Fervor (Novice) Source (by subspecies)
Gills (Novice)
(2 per subspecies)
SUBSPECIES DESCRIPTION WEAKNESS (D6) FREEBIE 1 FREEBIE 2
SOLINDRIEL Golden, silvery, coppery-red, and auburn hair are most common, with black and colorless hair the rarest. Martial Wizardry (Novice) Conviction (Novice)
TENEBRIEL Silvery, copper-red, auburn, and black hair are common, though they never have golden or colorless hair. Anima Sorcery (Novice) Courage (Novice)
PERK QUIRK
SERENE DOOMED
Your kind are more aware of the connection between your mental and physical states than any of the other species, and you have learned to be at peace and maintain your composure no matter what terrors you’re faced with. You are IMMUNE to the effects of fear, confusion, exhaustion, sleep, or any magical effects which might dull or mislead your senses. You have lived long enough to see generations of others pass before you, and the weight of that sorrow weighs ever heavier on your shoulders. Any time you see a companion fall, you may decide to treat all subsequent Talent Rolls for all Challenges as though your Talent were SUPERNAL, but you cannot retreat, and must either succeed in defending your fallen comrade, or fall yourself in the attempt.

ZEPHRIEL

Called “Fey” by Humans. Known as mages, as pranksters, and by their undependable, changing natures. Skin and hair colors can be any color in the visible spectrum, and their eyes are unnaturally bright and attentive, as though they’re constantly looking both at and through you.

FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshift (Novice) Source (Any) Anima
Non-Corporeal (Novice) Skills Martial
Wizardry (Novice)
Patterning (Novice)
PERK QUIRK
FEY FEY
Treat your Talent roll as SUPERNAL every time you use an Ability after substantially changing your mind (eg, not just a small detail, but an entire approach, tactic, or strategy). If you’re out of combat, you can only change your mind once per scene; otherwise, you may do so once per combat turn. Due to your undependable, changing nature, your Talent is considered to be INEPT any time you attempt to convince another character that you intend to keep a promise of any kind. However, you are IMMUNE to any kinds of truth detection or thought-reading, and these spells either fizzle out or rebound on the caster.

SPECIES TALENT and ABILITIES

Talent is determined by Species, and the Talent Die is used in every Challenge: it indicates the Character’s raw capacity to use one of their abilities regardless of their training. Characters’ Talents will generally fall within the ranges described by Table F, and the range for each Species is noted in Table E, above. Any Species which does not list an Ability type explicitly is considered to be Average (1d8) at that Ability.

TABLE F: SPECIES TALENT DIE

TALENT ROLL DESCRIPTION
INEPT 1d4 Species must fight all of its natural inclinations to produce results.
WEAK 1d6 Species regularly struggles with this kind of activity.
AVERAGE 1d8 Species generally performs acceptably in this activity.
STRONG 1d10 Species is well known for their talent in these activities.
MIGHTY 1d12 Species known to produce unparallelled results
SUPERNAL 1d20 Talent surpasses all others - usually unobtainable without magic or special conditions
Info

DIVINITY: Note that any Character, regardless of Species, who selects Divinity as a Source of magic, receives a Talent level of MIGHTY. Allowing yourself to be the pawn of a greater power in a world where those powers regularly manifest themselves has certain compensations - so long as the power in question remains pleased with your performance, of course…


EXAMPLE

Brett wants Sneeky Peet to be fairly roguish but perhaps a bit of a coward, so he looks into his Species options for good fits. He definitely wants Peet to be good with Skills, as things like Blather, Gambler, and Lockpicking are appealing for his character concept, so he’ll want a Species which has Skills as a Strength. He also knows he has no real interest in access to Magic and won’t be using any unusual natural Gifts, so he can afford to put those kinds of Abilities on the Weakness column.

Based on the Species details above, Humans, Kâlindival (Gnomes), Lingering Ones (Revenants), Syyn (Golems), and Zephriel (Fey) could all potentially fit his needs, as all are Strong with Skills - so now it’s down to his vision for the Character.

  • Brett crosses Humans off the list first; although five skills at Mighty Talent (even better than Strong!) with no Weaknesses is a big temptation, they’re just not as broadly capable as he’d like, and any Skills outside those initial five would be Average Talents, which he doesn’t want.
  • He then eliminates Lingering Ones, because he doesn’t want to be undead and have his party rename him “Steenky Feet.” This would definitely happen and he would never live it down.
  • Syyn are strong with Gifts and imposing in a fight, neither of which fits Jim’s vision for Peet, so he eliminates them next.
  • Finally, Zephriel come really close, but their strength in Source just doesn’t fit his vision of Peet either.

Ultimately, Brett decides that Sneeky Peet is a Kâlindival. He marks down the species, as well as his Strength (Skills - 1d10 Talent), his Weakness (Martial - 1d6 Talent), his Freebies (Chameleon 1, Quickness 1, and Reflexes 1), his Perk (Subtle), and his Quirk (Obsessive).