Species Specifics

SPECIES PERKS AND QUIRKS

When selecting a species, your character receives both the Perk and the Quirk defined by the Species they have selected.

TABLE I: SPECIES PERKS & QUIRKS

PERK: ADRENAL

SOURCE MECHANIC
SPECIES (Gochin) 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.

PERK: ADAPTABLE

SOURCE MECHANIC
SPECIES (Human) 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.

PERK: CONSPIRATOR

SOURCE MECHANIC
SPECIES (Dölgöthros) When first entering a settlement you’ve never visited before, you can roll your Observer Ability with SUPERNAL talent in order to find and identify a Dölgöthran ally who will help or guide you. Though their 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.

DEATHLESS

SOURCE MECHANIC
SPECIES (Husk) 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.

DIPLOMATIC

SOURCE MECHANIC
SPECIES (Lyðuðræ) 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 betray either individual you previously calmed using your DIPLOMAT skill. This benefit can remain indefinitely, but will expire after the first action against either target.

DREADED

SOURCE MECHANIC
SPECIES (Drakkhozhn) 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 currently Intimidated by you.

FEY

SOURCE MECHANIC
SPECIES (Zephriel) 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 in combat, you can only change your mind once per turn.

JUGGERNAUT

NAME SOURCE MECHANIC
JUGGERNAUT SPECIES (Kâlindur) Any time your BODY POOL Goes Zero during a Scene, roll against your Fortitude with a TN equivalent to the amount of damage you took. On a SUCCESS, you retain 1 point in your BODY POOL. On a TRIUMPH, you restore half your BODY pool.
NAME SOURCE MECHANIC
OBDURATE SPECIES (Syyn) Any time you are attacked by a SKILL or a SPELL which attempts to alter your opinion or force you to do something against your will, you can attempt to resist that outside influence at ADVANTAGE.
NAME SOURCE MECHANIC
PRESCIENT SPECIES (Eidolon) You can never be SURPRISED. Additionally, any time you roll for INITIATIVE, you can treat your Talent as though it was SUPERNAL, no matter what Ability you’re using for the roll. Finally, once per Scene, you can choose an Ally to make a Challenge Roll with SUPERNAL Talent.
NAME SOURCE MECHANIC
PRETERNATURAL SPECIES (Fomori) Once per Scene, you can make a Challenge Roll with one of your GIFTS as though your Talent were SUPERNAL. On a TRIUMPH, you may continue to treat your Talent as SUPERNAL for the rest of the Scene.
NAME SOURCE MECHANIC
RUMINATIVE SPECIES (Ur) Any time you are last to act in a Scene or a Combat Round, treat your Talent Roll for your Action as though it were SUPERNAL.
NAME SOURCE MECHANIC
SURVIVOR CULTURE (Cavagar, Conspiracy, Thârilian Exiles, Vadrian, Hermit, Nomad, Wanderer) Any time you are last to act in a Scene or a Combat Round, treat your Talent Roll for your Action as though it were SUPERNAL.

TABLE I: PERKS

Perk Effect
SPECIES
Adaptable
Conspirator When in a populated area, find an ally who will help or guide you.
Deathless Cannot truly die; when BODY Pool Goes Zero, they simply become dormant for a while.
Diplomatic
Dreaded The first time the Character tries to INTIMIDATE someone, they can do so at Advantage.
Fey
Instinctive
Juggernaut Any time an Aspect Pool could Go Zero, roll against Fortitude. On a Success, remain at 1 point.
Patient
Pragmatic
Precise
Prescient Cannot be surprised. Treat Initiative rolls as though the species were SUPERNAL.
Serene
Tremor-Sense
CULTURE
Centered Treat Talent as prodigal when
Charismatic
Curious
Empathic
Genial
Innovative
Loyal
Outspoken Treat Talent as Prodigal when Persuading large groups or Leading military troops.
Profiteer
Seafarer
Subtle
Survivor
Veteran
Wise

TABLE J: QUIRKS

Quirk Effect Cost
SPECIES
Bitter Immune to effects and damage from cold. No hunger or thirst. Vulnerable to Heat and Energy
Clumsy
Cold-Blooded Resistant to poison, disease, and starvation Vulnerable to cold/heat damage
Dour
Feral Treat Talent as Prodigal for Initiative checks Treat Talent as Inept for Social checks
Flighty
Furtive
Obsessive
Paranoid
Savage Add Piere, Crush, or Overpower tag to an Attack without spending Momentum Character has Inept Talent for Dodge, Block, andParry
Soulless Treat species as Inept for Diplomacy skills
Supremacist
Unsettling
Unyielding
Vile Blood Free Regeneration [1]. Reveals individual as a Dölgöthros (KoS species)
CULTURE
Innovative
Outspoken
Charismatic
Seafarer
Curious
Wise
Empathic
Veteran
Survivor
Centered