Species


Choosing a SPECIES will not only determine your physical appearance, but your aptitude for (and difficulties with) certain kinds of Abilities. Species cannot be changed during play, so it’s an important decision - the tabs that follow should help you determine which best suits your character concept.

SPECIES OVERVIEW

WHAT DOES A CHARACTER’S SPECIES DETERMINE

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

  • TALENTS - what kinds of ABILITIES they’re well suited for, and which kinds they’re not particularly good at.
  • CHARACTERISTICS - What ASPECTS get bonuses, and other data like height, weight, lifespan and so forth.
  • FREEBIES - which ABILITIES they get for free and are VERY good at, just for being a member of the species
  • PERK - a special rule that allows them to occasionally bend game events in their favor
  • QUIRK - a special rule like a Perk, but one that comes with a price.

In the tabs that follow, you’ll find brief descriptions of the Species available for play, as well as information on their Talents, Characteristics, Freebies, Perks, Quirks, and any information on Sub-species (minor variations on the species).

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.

TALENTS & CHALLENGES

SPECIES TALENT AND ABILITY USE

When rolling CHALLENGES, part of the roll is determined by your SPECIES TALENT with the ABILITY you’re using. TALENT is determined by the AFFINITY of a SPECIES towards that ABILITY CATEGORY and indicates the Character’s raw capacity to use one of their Abilities regardless of their level of TRAINING.

The DIE TYPE for each TALENT level is noted below. Any SPECIES which does not list an Ability as either a STRENGTH (1d10), a WEAKNESS (1d6), or a FREEBIE (1d12) is considered to be AVERAGE (1d8) at that Ability.

TALENT DIE TYPE 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

SPECIAL NOTE ON DIVINITY: Any Character, regardless of Species, who selects Divinity as their 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 OF PLAY: PICKING A SPECIES

PEET SEEKS HIS SPECIES

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, Kâlindivaal (Gnomes), Husks (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 Husks, 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 Kâlindivaal. He marks down the species, as well as his Strength (Skills - 1d10 Talent), his Weakness (Martial - 1d6 Talent), his Freebies (Chameleon, Eidetic Memory, Quickness, and Reflexes), his Perk (Innocuous), and his Quirk (Obsessive).

DOLGÖTHROS: The Shape-Takers

Called “Doppelgangers” by Humans. Known as spies, assassins, and manipulators.

DOLGÖTHROS OVERVIEW
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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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 - +2 -
SAVE ROLL 3d8 3d6 3d8 3d6
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
5’-6' 120# - 240# Indefinite None White/Protoplasm Variable
  • Characteristics are for natural form only.
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshifting Gifts Anima
Psychometry Psychometry Skills
Mind School
Observer
PERKS & QUIRKS
PERK QUIRK
CONSPIRATOR: any time you enter a settlement, you can attempt to use your OBSERVER Skilled Ability as though your TALENT were SUPERNAL talent and your TRAINING LEVEL were MASTER 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: The Scaled Sorcerers

Called “Drak” by Humans. Known as explorers, sailors, and amoral philosophers.

DRAKKHOZHN OVERVIEW
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Bipedal reptilians with scales, tails, and loud, scary voices. 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 - +2 -
SAVE ROLL 3d8 3d6 3d8 3d6
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
7’ - 8' 250# - 450# 150 - 300y None Scales (any color; white rare) Matches scales
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Intimidate (Novice) Martial Gifts
Natural Weapons (Novice) Sorcery Skills
SUBSPECIES
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2 ASPECT BOOST
DRAKKH Draconic primary species Sorcery (Novice) Courage (Novice) +2 SPIRIT
DRAK’KIRRAZH Winged and sharp-eyed Wings (Novice) Enhanced Sense (Sight) +1 BODY / +1 SPIRIT
DRAK’KOHN Lithe and light on their feet Chameleon (Novice) Special Attack (Poison) +1 BODY / +1 SPIRIT
DRAK’KUDORRH Heavily scaled and bulky Natural Armor (Novice) Toughness (Novice) +2 BODY
PERKS & QUIRKS
PERK QUIRK
GENETIC MEMORY DREADED
Your memory spans many prior generations. Once per SESSION, you may use any Skill, Martial, or School Ability as though your TALENT were SUPERNAL and your TRAINING LEVEL were MASTER. You do this through the memory of your ancestor, and you must remember their name and the situation they faced when you do so. Once per scene or combat, you may use the INTIMIDATE or INFLAME Skilled Ability as though your TALENT were SUPERNAL (1d20). However, any attempts to use the DEBATE, BARGAIN, or PERSUADE Skilled Abilities at any time are made as though your TALENT were INEPT (1d4).

EIDOLON: The Shadowy Presence

Called “Phantoms” by Humans. Known as sleepless guardians, relentless foes, and the stuff of nightmares.

EIDOLON: THE SHADOWY PRESENCE
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Despite appearances, the Eidolon are most often associated with their unusually congenial 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 - +2 -
SAVE ROLL 3d10 3d6 3d10 3d6
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
5’ - 6' 30# - 50# Indefinite Wispy grey/white Greyscale & translucent Any color, glowing
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Corporeality (Novice) Martial Anima
Sixth Sense (Novice) Wizardry Gifts
Natural Weapon: Claw
Special Attack: Drain Body
PERKS & QUIRKS
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…

GOCHIN: The Eternal Warriors

Called “Goblins” by Humans. Known as mercenaries, survivors, and vandals.

GOCHIN: THE ETERNAL WARRIORS
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Though most Gochin tribes yet wander the Black Desert in nomadic fashion, 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +3 - - +1
SAVE ROLL 3d10 3d6 3d6 3d8
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
5’ - 7' 180# - 280# 50-70y Grayscale, greens, purples Greens, grays Grayscale, reds
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Martial Skills
Maneuver (Novice)
Defiance (Novice)
Chameleon (Novice)
PERKS & QUIRKS
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: The Infinitely Adaptable

Pretty much as you’d expect. Known for adaptability, faith, and stubbornness.

HUMAN: THE INFINITELY ADAPTABLE
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Humans, more than most species, develop a multitude of perspectives, which result in a multitude of cultures, an insatiable curiosity, and an uncomfortably regular penchant for militaristic authoritarianism to support their worldviews.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +1 +1 +1 +1
SAVE ROLL 3d8 3d8 3d8 3d8
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
5’ - 6'6" 100# - 300# 60-80y grayscale, browns, reds browns blue, green/hazel, brown, gray
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Diplomat (Novice) None None
Any 4 MIGHTY (d12)
PERKS & QUIRKS
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 any of your DIPLOMAT Skilled Abilities to attempt to force an NPC to concede a point in any social engagement, parlay, or council, and when you do so you may treat your Talent as though it were SUPERNAL. On a Botch or Sacrifice, 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.

HUSK: The Undying Dead

Called “Revenants” by Humans. Known as assassins, smugglers, and vagrants.

HUSK: THE UNDYING DEAD
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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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 +2 - -
SAVE ROLL 3d10 3d10 3d6 3d6
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
4’ - 7' 50# - 200# functionally immortal Wispy grey/white White/grey Any color, glowing
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Weakness Aura (Novice) Martial Anima
Sixth Sense (Novice) Skills Source
Toughness (Novice)
Abjuration (Novice)
PERKS & QUIRKS
PERK QUIRK
DEATHLESS SOULLESS
You cannot truly die, no matter how much damage you take. If you are ever DEFEATED, 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, POISONED, DISEASED, 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.

KÂLINDIVAAL: The Curious Caretakers

Called “Gnomes” by Humans. Known as tinkerers, investigators, and obsessive-compulsive sages.

KÂLINDIVAAL: THE CURIOUS CARETAKERS
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Though the home of most kâlindivaal is the pastoral Betril Isle, inconspicuous or even hidden enclaves 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 kâlindivaal 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST - +3 - +1
SAVE ROLL 3d6 3d10 3d6 3d8
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
1'6"-2' 10# - 20# 100-150y greyscale, browns, reds, dark green browns green, browns, blues, violet
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Chameleon (Novice) Skills Martial
Eidetic Memory (Novice)
Quickness (Novice)
Reflexes (Novice)
PERKS & QUIRKS
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: The Forever Lost

Called “Dwarves” by Humans. Known as exiles, explorers, and sailors.

KÂLINDUR: THE FOREVER LOST
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One-time kings and queens of a sprawling realm, their Golden Age ended long ago, and since then the kâlindur 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST - - +3 +1
SAVE ROLL 3d6 3d6 3d10 3d8
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
3’-5' 120# - 250# 80 - 110y grayscale, browns, reds grayscale, browns grayscale, browns, reds, greens
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Weapon Use (Novice) Anima Source
Armor Use (Novice)
Fortitide (Novice)
Geoaffinity (Novice)
PERKS & QUIRKS
PERK QUIRK
JUGGERNAUT DOUR
Any time you are forced to BRACE during a Scene due to an external influence, you may use your Fortitude ABILITY as a FREE REACTION. So long as you have at least 2 SPIRIT or LUCK POINTS left, you avoid needing to BRACE and you retain one ASPECT point instead, though you must spend one SPIRIT or LUCK point to do so. 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 when suffering a change of fortunes for the worse in a SCENE, you may react with any ABILITY you know as though your TALENT were SUPERNAL. However, your dealings with others tends to suffer, and your TALENT is considered INEPT when doing Diplomacy checks.

KINDOIS: The Feral Kin

Called “Beastkin” by Humans. Known as hunters, as trackers, and by their habitually nomadic lifestyles.

KINODIS: THE FERAL KIN
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Culturally drawn to be nomadic and reflect the social natures of the animals they resemble, the Kinodis are also deeply thoughtful, spiritual, and connected to the natural world. Most animal types have reflections among the Kinodis; those outlined in the section on Subspecies are simply the most common. Referees should feel free to add subspecies leveraging the same pattern, providing two subspecies-specific freebies on top of the Kinodis freebies.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 +1 +1 -
SAVE ROLL 3d10 3d8 3d8 3d6
SUBSPECIES ANIMAL HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
ALOGOS Horse 6’ - 7' 200# - 400# 50-70y chestnut, grayscale, bay, patterns pink, black browns, blue, green, violet; blue eyeshine
ARACHI Spider 4’ - 7' 90# - 200# 40-60y sparse, any color chitin, any color black; silvery eyeshine
ARKADOS Bear 6’ - 8' 250# - 500# 35-55y grayscale, reds, browns grayscale brown; red eyeshine
GATIS Cat 5’ - 6' 100# - 150# 40-50y tawny, orange, grayscale, patterns pink, gray, black yellow, hazel, blue; green eyeshine
KOUNELI Rabbit 3’ - 4' 50# - 75# 20-30y brown, buff, grayscale brown, grayscale brown, amber, blue, red eyeshine
LYKOS Dog 5’ - 6' 150# - 250# 35-45y grayscale, browns, reds pink, black browns, blue, green; blue eyeshine
PONTIKI Mouse 2’ - 3' 25# - 35# 20-30y grayscale, browns greyscale, pink reds, black; red eyeshine
TAVROS Ox 5’ - 7' 200# - 450# 50-70y grayscale, browns, reds grayscale, light brown, reds brown; blue eyeshine
TEROTOS Bird 4’ - 5' 50# - 75# 75-100y feathers, any color integument, grayscale any color; red eyeshine
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Gifts Source
Fortitude (Novice)
(2 per subspecies)
SUBSPECIES
SUBSPECIES FREEBIE 1 FREEBIE 2
ALOGOS Enhanced Sight (360-degree) Empathy
ARACHI Climbing Leaping
ARKADOS Natural Weapons (Claws) Rage
GATIS Natural Weapons (Claws) Quickness
KOUNELI Quickness Reflexes
LYKOS Enhanced Smell Natural Weapons (Claws)
PONTIKI Reflexes Stealth
TAVROS Natural Weapons (Horns) Toughness
TEROTOS Wings Reflexes
PERKS & QUIRKS
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.

LYðUðRæ: The Deep Dreamers

Called “Flayers” by Humans. Known as traders, travelers, and mind-readers.

LYÐUÐRÆ: THE DEEP DREAMERS
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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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +1 - +3 -
SAVE ROLL 3d8 3d6 3d10 3d6
SUBSPECIES HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
DARKRENDER 4’ - 5' 90# - 120# 50-150y none chitin, grayscale black, compound
MINDBREAKER 5’ - 6' 120# - 160# 80-180y none chitin, grayscale, reds, oranges black, compound
ROCKCHEWER 6’ - 7' 180# - 240# 50-150y none chitin, grayscale, greens, blues black, compound
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Telepathy (Novice) Psychometry Gifts
Enhanced Hearing (Novice)
(2 per subspecies)
SUBSPECIES
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2 ASPECT BOOST
DARKRENDER Lithe, silent, deadly, and remorseless Chameleon Maneuvering +1 BODY / +1 LUCK
MINDBREAKER Intensely focused on their telepathic heritage Psychometry Mind School +2 SPIRIT
ROCKCHEWER Hardy and dangerous, builders and breakers Toughness Special Attack (Acid) +2 BODY
PERKS & QUIRKS
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: The Festering Rage

Called “Weres” by Humans. Known as cutthroats, rogues, and murderers.

STA’AK: THE FESTERING RAGE
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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. The Sta’ak run on fear and rage simultaneously: the fear of discovery, and the rage fuelled by a voice deep within them, goading them to harvest that which they desire no matter the cost.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +4 - - -
SAVE ROLL 3d12 3d6 3d6 3d6
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
6’ - 7' 230# - 350# 90-120y none greens, reds reds, oranges, yellows; purple eyeshine
  • Characteristics are for natural form only.
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshift (Novice) Gifts Anima
Fortitude (Novice) Martial Skills
Natural Weapon (Novice)
Rage (Novice)
PERKS & QUIRKS
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 any check which does not directly contribute towards your revenge must treat your TALENT as though it were INEPT.

SUTHARIS: The Ancient Teachers

Called ‘Nymphs’ by Humans. Known as powerful wizards, caring healers, and preoccupied hermits.

SUTHARIS: THE ANCIENT TEACHERS
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Most sutharis appear elfin in nature, somewhere between the earthy bulk of the vasriel and the flighty incorporeality of the zephriel, but the influence of their linked element shows through even in mundane settings - in their hair color, their eyes, their build, and even their body language. They are known to manifest their true nature even more deeply when evoking their auras or wielding their magic, 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST - - +4 -
SAVE ROLL 3d6 3d6 3d12 3d6
SUBSPECIES HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
ANEMOS 4’-5' 60-90# indeterminate whites, grays whites, grays glowing white
CABIRUS 4’-5' 60-90# indeterminate reds, oranges, yellows reds, oranges, yellows glowing red
DRYAD 4’-5' 60-90# indeterminate greens, browns greens, browns glowing green
NAIAD 4’-5' 60-90# indeterminate blues, teals blues, teals glowing blue
SKOTOS 4’-5' 60-90# indeterminate dark gray, black, purple dark gray, black, purple glowing violet
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Empathy (Novice) Anima Martial
Wizardry (Novice) Wizardry (+ Schools) Skills
(2 per subspecies)
SUBSPECIES
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2 ASPECT BOOST
ANEMOS Easily excitable but fickle; often politicians. Lightning Aura Air School +1 LUCK
CABIRUS Unpredictable, passionate, and fierce; often warriors. Fire Aura Fire School +1 SPIRIT
DRYAD Slow, precise, patient, and forgiving; often gardeners. Poison Aura Earth School +1 BODY
NAIAD Graceful, flowing movements; often dancers. Frost Aura Water School +1 BODY
SKOTOS Rare, hard to read, slow to wrath; often sages. Drain Body Aura Shadow School +1 SPIRIT
PERKS & QUIRKS
PERK QUIRK
ELEMENTAL SOLITARY
You are deeply attuned to the element you 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: The Steadfast Watchers

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

SYYN: THE STEADFAST WATCHERS

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These constructs of stone, glass, or metal were clearly made at one point, but the lore of their craftsmanship has been forever lost, if indeed mortals were ever responsible for their existence in the first place. The substance they were built from defines their appearance, from the sharp, deadly angles of metallic golems to the sleek lines of glass and bulky, massive forms of stone.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 +2 - -
SAVE ROLL 3d8 3d8 3d6 3d6
SUBSPECIES HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
GLASS 5’-7' 300-750# indeterminate none glass; any color glowing blue
METAL 5’-7' 900-1800# indeterminate none metal; any forged metal glowing red
STONE 5’-7' 300-750# indeterminate none stone; any stone glowing orange
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Fortitude (Novice) Gifts Anima
Defiance (Novice) Skills Source
(2 per subspecies)
SUBSPECIES
SUBSPECIES DESCRIPTION FREEBIE 1 FREEBIE 2 ASPECT BOOST
GLASS Quicker than the others, but more fragile. Natural Weapon Quickness +1 LUCK
METAL Both deadly and hard to kill. Natural Weapon Natural Armor +1 MIND
STONE Sturdy and unyielding as the rock it was made from. Natural Armor Toughness +1 BODY
PERKS & QUIRKS
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: The Ponderous Philosophers

Called “Giants,” “Jotun,” and even “Ogres” by Humans due to their great size. Known as warriors, philosophers, and easy marks.

UR: THE PONDEROUS PHILOSOPHERS
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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. Though their martial skill and deadly skill in warfare are well-known, the Ur, culturally, are slow to anger and quick to accept quarter. Some say this is the result of an ancient, bloody civil war, but Ur recordkeeping incorporates the factual and fanciful as equally important elements, so the truth may never be known.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST +2 - - +2
SAVE ROLL 3d8 3d6 3d6 3d8
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
7’-9' 280# - 450# 40-60y grayscale, greens, browns greens, reds, browns greens, hazel, browns, reds
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Athlete (Novice) Anima Skills
Fortitude (Novice) Martial Source
Empathy (Novice)
Toughness (Novice)
PERKS & QUIRKS
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: The Sundered Children

Called “Elves” by Humans. Known as wizards, as assassins, and by their universally haughty and condescending demeanor.

VASRIEL: THE SUNDERED CHILDREN
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Both subspecies of the vasriel 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. In fact, most vasriel are physically indistinguishable from one another, with the exception of the so-called “urdriel,” solindriel born with colorless hair.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST - +1 +2 +1
SAVE ROLL 3d6 3d8 3d10 3d8
SUBSPECIES HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
SOLINDRIEL 5’-7' 80-250# 350+ years gold, silver, red, black, clear; body down grayscale or browns any; change with mood
TENEBRIEL 5’-7' 80-250# 350+ years silver, red, black; body down light grayscale or light browns any; change with mood
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Fervor (Novice) Source (by subspecies)
Gills (Novice)
(2 per subspecies)
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)
PERKS & QUIRKS
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: The Untamed Spirits

Called “Fey” by Humans. Known as mages, as pranksters, and by their undependable, changing natures.

ZEPHRIEL: THE UNTAMED SPIRITS
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Though the natural forms of the zephriel are tiny, lithe, and angular caricatures of the larger species (and especially the vasriel), they rarely stay in any one form for long. When in their natural, humanoid form, their 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.
CHARACTERISTICS
BODY MIND SPIRIT LUCK
ASPECT BOOST - +2 +2 -
SAVE ROLL 3d6 3d8 3d8 3d10
HEIGHT WEIGHT LIFESPAN HAIR SKIN EYES
1’-1'6" 5# - 8# indeterminate any color any color any color, glowing
ABILITIES
FREEBIES (d12) STRENGTHS (d10) WEAKNESSES (d6)
Shapeshift (Novice) Source (Any) Anima
Non-Corporeal (Novice) Skills Martial
Wizardry (Novice)
Patterning (Novice)
PERKS & QUIRKS
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.