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
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
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
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.
| 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.
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Shapeshifting | Gifts | Anima |
| Psychometry | Psychometry | Skills |
| Mind School | ||
| Observer |
| 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Intimidate (Novice) | Martial | Gifts |
| Natural Weapons (Novice) | Sorcery | Skills |
| 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 |
| 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Corporeality (Novice) | Martial | Anima |
| Sixth Sense (Novice) | Wizardry | Gifts |
| Natural Weapon: Claw | ||
| Special Attack: Drain Body |
| 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.
| 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 |
| 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: The Infinitely Adaptable
Pretty much as you’d expect. Known for adaptability, faith, and stubbornness.
| 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 |
| 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 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.
| 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 |
| 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. 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.
| 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 |
| 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: The Forever Lost
Called “Dwarves” by Humans. Known as exiles, explorers, and sailors.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Weapon Use (Novice) | Anima | Source |
| Armor Use (Novice) | ||
| Fortitide (Novice) | ||
| Geoaffinity (Novice) |
| 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Athlete (Novice) | Gifts | Source |
| Fortitude (Novice) | ||
| (2 per 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 |
| 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Telepathy (Novice) | Psychometry | Gifts |
| Enhanced Hearing (Novice) | ||
| (2 per 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 |
| 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.
| 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.
| 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 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Empathy (Novice) | Anima | Martial |
| Wizardry (Novice) | Wizardry (+ Schools) | Skills |
| (2 per 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 |
| 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.
| 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 |
| FREEBIES (d12) | STRENGTHS (d10) | WEAKNESSES (d6) |
|---|---|---|
| Fortitude (Novice) | Gifts | Anima |
| Defiance (Novice) | Skills | Source |
| (2 per 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 |
| 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.
| 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 |
| 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: The Sundered Children
Called “Elves” by Humans. Known as wizards, as assassins, and by their universally haughty and condescending demeanor.
| 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 |
| 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: The Untamed Spirits
Called “Fey” by Humans. Known as mages, as pranksters, and by their undependable, changing natures.
| 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 |
| 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. |