Eidolonic Stigmata
Eidolons, Steeds, Sporelings
At the very base level, Eidolons are humans who have willfully undergone and fortunately survived a dangerous process of implantation of something called an Eidolonic Spore - a monstrous thing taken and processed from the flesh of certain Abyssal monstrosities. The Templars are the primary creators of Eidolons (sometimes called Steeds). However, their process has been appropriated by the Scavvers and Charioteers, thereby given to those willing to pay for this horrific privilege.
Choose this Stigmata if:
You want more alien characteristics, like an an octopus, a fly, or jellyfish
You want a non-magical character to become able to cast spells via a Graft.
You want to play a Stigmata without the need for paint, only props, costuming and/or prosthetics.
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The origin of the Eidolons are steeped in machinations of sorcery and the eldritch, thus all Sporelings are able to become Arcanists or have access to the Etheric Arcana skill. Most are influenced by the choices that they made and the powers that they wield -- the alien spore within them allows them to test their wills against reality and thus against their own fates.
Most are Diabolists, with the same spore empowering them even as it agonizes them. Others have taken to Animancy, gaining guidance through their extrinsic faith.
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Background Perk: You may gain this Stigmata during character generation and choosing the “Grafted” Background Perk. This starts you with the Eidolonic Biology and one other Eidolonic Trait of your choice.
New Graft Milestone: The easiest way is by choosing the New Graft Milestone when you are eligible to do so. You gain a Milestone for every 100 XP (not LXP) that your Character possesses. This has no XP or Component costs.
Eidolonic Implantation: You may gain this Stigmata via an expensive surgery or ritual with the requirements and process below:
CMP Cost: Rare CMP x5 (Abyssal/Herbal/Shadow)
Workshop: Biomancer Hatchery
XP cost: Recipient has 30 XP available
Action and Skills: Long Task OR Ritual
Doctor: Long task from Alternative Remedies + Medical Redemption
Transmutation: 1 Ritual action from Master of Alteration + Transmute Form
-- Process:
Step 1: Fill out a Craft-Ritual sheet (unless using Medical Redemption)
Step 2: Give Game Staff the required CMP
Step 3: Perform 10+ minutes of roleplay that reflects this Ritual or 5+ minutes for Medical Redemption
Step 4: At the end of the role-play, the Graft has been successfully and safely implanted within the recipient. They receive the Eidolonic Biology Trait and a Trait from their Subtype (as chosen by the Doctor/Transmuter)
Other effects:
If the recipient was dead, then they are revived and gain a new Grave Scar.
Optionally, this can invest a character with no Arcane Tradition with the Diabolic Tradition
A Character with an Arcane Tradition can also get the Diabolic Tradition if they have a Milestone they can use for “Sorcerous Awakening”.
Floral Bond Trait: Another way is through the Floral Bond Trait -- this allows an Eidolon to implant an Eidolonic Spore into a willing ally. This follows the Process above but has the requirements below and its “other effects” differ. This only implants a Dryadic or Mycetic Spore -- the same as the user of Floral Bond.
CMP Cost: Rare CMP x5 (Abyssal/Herbal/Shadow)
You can waive the CMP Cost but the target gains 1 Grave Scar.
No Workshop
XP cost: Recipient has 30 XP available
Skills: Floral Bond
Action: Long Task (5+ minutes)
— Other effects:
-- If the recipient was dead, then they are revived and gain a new Grave Scar (max 1)
-- They become your Ghet and you become their Sire, making them unable to negate certain effects from you. They receive the effect below.
Ghet of <Sire’s name> (No Attunement Slot, Permanent effect)
Effect: You may never negate or self-cure Dominate, Frenzy, or Inquiry effects when they come from your Sire. However, it must be clear to you who they are (i.e.they are not disguised). Only the death of your Sire may free you from this effect.
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Pick at least two:
-- Face Paint: At minimum, your brow and the area around your eyes must be painted any shade of green, cyan and/or teal. Cnidarians may choose pink or violet instead.
-- Mossy Skin: As above, but this may paint or prosthetics that appear to be green (or green-ish) mold, tendrils, and/or moss that creeps along your face.
-- Spore Appendages: Your Spore manifests an appendage, such as a sail or stalks that appears upon your person as per below.
Cnidarian Sail: a sail-like appendage that sprouts from the top of your head like a mohawk or on your hunchback, similar to a man o’ war. Two to four pink or violet ribbons may hang from this as additional sensory organs.
Dryadic Flowers: Flowers (usually sunflowers or orchids) that sprout from your head/crown, from one’s shoulders, or hunchback. They may or may not have stalks, depending on your preference.
Kulexic Growth: A black or grey mass of plates and/or fur that sprouts from a shoulder or upon one’s upper back. Tiny black discs may peer out from within the fur/plates.
Mycetic Caps: mushroom cap-like growths and stalks that sprout from your shoulders or hunchback. Or your head has the shape and coloration of a mushroom’s cap.
Umbral Mantle: darkly hued tentacle-like prosthetics that drape over your shoulders.
-- Eidolonic Arm: The Spore visibly manifests along their host’s arm. This is usually (but not always) along their left arm -- possibly because of its proximity to the heart.
Cnidarian: Your arm is awash with hues of pink, yellow, and/or violet.
Dryadic: Your arm is either oaken with growths of moss or is covered in ivy, with or without flowers.
Kulexic: Your limb’s skin must be painted grey or you may wear skin-tight grey or black clothing. On top of this skin, you must have grey or black plates, such as from shin-guards or arm-guards that represent chitinous plates. These plates or your grey/black flesh may feature black or grey “fur”.
Mycetic: Your limb is hued in greenish coloration. This may appear as a creeping mold or it may feature bubonic growths along its length.
Umbral: one or both of your arms must feature long black or bright blue swirls (whichever is more visible) that represent the tentacled, tenebrous reach of the Eidolon within you. These markings must also be visible for you to benefit from this Trait.
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Greater Coverage: Green, Cyan, or Teal skin: your exposed skin must be completely painted any shade of green, cyan or teal (or a combination thereof)
Hunchback: you may have a small mound protruding from your back and giving you a distinct hunch, representing the Eidolonic Spore -- if you have this, it may have a specific look based on which Eidolonic Subtype you possess.
Webbed appendages: hands and/or webbed ears
Additional senses: Eyes on limbs or neck or eyestalks from one’s head/shoulders
Dryadic: Ivy growing across one’s torso
Kulexic: Vestigial insectoid backwings
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There are currently five different types of Eidolons, although some Eidolons possess the powers and qualities of two Subtypes instead of just one via the Unique Subtype Milestone.
— Cnidarian Subtype (Dusa): Cndarian Eidolons bear some similarities to the terrestrial jellyfish and coral, particularly their colorful and shimmering hues. They are contemplative and meditative, tending toward observation over action.
— Dryadic Subtype (Dryad): Dryadic Eidolons are marked by the haunting, yet beautiful flowers that extend from their form. Despite their relatively poor senses, they tend to be focused on aesthetics as well, seeking to create or display things of beauty and form. Some rebel against this and embrace the grim and macabre instead.
— Kulexic Subtype (Louse): Kulexic Eidolons reflect the quick gnat and the bloodsucking mosquito. They are quick on their feet and with their hands, marked by chitinous plates and black fur. Some have described these Eidolons as frenetic or even manic, with the occasional periods of languorous torpor.
— Mycetic Subtype (Moldcap): The first known type of Eidolon resembles the mycotic and fungal lifeforms of Earth. They tend to be blunt and straightforward but also willing to delve into dark and dangerous places. The Spore pushes their aesthetics toward the bloody, the grotesque and the macabre.
— Umbral Subtype (Umbrals): Umbral Eidolons are likened to the octopi and the slugs of Earth’s fauna. They are known to be furtive and stealthy, preferring to remain out of most folk’s attention but their own strength and prowess easily make them known to strangers.
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Traits are a special type of Skill that is more costly than most Skills and more powerful. As opposed to being tied to a Class, Traits are tied to one’s Stigmata and cannot be gained unless one is of the correct Stigmata. Below are the ways to gain more Traits from the Eidolonic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.
— Background Perk: Use a Background Perk to choose the Eidolonic Stigmata, you gain the Eidolonic Biology Trait and one Trait of your Choice at character creation
— Experience Points: Expend 30 XP, 3 Rare CMP (Abyssal, Herbal, and/or Shadow) to gain an Eidolonic Trait of your Subtype(s), which appears and usable immediately if you have the necessary props or prosthetics. The CMP are consumed by the Spore for growth.
— Milestone: You may expend a Milestone to gain another Eidolonic Trait. This has no other costs but can only be done between Events.
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Eidolonic Biology (All): Trait possessed by all Eidolons, this reflects their resilience in the face of death and their attunement to the eldritch realms of magic.
Cnidarian: Medusae (sing. Medusa) bear some similarities to the terrestrial jellyfish and coral, particularly their colorful and shimmering hues.
Electric Touch: Disable devices and punish attackers while you are Downed.
Painful Glow: Radiate eldritch light and enhance your attacks with lightning.
Wily Recovery: Shake off Control effects and regrow limbs.
Dryadic: Dryads are marked by the haunting, yet beautiful flowers that extend from their form.
Blood Drinker: Feast upon the fallen and resist diseases.
Dryadic Bloom: Gain healing abilities and store healing in your Bonded allies.
Floral Bond: You can grant others the Eidolonic Stigmata or Resolve to allies.
Kulexic: Kulexic Eidolons reflect the quick gnat and the bloodsucking mosquito.
Blood Drinker: Feast upon the fallen and resist diseases.
Chitinous Limb: Assume a chitinous, insect-like look to gain strength.
Dark Celerity: You are able to fade away from your pursuers
Mycetic: The first known type of Eidolon is the Moldcap and resembles the mycotic and fungal lifeforms of Earth.
Floral Bond: You can grant others the Eidolonic Stigmata or Resolve to allies.
Fungal Flesh: Self-Revive more easily and grant healing when doing so.
Toxic Spores: Befuddle and agonize your enemies with your poisonous magics.
Umbral: Umbrals are likened to the octopi and the slugs of Earth’s fauna
Gibbous Veil : Fade from view and allow others to do so.
Umbral Grasp: Shroud your strikes in Shadow and ensnare distant foes with darkness.
Wily Recovery: Shake off Control effects and regrow limbs.
Eidolonic Traits Description
Eidolonic Biology
Subtype: All
Effect 1: Longevity -- You may be revived even while you have more than 5 Grave Scars. At 5 Grave Scars, future Revivals from the dead inflict debilitating “Soul Scars”.
Effect 2: Eldritch Spore -- At character creation, you can choose to be an Arcanist. If a non-Arcanist, learn Arcanist skills.
You also gain Arcane Ember and can use it.
Effect 3: Sporeling Body - If your character has been dead for at least 10 minutes and has 0 to 4 Grave Scars, you may grant yourself a Greater Revive effect and a new Grave Scar. Go to Game Staff to process the Grave Scar. Afterwards, you regrow your entire body and mundane clothing from a spore you had left behind in a dark room within the past three hours.
Making a new body is taxing. You suffer from a Rot effect that will only end if you consume 5 basic CMP (Abyssal/Herbal/Shadow).
Drawback (1 ATN): You have the Abyssal Tethers disease, representing your connection to an alien symbiote and its eldritch sapience. This is Incurable and automatically takes up 1 ATN slot every Event.
You are unable to negate or cure Dominate and Frenzy effects upon you. They may be Cured from you by others.
Special Note: This Trait is a requirement for all who gain the Eidolonic Stigmata.
Blood Drinker
Feast upon the fallen and resist toxins.
Subtype: Dryadic or Kulexic
Effect 1: Gain Resist Toxin, which gives you some resistance against Corrosive attacks.
Effect 2: You are able to perform a Melee Death Blow while unarmed Furthermore, you can imbue yourself with "Heal 1" or “Cure Wounds” as an Aftereffect to any of the actions below:
Successful Death Blow against Human or Animal
Successful Melee Smite attack against Human or Animal
Drawback: Choose between Poor Senses (Dryadic) or Uncanny Mind (Kulexic)
Chitinous Limb
Assume a chitinous, insect-like appearance and be granted strength.
Subtype: Kulexic
Effect 1: After 5+ minutes of meditation, you may coax your arms and/or legs to shed your human flesh and appear as chitinous appendages (see prop requirements). This can be a horrifying sight, so most do it away from others. It takes 5+ minutes to revert your limbs to their normal form.
You gain the Strength skill. You must have at least one Chitinous Arm, and it must be involved in the task.
Effect 2: If at least one limb is Chitinous, you may perform Conc-10 and invoke “Regrow” to Cure “Mangle”, “Mangle Wound”, or “Mangle Blight” on that limb. This can also regenerate severed limbs.
Drawback: Uncanny Mind -- Your Spore overloads you with constant stimuli. You are unable to augment your Craft, Defiance, Sense, or Inquiry skills. Your Ritual skills are unaffected.
Phys-rep requirement: Your limb’s skin must be fully covered by clothing OR painted grey/black. Skin tight grey or black clothing is also usable. On top of this skin, you must have grey or black plates, such as from colored shin-guards or arm-guards. These limbs can optionally feature black or grey “fur”.
Dark Celerity
You are able to fade away from your pursuers, though much better in the dark.
Subtype: Kulexic
Effect 1: You gain your choice of the Obfuscate Exodus spell or the Flee the Scene skill. Both allow an elusive exit from danger. If the spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption.
Effect 2: After Sunset but before Sunrise or while you are Indoors, you may augment and prefix either skill with “Darkened” (e.g. “Darkened Obfuscate Exodus”) to waive their Focus cost. “Darkened Flee the Scene” only requires qConc-3.
Drawback: Uncanny Mind -- Your Spore overloads you with constant stimuli. You are unable to augment your Craft, Defiance, Sense, or Inquiry skills. Your Ritual skills are unaffected.
Dryadic Bloom
Gain healing abilities and store healing in your Bonded allies and Ghet.
Subtype: Dryadic
Effect 1: You gain one of the spells below and can use them even if you lack their Skill Requirements. If a spell is chosen, you become vulnerable to Eldritch Corruption.
Effect 2: You can choose to augment and prefix the Skills above with “Dryadic” when casting on your Bonded allies or your Ghet. This replaces the effect with “Invest Healing”, suffusing Dryadic magics into your target for them to activate on their own. Clarify this effect if needed. Regardless of how they can do so, they can store only 1 such spell at a time.
“Blossom” — Before 10 minutes pass or the current combat ends, your target may invoke “Blossom, heal 3” or “Blossom, Cure Wounds” — this also inflicts “Snare” on the target and uses up the invested healing.
Drawback: Dulled Vision -- You are unable to augment Keen Perception, Detect Presence, or other Sense skills. You are also unable to use Skills to negate Ambush attacks (i.e. hits on your back torso and from behind you)
Electric Touch
Disable devices and punish those that would strike you while you are downed.
Subtype: Cnidarian
Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. Choosing a spell renders a person vulnerable to Eldritch Corruption.
Disarm Device - Prefix it with “Electric” to use it without a Scrap Kit.
Effect 2: Invoke “Backlash; Master, 7 Lightning” as a Reaction to inflict that effect unto someone who completes their Scavenge or melee Death Blow count upon you. If this brings them to 0 HP, their action is negated. You may perform this action even while Downed or Critical. “Superior Disarm” will render this function unusable for 1 minute
Drawback: Soft Flesh -- You may not have more than 7 HP. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.
Floral Bond
You can grant others the Eidolonic Stigmata or Resolve to allies.
Subtype: Dryadic or Mycetic
Effect 1: Whenever you use Ignite Inspiration, Inspiring Aspect, or a Spell to imbue an ally with Resolve, you may augment and prefix that Skill with “Floral” — This adds one of the Aftereffects listed below.
Floral Gift: Imbue the same Resolve upon a Bonded ally/Ghet via melee touch.
Floral Command: Invoke “Imbue Dominate” on the same ally if they are Bonded to you or are your Ghet.
Effect 2: After 5+ minutes of role-play involving blood drinking, floral grafting, and/or meditation, you can revive the dead and/or infest a willing target with the Eidolonic Stigmata (Dryadic or Mycetic Subtype) as outlined in Gaining the Eidolonic Stigmata section.
Tethered to you until your death, those who you implant with Stigmata are forever marked as your “Ghet” as their “Sire” (though gender and/or culture may change the labels of this relationship in-game). It is recommended that you keep a list of your Ghet on your sheet.
Drawback: Choose one -- Poor Senses (Dryadic) or Slow Footed (Mycetic)
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Effect: You may never negate or self-cure Dominate, Frenzy, or Inquiry effects when they come from your Sire. However, it must be clear to you who they are (i.e.they are not disguised).
Only the death of your Sire may free you from this effect.
Fungal Flesh
Self-Revive more easily and grant healing when doing so.
Subtype: Mycetic
Effect 1: You gain the Iron Fortitude skill, which allows you to Self-Revive more quickly if the attack that brought you to 0 HP inflicted only 1 damage (such as a basic melee attack).
Effect 2: You are able to use Iron Fortitude without adhering to the armor requirement, augmenting it and invoking it as “Fungal Fortitude”. As an Aftereffect, you may imbue yourself and one other person with “Heal 2” from your restorative spores.
Drawback: Slow-footed -- You are slow to move, whether through thoughtfulness and/or hindered limbs. You are unable to use the Dodge defense. Also, you are unable to benefit from Pursuit or Escape effects unless it is from a spell.
Gibbous Veil
Fade from view and allow others to do so.
Subtype: Umbral
Effect 1: You gain the Obfuscate Presence spell and may use it regardless of its Skill Requirements or you may get the Camouflage skill instead. These Skills allow you to become hidden. If the spell is learned, this Trait renders a person vulnerable to Eldritch Corruption.
Effect 2: You may augment either skill above with the prefix “Gibbous”. You can also grant Concealment to 1 additional ally within arm’s reach of you that fulfills the position, equipment, and gesture requirements, except that they can be wearing Heavy or Ultraheavy Armor.
This also allows you to use Camouflage with only Conc-5.
If you choose to conceal no allies, you may use the Shadow Walk feature of the Expert Shadower skill
Drawback: Shadow Flesh -- Direct sunlight on your skin feels unpleasant. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.
Painful Glow
Radiate eldritch electricity and enhance your attacks with lightning
Subtype: Cnidarian
Effect 1: You gain your choice of the spells or skills below. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.
Jolt: After Targ-7, invoke “Jolt” and launch a packet/foam dart representing a small charge of electricity. This inflicts your choice of “3 Lightning”, “Hobble”, or “Cure Strike”. The damage can be increased by bonuses to spell damage.
Effect 2: You can charge your spells with painful electricity. This increases their damage by +1 (adhering to the damage cap) and/or turns their damage into Lightning. If using metal or mostly metal weaponry you can apply this to your Death Blows and your melee/ranged “Smite”.
Drawback: Soft Flesh -- You may not have more than 7 HP. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.
Toxic Spores
Befuddle and agonize your enemies with your poisonous magics.
Subtype: Mycetic
Effect 1: You gain your choice of the spells below and are able to use them even without their Skill Requirements. This renders you vulnerable to Eldritch Corruption.
Effect 2: You may augment and prefix either spell with “Toxic”, this fills the spell with your poisonous power. This gives you the option of inflicting “3 Corrosive” and the Aftereffect below.
Effect 3: After using a “Toxic” spell or a Smite that inflicts a Control effect, you may opt to suffer a “Pain 10” to inflict the following Aftereffect:
Spore: Invoke “Spore” to inflict the same effect or “3 Corrosive” on any target via melee or packet/foam dart. Bonuses to spell damage improves the Corrosive attack. This Pain overlaps with the Diabolist’s Torment/Rapture.
Drawback: Slow-footed -- You are slow to move, whether through thoughtfulness and/or hindered limbs. You are unable to use the Dodge defense and unable to benefit from Pursuit or Escape effects unless it is a spell.
Umbral Grasp
Shroud your strikes in Shadow and ensnare distant foes with darkness.
Subtype: Umbral
Effect 1: You may choose for melee Smite attacks and melee Death Blows using this arm(s) to inflict Shadow damage instead of the normal damage type. Similarly, ranged spells that use this arm may inflict Shadow-type damage instead of the normal damage type.
Furthermore, with that arm(s) your spells, Death Blows, and melee/ranged Smite attacks have their damage increased by +1, adhering to the damage cap.
Effect 2: You can extend a shadowy tendril to lash at an enemy. Choose from one of the abilities below, becoming open to Eldritch Corruption if you choose a spell
Umbral Whip: After a Targ-7, invoke “Whip” to throw a spell packet that inflicts your choice of “2 Shadow”, “Pull”, or “Snare 10”. The damage can be increased by bonuses to spell damage.
Attacks that benefit from this have their damage increased by one point.
Drawback: Shadow Flesh -- Direct sunlight on your skin feels unpleasant. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.
Prop requirement: One or both of your arms must feature long black or bright blue swirls, whichever is more visible. These markings must also be visible for you to benefit from this Trait.
Wily Recovery
Shake off Control effects and regrow limbs.
Subtype: Cnidarian or Umbral
Effect 1: You gain the Grim Recovery skill, which allows you to concentrate your body’s functions toward shaking off Wound and Strike effects.
Effect 2: When you successfully receive a “Cure Wounds” or a Heal effect, you may regrow any severed limbs or also receive a “Cure Strike” as an Aftereffect.
Drawback: Choose one -- Soft Flesh (Cnidarian) or Shadow Flesh (Umbral)