Stigmata

 

Note: Characters with Stigmata will have additional rule systems to contend with and may not be for those who dislike more complexity with their characters, nor are they for those players who dislike wearing face-paint or prosthetics.

When creating a character, you may opt for your character to bear an Bloodline Stigmata or a Grafted Stigmata. Stigmata (singular and plural), which comes from an ancient Hellenic word for “Marked”, are special mutations or alterations that some characters sport. Some of these “gifts” are inherited, meaning that they are born with it. Others are Grafted, which means that these characters have been subject to these after they are born.

Additional abilities from one's Stigmata may be unlocked through Milestones or through XP.

Bloodline Stigmata 

Those with Bloodline Stigmata are blessed and accursed with appearances and abilities from one or both of their parents, both of whom were considered unnatural by humanity before the Long Fall. Very rarely, a character will be born with said Stigmata without their parents carrying said Stigmata -- as was the case after the Long Fall, much to their family's horror.

Those with Chimeric Stigmata are called Chimera or Grel. They bear bestial or animalistic characteristics, usually from multiple types of terrestrial animal types.

 

Called Psions or Tellurians, these folk are gifted with powers of insight and intellect. They are marked by a third-eye they call a "Kha", which resembles a gem upon their brow with colorations around or outward from it. 

 

Sometimes called Nephalem, or Cambions, the these individuals have eldritch, otherworldly features that include blue/grey skin, gills, horns, and even facial tentacles.  

 

GRAFTED Stigmata 

You may also choose a Grafted Stigmata or a Graft. These are technological implants or magical investitures upon a character. Grafted Characters can endure mortal wounds and the encroachment of Grave Scars more easily than other Humans.

Characters in play can work towards becoming a Grafted Stigmata if they have not had one yet. 

Eidolons or Steeds have been implanted with an alien spore, gaining eldritch power along fungal spores or shadowy limbs.

 

The Forged are part Human, part Machine, and part Energy, losing some of their memories and their emotions in the process.

 

Called the Risen or Los Friyos (the cold folk), but more pejoratively, Graveborn — these folks have risen from the dead and can appear corpse-like.

 

 

Chimeric Stigmata

Chimera, MERA, Grell

Image by Nicco Salonga

The Chimeras of the World Beyond the Fall are humans possessed of animalistic features, allowing them senses, speed and strength beyond the human norm. Some folk see them as mutants of a strange new science or dark magic. Others see them as the bearers of a wild power, like the werewolves, werepanthers and other were-creatures of the old stories.

Choose this Stigmata if:

  • You want to play a character with animalistic features and quirks.

  • You want to play a Stigmata that supports physically strong or quick characters

  • You want to play against type, e.g. a brave mouse, a cowardly dog, a feeble ox, etc

  • The same energies that grant Chimera their vitality and agility can also grant them talent in the Sorcery. Chimera are able to learn the Etheric Arcana skill or start out as Arcanists.

    Chimera Arcanists are seen in a plethora of roles, befitting the diversity inherent in humanity. Many are Animancers that serve as guardians or guides of their communities or social groups -- at one with the spellcraft they wield. A few take a more analytical approach to magic, using it with the same measure and care as a scholar or an academic. Chimera Diabolists have their forms touched and strengthened by the sorecery within them, reflected in their tendency toward canny Detection magics, mysterious Obfuscation magics, or the primal wrath of Projection magics.

  • Character Creation: You may gain this Stigmata by starting your character with it and choosing the “Marked” Background Perk.

    Milestone: You may choose the “Awakened Heritage” milestone to gain this Stigmata after character creation. The total bonuses to damage that one can get from Traits may not exceed +2.

  • You must have one of the options below:

    — Option 1: Head: Face paint as patterns of fur, feathers or scales -- patterns are sometimes shared among related individuals. The minimum is as follows: around the eyes and the forehead.

    Players may opt to fully paint their faces but this is not required.

    — Option 2: Arms/hands: Body paint or clothing that represents fur, scales, feathers along the body. The minimum is the back of the hands and along the forearms (if visible).

    Painting all exposed flesh is recommended but not required.

    — Option 3: Snout/beak: Prosthetic snouts, beaks, or animalistic masks are allowed instead of or in addition to face paint.

  • Choose at least one per Subtype you possess.

    — Fur Mane/Mantle (Bestial Subtype)

    — Winged Subtype: Wings (bird-like or bat-like), either on your back or along your arms.

    After a minute of role-play, wings may be “folded” into one’s frame, allowing removal their Wing phys-reps. However, this prevents the use of Winged Agility or Scurry and Hide (if from Winged Subtype). A similar process “unfolds” the wings.

    — Quick Subtype: Large animal ears

    — Horned Subtype: Horns or antlers

    — Scaled Subtype: Hood, Crest or Neck frill

  • There are five different kinds of Chimeric Subtypes, each representing a facet of vertebral animals that were found in the Pre-Fall World.

    You are allowed to start with one Chimeric Subtype. This choice is made during the creation of your character.

    Expend a Milestone and get the “Unique Subtype Milestone” to get a new Subtype, representing spontaneous and often painful adaptation that may grant new feathers, fur, or even appendages.

    Bestial (Vorid): Passionate, primal and voracious, this Subtype is associated with wolves, bears and jaguars. Those that have this Subtype are known for a wild mane of fur or feathers (regardless of sex) mantling their neck and/or shoulders.

    Horned (Cornid): Known primarily for their toughness, their social nature, and their stubborness, this Subtype is associated with oxen, deer, goats and other mammals that are antlered, horned or tusked.

    Quick (Tachid): Nimble, perceptive and nervous, this Subtype is associated with small animals such as mice and rabbits, but also small carnivores, such as weasels and mongooses. They are known for their large ears and/or long tails.

    Scaled (Saurid): Tough, venomous and cunning, this Subtype is associated with serpents, crocodiles and other reptilian creatures. Scales are their main characteristic, although they may also have fangs, reptilian eyes and/or even crests or hoods.

    Winged (Pterid): Swift, agile and insightful, this Subtype is associated with birds such as hawks, owls and robins. Wings or feathered arms are showcased by these individuals. However, there are some with this Subtype that share characteristics with bats instead.

  • 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, Skills 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 Chimeric Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    -- Background Perk: Use a Background Perk to choose the Chimeric Stigmata to be granted one Chimera Trait at character creation

    — Experience Points: Expend 30 XP and three Rare CMP (Water, Earth, or Herbal) to gain a Chimeric Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent remedies required for the recovery process after the Trait painfully manifests.

    — Milestone: You may expend a Milestone to gain another Chimeric Trait. This has no other costs.

  • Bestial: Passionate, primal and voracious, this Subtype is associated with wolves, bears and jaguars.

    • Feral Predator: Your shadowy attacks can savage a distracted or unwary target. 

    • Killer Frenzy: Your brutish strikes make angering you a bad idea.

    • Wild Senses: You can notice things that most would miss.  

    Horned: Known primarily for their toughness, their social nature, and their stubborness, this Subtype is associated with oxen, deer, goats and other mammals that are antlered, horned or tusked.

    • Behemoth Rush: Rush at a foe, heedless of bullets and arrows. 

    • Herd Mentality: Draw strength from the social bonds around you. 

    • Thick Hide: Thick hide or scales which makes you harder to strike down. 

    Quick: Nimble, perceptive and nervous, this Subtype is associated with small animals such as mice and rabbits, but also small carnivores, such as weasels and mongooses.

    • Herd Mentality: Draw strength from the social bonds you have formed. 

    • Scurry and Hide: Flee from enemies and hide immediately afterward.

    • Twitchy Reflexes: You jump at the slightest sound, your reflexes honed with fear.

    Scaled: Tough, vitriolic and cunning, this Subtype is associated with serpents, crocodiles and other reptilian creatures

    • Scaled Recovery: Regenerate your limbs and cure your wounds.

    • Thick Hide: Thick hide or scales protect against attacks or the elements.

    • Venomous Blood: Deadly toxins in your body can be launched at foes.

    Winged: Swift, agile and insightful, this Subtype is associated with birds such as hawks, owls and robins

    • Scurry and Hide: Flee from enemies and hide immediately afterward.

    • Wild Senses: You can notice things that most individuals would miss.  

    • Winged Agility:  Your wings grant you a flying leap to the skies.

Chimeric Trait Description

Behemoth Rush

Rush at a foe, heedless of bullets and arrows. 

  • Subtype: Horned

  • Effect 1: You gain the Armored Rush skill, allowing you to temporarily ignore the step-and-grunt rule for ranged attacks.

  • Effect 2: Invoke and augment this Skill as “Behemoth Rush”. This expends 1 Focus instead of Aegis and no longer requires that you be armored.

    • Also, you may perform one melee attack that inflicts “Piercing, 3 damage” or your melee Smite damage when Behemoth Rush or Armored Rush ends.

  • Drawback: Poor Senses -- Due to distractions or dulled vision, you are unable to augment your Examine or Sense skills. Furthermore, you are unable to negate Ambush attacks (hits your back torso from behind).


Feral Predator

Your shadowy attacks can savage a distracted or unwary target. 

Subtype: Bestial

  • Effect 1: You gain the Know thy Enemy skill, allowing you to inflict more damage upon an enemy’s back after studying your prey. 

  • Effect 2: The damage you inflict with Smite or Assassinate is increased by +1, adhering to the damage cap.

  • Effect 3: When you inflict damage via Assassinate, you only need a qConc-5 to study that target again with that skill. This effect persists until Scene End or until you choose a different target. 

  • Drawback: Carnivore Mindset - Battle and bloodshed excites your spirit or quickens your heart. You may not imbue more than “Heal 1” to others.


Herd Mentality

Draw strength from the social bonds you have formed. 

  • Subtype: Horned or Quick

  • Effect 1: You gain the Bond of Oaths skill allowing you to form a socially bonded cadre of allies that can Guard each other.

  • Effect 2: You may self-inflict 2 damage and augment the Iron Defiance skill as “United Defiance” to Cure Strikes from yourself without expending Focus or even learning the Skill.

    • This also requires that you be touching at least two Bonded allies with your hands and/or your weapons so you can draw emotional strength from them.

  • Drawback: choose one -- Poor Senses (Horned) or Furtive Mind (Quick) 


Killer Frenzy

Your brutish strikes make angering you a bad idea.

  • Subtype: Bestial

  • Effect 1: You gain the Melee Fighter skill, allowing you to perform melee Smite attacks that inflict high amounts of damage.

  • Effect 2: You will not be governed. When a Dominate Strike is inflicted upon you, invoke "Killer Frenzy" to negate it for 0 Focus and turn it into a Frenzy Strike instead for the same duration.

    • Furthermore, you can choose to gain and use one 0 Focus use of a melee Smite as an Aftereffect to receiving a Frenzy or negating it. Augment and invoke this as “Frenzied Smite”, which must be used within 10 seconds of receiving/negating the Frenzy.

  • Drawback: Carnivore Mindset - Battle and bloodshed excites your spirit or quickens your heart. You may not imbue more than “Heal 1” to others.


Scaled Recovery

You are able to regenerate your limbs and cure your wounds.

  • Subtype: Scaled

  • 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: Cold Blooded -- You have problems with heat regulation. Frost and Shadow damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Scurry and Hide

You are difficult to pin down, hiding from pursuers even after you run away.

  • Subtype: Quick or Winged

  • Effect 1: You gain your choice of the Obfuscate Exodus spell or Flee the Scene skill. Both allow you to go out of game, representing an elusive exit from danger.  If the spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.

  • Effect 2: After you use the above skills and return from being “Out of Game”, you can opt to become Concealed for no Focus cost as if you used Camouflage/Obfuscate Presence. You must fulfill the cover and gesture requirements of the Concealment state.

  • Drawback: choose one -- Furtive Mind (Quick) or Brittle Boned (Winged)

Thick Hide

Thick hide or scales make you hardier against attacks or even the elements.

  • Subtype: Horned or Scaled

  • Effect 1: You gain Elemental Endurance, which allows you to spend Focus or Aegis to negate Flame, Frost, and Lightning attacks.

  • Effect 2: Your maximum HP is increased by +1. Furthermore, this Stigmata makes it so that you are considered to be wearing Ultraheavy armor for the purposes of using its other functions.

  • Drawback: choose one -- Poor Senses (Horned) or Cold Blooded (Scaled)


Twitchy Reflexes

You jump at the slightest sound, your reflexes honed with your fear.

  • Subtype: Quick

  • Effect 1: You gain your choice of the Artful Dodger or Trap Springer skill. The former allows you to evade attacks while the latter allows you to avoid the effects of traps or similar hazards.

  • Effect 2: You may augment the Dodge defense or the Trap Springer skill with “Uncanny”, as though you had Uncanny Defenses.

    • “Uncanny Trap Springer” can be used vs. stronger traps.

    • “Uncanny Dodge” can defend against Ambush-type attacks.

  • Drawback: Furtive Mind -- You are vulnerable to fear and panic. Psychic and Shadow damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Venomous Blood

Deadly toxins course through your body, ready to be used in your defense. 

Subtype: Scaled

  • Effect 1: You gain one ability from the choices below. Choosing either spell allows you to use it even without its required skills but opens you up to Eldritch Corruption:

    • Project Agony spell  - additional option: “2 Corrosive”

    • Obfuscate Senses spell - additional option: “2 Corrosive”

    • Blood Venom: You can shoot poison at enemies. After Targ-7, invoke “Venom” and throw a packet at a target. This attack inflicts your choice of “2 Corrosive” or “Mangle”. Bonuses to spell damage can improve Venom.

  • Effect 2: While you are Downed or at Critical, invoke “Backlash; Master, 7 Corrosive” as a Reaction to inflict that effect on a creature when they complete their Scavenge or melee Death Blow count upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.

  • Drawback: Cold Blooded - You have problems with heat regulation. Frost and Shadow damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Wild Senses

You can notice things that most individuals would miss.  

  • Subtype: Bestial or Winged

  • Effect 1: You gain one ability from the choices below, allowing you to find Concealed creatures. Choosing the spell allows you to use it even without its required skills but opens you up to Eldritch Corruption:

  • Effect 2: After sunrise but before sunset or while you are holding an in-game light source, you may augment any Sense, Examine, or Inquiry skill and prefacing it with “Chimeric”. This enhances the effect as per below:

    • Perceiving: You may inflict two more “Unveiling” effects

    • Sense/Examine/Inquiry: As an Aftereffect, ask a 2nd question from this Skill’s list.

  • Drawback: choose one -- Brittle Boned (Winged) or Carnivore Mindset (Bestial) 


Winged Agility

Your wings grant you a flying leap above the spears and claws of your foes.

  • Subtype: Winged

  • Effect 1: While you are not wearing Heavy or UltraHeavy armor or performing the Carry skill, you may expend 1 Focus to perform a “Flying Leap” for 10 Flying counts or 10 seconds (whichever comes first).

  • Effect 2: You can invoke one of the two options below at the end of Flying Leap or to end “Flying” early:

    • “Diving Dodge” to gain the effects of a Dodge against an attack.

    • “Safe Landing, Resolve 3” to gain “Resolve 3”

  • Effect 3: As a Reaction to falling, expend 1 Focus and invoke “Safe Landing” to reduce fall damage by 3 points and prevent it from being a Death Blow if it was one. This can be used even while your wings are folded.

  • Drawback: Brittle Boned -- you may not have more than 7 HP. 

  • Phys-rep requirement: You must be wearing wing props to use this Trait

Eidolonic Stigmata

Eidolons, Steeds, Sporelings

Eidolonic Stylized.jpg

Image by Nicco Salonga

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.

  • 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.

  • 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. 

  • 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.

    • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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)

  • 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.

    • Project Wrath

    • Infuse Weapon

    • 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

  • Project Force

  • 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)

 
 
 

 METABIONIC Stigmata

Metabionics, Forged/Los Forjado, Cogs

Metabionic Stylized.jpg

Image by Nicco Salonga

With the replacement of ruined organs and the implantation of powerful Metabionic devices, even those inflicted with the worst trauma can survive terrible tragedy and emerge even stronger. This is not without its costs and burdens, of course; Metabionic individuals report a recurring ache as well as strange phantom sensations and minor hallucinations. These symptoms are often attributed to the prosthetic attachment as well as the effects of a miniature Magnetic Mana battery within their body.

Choose this Stigmata if:

  • You want to play a character with robotic or cybernetic features and/or personality

  • You want a Stigmata that supports strong, tough, or technological characters

  • You want to play a magic user that combines tech with eldritch madness

  • Not all who are Forged can journey upon the path of sorcery. Indeed, only those blessed and cursed by Eldritch-Tech can become Arcanists and/or use the Etheric Arcana skill.

    Those that do, however, are dynamos of energy and strength. Many are adept at the flashier aspects of magic, such as Projection and Infusion—these individuals blast away at their assailants and at the monsters of this broken world.

  • You may gain this Stigmata during character generation and choosing the “Grafted” Background Perk. This starts you with the Metabionic Biology and one other Metabionic Trait of your choice.

    Alternatively, you may gain this Stigmata through the Metabionic Gadgeteer skill of the Tinker Discipline (see below)

    — Imbue Metabionic Stigmata: With the assistance of a Doctor using the High-Tech Medicine skill, a Tinker or Junker with the Metabionic Gadgeteer skill may permanently grant the Metabionic Stigmata upon a willing and eligible individual who has no other Imbued Stigmata. The affected person also gains 1 Metabionic Trait of the Tinker/Junker’s choice and the Metabionic Biology Trait. This also requires the expenditure of 5 Rare Components (lightning, metal and/or fire) and 30 XP from the would-be Metabionic person.

  • Below are the Core Costuming options available for a Metabionic character. Each character must have at least two of these options and they must be at least partially visible.

    — Body paint that reflects metallic/robotic skin on the brow, and around the eyes and jawline

    — Metabionic Core prosthetic: a glowing prop or a glowstick that is partially visible and is located near the base of the neck, in the front and/or back. Alternatively, on a worn collar.

    — Metabionic jawline prosthetic (covering the mouth or ears is not encouraged)

    — Shoulder props/clothing that represent a Metabionic’s bulky frame

  • The Secondary Costuming requirements for the Metabionic Stigmata are dependent on the Traits that a character has. Therefore, different Forged may feature different costuming.

    Examples:

    — Metabionic Arm requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must be bumpy and feature plates or armor-like textures. A matching glove, gauntlet, or fingerless glove is also required.

    — Ocular Enhancement requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: a visual prop over one’s eye resembling a patch or a lens.

    — Bracing Legs Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way.

  • Below are three types of Subtype. Each Metabionic character chooses one type to be augmented with. You may use the Unique Subtype Milestone to count as more than one type of Subtype.

    — Apex-Tech Subtype (Apex Forged; requires an Apex-Lab): The Apex-tech Subtype is characterized by a marriage of function and fashion, with the most advanced and costly technologies of the land at a Metabionic individual’s disposal. Some of these pieces resemble elegant, steam-based machinery while others are more akin to a minimalist, slim aesthetic that was believed to be more common in the last days of the World that Was. Apex-Tech Metabionics can gain Apex-Tech Traits (and Scav-Tech Traits using a Milestone)

    — Eldritch-Tech Subtype (Eldritch-Forged; requires a Scrap-Shop): Made possible by the invention of the Eldritch-Core, Metabionics of this Subtype are able to wield magical energies and become Arcanists. These parts and pieces prominently display arcane runes (whether Futhark, Kanji, Abyssal, or other) upon their surfaces. Their aesthetic can run the gamut of graceful and curved to jagged and demonic. Eldritch-Tech Forged have access to Eldritch-Tech (and Scav-Tech Traits using a Milestone).

    — Scav-Tech Subtype (Dura/Scav-Forged; requires a Scrap-Shop): This is the most common type of Metabionic Subtype, found not only amongst the Scavers and Grailguard but also in the fringe areas of the Illustrados and the Talon Conclave of the Templars. Its pieces and limbs are characterized by a jury-rigged or bulky look that emphasizes adaptability and function over form. Scav-Tech Metabionics can gain Scav-Tech Traits (and Apex-Tech or Eldritch-Tech Traits, using a Milestone).

  • 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 Metabionic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Metabionic Stigmata, you get the Metabionic Biology Trait and one Trait of your Choice at character creation

    — Experience Points: Expend 30 XP, the Craft action of a Metabionic Gadgeteer, and three Rare components (Metal, Earth, and/or Lightning) to gain a Metabionic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent the construction and recuperation costs.

    — Milestone: You may expend a Milestone to gain another Metabionic Trait. This has no other costs but must be Between Events, as per normal with Milestones.

  • You may choose to gain as many Metabionic Traits as you are able to, based on your Metabionic Subtype. The only other limitation is as follows: you may only have a maximum of one Leg Trait, one Core trait, two Arm Traits, and one Head Trait.

    All Subtypes: Metabionic Biology (No Slot): A Trait possessed by all Forged, this reflects the durability and the resilience of Metabionic individuals, even at the doors of death.

    Apex-Tech: Apex Forged are characterized by a marriage of function and fashion, with the most advanced and costly technologies of the Illustrados

    • Galvanized Core (Torso): This Core radiates power and electrical energy.  

    • Gizmatic Arm (Arm): Disarm devices and disrupt conjurations with this utility arm.

    • Mercurio Boosters (Leg): Escape a battle or rush into one. 

    • Ocular Enhancer (Head): This enhances a user’s aim and sight

    Eldritch-Tech: Made possible by the invention of the Eldritch-Core, Eldritch Forged are able to wield magical energies and become Arcanists.

    • Faun Leg (Leg): Your runeforged legs can grant you a flying leap

    • Runic Arm (Arm): Use your arm as a wand and extend your spells

    • Sorcerous Engine (Torso): generate an arcane field for utility

    • Witch Eye (Head): Project powerful blasts

    Scav-Tech: Scav Forged (aka Dura Forged) are the most common and most resilient type of Metabionic Subtype.

    • Adamantine Arm (Arm): This appendage has been reinforced and augmented

    • Bracing Legs (Leg):These legs are enhanced for stability and balance.

    • Bulky Frame (Torso): Sub-dermal plating grants additional durability.

    • Redundant Systems (No Slot): Reinforces and fortifies internal systems


Metabionic Trait DESCRIPTION: 

Metabionic Biology

A Trait possessed by all Forged, this reflects the durability and the resilience of Metabionic individuals, even at the doors of death.

Special Note: This Trait is a requirement for all who undergo Metabionic Conversion.

  • Subtype: Any

  • Body Location: None

  • Effect 1: Metabionic Corpse -- 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”. Furthermore, at 0 to 4 Grave Scars and with an intact head and torso with at least 1 limb, you can do as below:

    • After being dead for at least 10 minutes, go to Game Staff/Logistics. Your character’s Metabionic corpse is considered to have robotically shambled off to a nearby place they remember as a “sanctuary”. After processing the Grave Scar, the corpse can shamble toward the sanctuary and then stand inert until a Greater Revive is used on them.

  • Effect 2: Metabionic Body (-Focus) - Expend 1 Focus to negate a Pain Strike (or Wound) or Mangle Strike (or Wound) invoking “Forged, negate” as a defense. Furthermore a “Repair Weapon” effect cure Mangle (Strike, Wound, Blight) from a limb with Metabionic props/prosthetics.

  • Effect 3 and Drawback: Your Metabionic Core has a mixed effect depending on your type of Subtype. 

  • Mini Generator: You can generate a Magna Field for the rest of the Event after 5+ minutes of minor repairs or a Basic Disarm/Weapon Repair effect on your person. This inflicts Magna-Field Sickness and must be signed off by a Staff member.

    • This costs 5 Minor CMP (Astral/Lightning/Fire) or you can allow Magna Field Sickness to occupy 2 ATN.

    Drawback: Many Apex-Tech functions require a Magna-field, which inflicts Magna-field Sickness and prevents the use of the Iron Defiance skill and any Sense skills (e.g. Perception).

  • Fiery Arcana: However, you are able to learn the Etheric Arcana skill and thereby cast spells. This allows you to choose the Arcanist class or Multiclass into it using the normal methods.

    • You may change the damage of your spells and your melee/ranged Smite attacks with in-game metal or mostly metal weapons to Flame.

    Drawback: You have the Abyssal Tether Disease from the whispers of your core. This is Incurable, taking up 1 ATN slot every Event.

    • It also renders you unable to negate/cure Frenzy effects from yourself. They may be Cured from you by others.

  • Patchwork Repair: Whenever Quick Patch or Repair Weapon is used on your person, you regain 1 HP as an Aftereffect to it.

    Drawback: Because of your patchwork make and inefficient core, you are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances -- this prevents you from using those effects yourself.

  • This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.

    Effect: You are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill.


Adamantine Arm

This appendage has been reinforced and augmented not only to restore functionality but provide durability. 

Subtype: Scav-Tech

Body Location: Arm (maximum 2)

  • Effect 1: You gain the Strength skill, but you must use this arm when using that skill. This skill allows for dragging allies out of danger and similar feats of single-handedly physical prowess. Furthermore, whenever you use Focused Strength, you can opt to gain Resolve 3” as an Aftereffect.

  • Effect 2: You may use the Parry or Block defense. Furthermore, you may augment “Block” and invoke it as “Adamantine Block” so that you can use it without wielding a shield -- take note that attacks on your arm still count as hitting you.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances.

  • Prop Requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must be bumpy and feature plates or armor-like textures. A matching glove, gauntlet, or fingerless glove is also required. 


Bracing Legs

These replacement legs are enhanced with plating and heel spurs for stability and balance.

  • Subtype: Scav-Tech

  • Body Location: Leg (maximum 1)

  • Effect 1: You gain the Battle Bracing skill, allowing you to augment a defense so that it grants “Resolve 1” as an Aftereffect.

  • Effect 2: When affected by a Pull, a Knockback or a Snare, you may invoke “Brace” as a defense to negate the effect upon your person. Activating this requires that you self-inflict 2 points of damage.

    • If you have Resolve, you can use “Brace” to cure the effect instead after 5 seconds or 5 steps without Self-inflicting damage.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances. 

  • Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. 


Bulky Frame

This Trait adds bulk and heft to a Metabionic with sub-dermal plating and other mechanical measures to grant them additional durability.

Subtype Scav-Tech

Body Location: Torso (maximum 1)

  • Effect 1: You gain the Armor Expertise skill, allowing you to get the most out of wearing armor. 

  • Effect 2: Additionally, you gain 1 extra Aegis point while wearing any type of Armor. If you are wearing no Armor, resting removes all Aegis from you and grants you 1 Aegis point as though you were wearing basic Body Armor.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Stealth effects, Escape effects, and similar circumstances. 

  • Prop Requirements: A bulky vest or shirt that represents subdermal or integrated armor-plates into your torso. Bulk on your shoulders is recommended but not required. This armor prop does not count for the purposes of the armor requirements for wearing armor.


FAUN Leg

Your runeforged leg can grant you a flying leap above the spears and claws of your foes.

Subtype: Eldritch-tech

Effect 1: You gain the Armored Dodge skill and can use the Dodge defense, even if you don’t have a skill that grants it to you.

Effect 2: While you are not wearing Heavy or UltraHeavy armor or performing the Carry skill, you may expend 1 Focus to perform a “Flying Leap” for 5 Flying counts or 5 seconds (whichever comes first). This is described further in the Modal effects section but its movement must be in a straight line. This renders you immune to melee attacks, though ranged attacks remain viable against you.

Effect 3: You can end “Flying” early by invoking “Diving Dodge” to gain the effects of a Dodge against an attack. Alternatively, you may invoke “Safe Landing, Resolve 5” to end Flying early or when you finish the count -- you gain “Resolve 5” instead.

Drawback: You are considered to be wearing Body Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances.

Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. Encouraged but not required are runes on pant legs/boots.


Galvanized Core

This Metabionic Core allows for the greater generation of magnetic-mana for defense, utility, and offense. 

  • Subtype: Apex-Tech

  • Body Location: Torso (maximum 1)

  • Effect 1: You gain the Resist Magna-Storm skill, reflecting your resistance to electric attacks.

  • Effect 2: While generating a Magna Field, you lend its charge to your melee/ranged Smite attacks, your Death Blows, and your spells to inflict Lightning-type damage. The weapon used (if any) must be in-game metallic.

    • The damage of these attacks are also increased by +1, Lightning or otherwise.

  • Effect 3: While generating a Magna-field, 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.

  • Prop Requirements: In addition to the normal Torso prop requirements, you will need a glowing item that lights up your neck or beneath your shirt (your choice of front and/or back). We highly discourage using items made of glass or any other combat hazardous material.  This light tends to be light blue, light green, or a similarly hued color, but this is not a requirement.


Gizmatic Arm

This is outfitted with fine manipulation devices that lend its user a great degree of technical ability and utility.

  • Subtype: Apex-Tech

  • Body Location: Arm (maximum 2)

  • Effect 1: You gain the Disarm Device skill, allowing you to Disarm Basic Traps and Locks. 

  • Effect 2: While you generate a Magna-field, this arm’s functionality is improved. With a Conc-30, Disarm Device can be used to invoke “Greater Disarm” against Advanced Locks, Traps, and similar items or invoke “Disrupt Conjurations” when faced with a Conjuration/Ether Matrix. 

  • Effect 3: While you generate a Magna-field, you can jolt a dying person back to life -- after First Aid-3, you can spend 1 Focus and invoke “Jolt” to imbue an ally with a “Painful Revive”. You may not use this on yourself.

  • Prop requirement: A bracer and/or arm covering that represents your character’s arm prosthetic. It must prominently display a light blue, light green, or similar light. A matching glove, gauntlet, or fingerless glove is also required. 


Mercurio Boosters

These allow for some speed, whether it is for escaping a battle or rushing into one. 

  • Subtype: Apex-Tech

  • Body Location: Leg (maximum 1)

  • Effect 1: You gain Flee the Scene, allowing you elude your enemies and leave a battle.

  • Effect 2:  While you are under the effects of a Magna-Field, you are able to augment and invoke Pursuit and Escape skills, prefixing them with “Boosted”. This has the benefit of allowing you to use those effects even if you are wearing Heavy or Ultraheavy armor.

  • Effect 3: While you are under the effects of Magna-field, you can use your momentum to strike hard. When you use Armored Rush or are affected by a Pull effect, your next melee attack within the next 10 seconds of ending the effect inflicts a “Piercing, Knockback”. If you are wielding a Shield in your other hand or using a heavy weapon for this attack, you may choose to inflict the damage of your “Smite” or “Piercing 3 damage”.

  • Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. Also required are bulky coverings, armor, plating that cover the shoulder or the upper back torso. 


Ocular Enhancer

This enhances a user’s aim and sight, with the most advanced tech of the current age.

Subtype: Apex-Tech

Body Location: Head (maximum 1)

Effect 1: You gain the Iron Concentration skill, allowing you to Concentrate or aim through damage, although it still injures you.

Effect 2: While you generate a Magna-field, when you can augment your Sense skills and Defiance with “Forged”. This allows you to use them despite the effects of Magna-field sickness.

Prop Requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: a visual prop over one’s eye resembling a patch or a lens. 


Redundant Systems

This Trait reinforces the internal systems of an individual for durability and endurance, even adding redundant vital organs.

Subtype: Scav-Tech

Body Location: Torso (maximum 1)

Effect 1: You gain the Grim Recovery skill, which allows you to shake off wounds and similar hindrances.

Effect 2: Your maximum HP is increased by +2. This may not allow you to exceed 10 HP.

Drawback: You are not able to gain any benefit from Elixir effects, from Brew Tonics or from the Brewer Discipline’s Soothing Meal skill (and its upgrades). You are unable to taste subtle flavors. 


Runic Arm

This Trait allows a Forged Arcanist to use their arm as a wand and extend their spells beyond their physical reach.

  • Subtype Eldritch-Tech

  • Body Location: Arm (maximum 2)

  • Effect 1: This limb counts as a Basic Rune Wand when its hand is empty and its not strapped to a shield.

    • A skilled crafter may also expend CMP and Craft-Ritual actions to adapt it as an Advanced Rune Wand with 1 Augment — it may not be used to strike anyone. This costs the same amount and has the same duration as normal.

  • Effect 2: If you have the Sorcerous Engine trait or you are affected by any Adept attunement, you may augment a Melee or Touch based Spell, turning it into a Ranged spell via spell-packet. Preface the name of the spell as “Extended” -- this only affects the delivery portion of the spell.

  • Prop requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must  prominently display Arcane Runes or writing. A matching glove, gauntlet, or fingerless glove is also required.


Sorcerous Engine

This Metabionic Core generates an arcane field, regardless of their magical talent (or lack thereof). 

  • Subtype: Eldritch-Tech

  • Body Location: Torso (maximum 1) 

  • Effect 1: You gain your choice of the Obfuscation Adept, Infusion Adept, or Projection Adept skill. This has little utility unless you are an Arcanist. This Trait renders a person vulnerable to Eldritch Corruption.

  • Effect 2: While you are attuned to any Etheric Sphere, invoke “Backlash; Master, 7 Flame” 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.

  • Effect 3: The damage of your spells and Smites with in-game metal weapons are increased by +1, adhering to the damage cap.

  • Prop Requirements: In addition to the normal Torso prop requirements, you will need a glowing item that lights up your neck or beneath your shirt (your choice of front and/or back). This item may not be made of glass or any other combat hazardous material. This light tends to be red, purple, or a similarly hued color, but this is not a requirement.


Witch Eye

This Trait allows an individual to project powerful blasts from their eye.

Subtype: Eldritch-Tech

Body Location: Head (maximum 1)

Effect 1: You gain the Project Agony or the Obfuscate Senses spell, allowing you to inflict pain or other hindrances upon others. You are able to use them even if you do not have the Prerequisite Skills for them. This Trait renders a person vulnerable to Eldritch Corruption.

Effect 2: If you have the Sorcerous Engine trait or any Adept ATN, you are able to empower these spells. You may augment and prefix either spell with “Ruinous” which fills the attack with unstable sorcery. Also, it gains the option to inflict “3 Flame” and the Aftereffect below.

Effect 3: After using a “Ruinous” spell or a Smite that inflicts a Control effect, you may opt to suffer a “Pain 10” to inflict the following Aftereffect:

  • Blast: Invoke “Blast” to inflict the same effect or “3 Flame” 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.

Prop Requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: contact lenses that are of a red or purple hue that represent the artificial, eldritch eye implant. 

Necrotic Stigmata

Risen, Leeches, Los Frios

Necrotic Stylized.jpg

Image by Nicco Salonga

Not all who fall rise again. Not all who are Risen have ever fallen. But those who bear the scars and burden of this Stigmata know well the cold, creeping touch of death. They must deal with a gnawing hunger for flesh or life force, but also the ache of the sun’s light and/or numbness to the hurts of others. In exchange, they get a second (or third) chance at life, enhanced by necrotic strength or by strange and dark powers.

Choose this Stigmata if:

  • You want to play a character with zombie, vampire, flesh construct, and/other other undead characteristics

  • You want to play a 2nd chance at life or revenge after a vicious death

  • You want your character to come back to life after dying to an undead creature or near certain hazardous places.

  • Few are blessed and cursed to be Risen, and only some of these individuals gain the power to cast spells. Only Soul Reavers and Shadow Hunters can harness the powers of sorcery and become Arcanists and/or use the Etheric Arcana skill.

    Risen Arcanists prefer more subtle aspects of magic, such as Obfuscation, Transmutation, or Detection. They take up roles of guides and leaders in their groups rather than the front ranks, making up for their more fragile frames by supporting their allies or bewitching their enemies.

  • Background Perk: You may gain this Stigmata during character generation and choosing the “Grafted” Background Perk. This starts you with the Necrotic Biology and one other Necrotic Trait of your choice.

    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.

    Post Character Creation: However, the main method of becoming Risen is by being killed by an undead creature and/or being near a Death Stone. Mechanically speaking, this allows a Player to choose for their character to gain the Necrotic Stigmata, the Necrotic Biology Trait and one other Necrotic Trait, at the cost of a Grave Scar. Naturally, you cannot gain the Necrotic Stigmata if you already have another Imbued Stigmata or Graft.

    -- Sanguine Remedy Trait: Another way to become Risen is through the Sanguine Remedy Trait. This allows said Risen to raise a person from the dead, although it may render them vulnerable to their savior’s dominating will. This has the requirements and process below:

    • CMP Cost: Rare CMP x5 (Abyssal/Death/Shadow)

      • You can waive the CMP Cost but the target gains 1 Grave Scar.

    • XP cost: Recipient has 30 XP available

    • Skills: Sanguine Remedy

    • Action: Long Task (5+ minutes)

    -- Process:

    • Step 1: Give Game Staff the required CMP

    • Step 2: Perform 5+ minutes of roleplay that reflects this Task

    • Step 3: At the end of the role-play, the Graft has been successfully and safely implanted within the recipient. They receive the Necrotic Biology Trait and a Trait from their Subtype (as chosen by the Soul Reaver)

    • 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.

    -- Necrotheurgic Life: A Channeler with the Necrotheurge Anchor can revive corpses and choose to grant them the Necrotic Stigmata.

    -- Requirements:

    • CMP Cost: None

    • Skills: Theurgic Anchoring (Necro)

    • ATN: Necrotheurgic Anchor

    • Action: Long Task (5+ minutes)

    • Other: The recipient must be dead but their spirit is willing

    -- Process:

    • Step 1: Perform 5+ minutes of roleplay that reflects this Task

    • Step 2: At the end of the role-play, the Graft has been successfully and safely implanted within the recipient. They receive:

      • the Necrotic Biology Trait

      • Subtype (as chosen by the Necrotheurge)

      • One Grave Scar.

      • Other effects: The Necrotheurge can choose to apply the Necro Scion curse upon those they affect in this way. It prevents the cursed individual from resisting the Necrotheurge but also bolsters their health.

    Special Note: In the World Beyond the Fall, not everyone Rises again from death. While Player Characters have greater access to this Stigmata, it is not available to most of Humanity.

  • Pick at least two

    • Dark patches around eyes

    • grey, deathly pallor (natural or painted)

    • Patches of grey, rotted skin

    • Massive amounts of scars or stitches

    • Visible black or red veins upon face and neck

  • Pick at least one :

    • red irises

    • silvery white hair or stringy grey hair

    • Fangs

    • Visible black or red veins upon arms/hands/other flesh

  • There are three Necrotic Subtypes within the Stigmata. Each Risen comes from one Subtype, although there are a few that branch out to another. Player Characters may have Traits from one of the Necrotic Subtypes. Once per character, they may expend a Milestone to gain the Unique Subtype Milestone and gain a Trait from another Necrotic Subtype, thereby gaining access to the other Traits of that Subtype. No character can have more than two Subtypes at a time.

    — Corpse Gaunt: Friyos of this Subtype are born of a thirst for vengeance. Many are crisscrossed with scars or stitched flesh and find it very difficult to stop their own fury from erupting into violence.

    — Shadow Hunters: Risen of this Subtype are skilled at tracking and stalking their prey. They are creatures of the night and its symphonies -- as capable and as vorpal as the jaguar and the owl. They despise the sun and flames cause them immense agony. Shadow Hunters can learn Etheric Arcana and become Arcanists.

    Soul Reaver: Necrotic individuals of the Soul Reaver Subtype hunger for the blood and spiritual energy of others. Despite their bloodlust, they are social beings, surrounding themselves with allies and willing prey to compensate for their weakened flesh. Soul Reavers can learn Etheric Arcana and become Arcanists.

  • 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 Necrotic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Necrotic Stigmata, you get the Necrotic Biology Trait and one other Necrotic Trait at character creation

    — Experience Points: Expend 30 XP and three Rare components (Abyssal, Death, or Shadow) to gain a Necrotic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components are consumed by the character to jump start further evolution into this Stigmata.

    — Milestone: You may expend a Milestone to gain another Necrotic Trait this has no other costs.

  • Necrotic Biology (All): Risen are granted a strong measure of resistance to pathogens as well as some ability to return from death’s door. 

    Corpse Gaunt: Friyos of this Subtype are born of a thirst for vengeance.

    • Corpse Flesh: Your unearthly willpower makes it difficult to keep you down.

    • Killer Frenzy: Your brutish strikes make angering you a bad idea.

    • Revenant Rush: When you rush forward, bullets and arrows will not stop you unless they bring you down. 

    Shadow Hunter: Risen of this Subtype are skilled at tracking and stalking their prey. Shadow Hunters can learn Etheric Arcana and become Arcanists.

    • Dark Celerity: You are able to fade away from your pursuers, though much better in the dark.

    • Night Stalker: You are death in the dark and your corrosive blood only makes you deadlier.

    • Sunless Surge: Darkness brings you strength instead of fear. 

    Soul Reaver: Despite their bloodlust, they are social beings, surrounding themselves with allies and willing prey to compensate for their weakened flesh. Soul Reavers can learn Etheric Arcana and become Arcanists.

    • Death Mask: Those who stare too deeply into death or defile the dead will reap a shadowy demise.

    • Sanguine Remedy: Your healing skills are improved and you may imbue others with this Stigmata.

    • Soul Thief: You can siphon vitality from others with Death Blows or through sheer will.

Necrotic Traits Description

Necrotic Biology

Risen are granted a strong measure of resistance to pathogens as well as some ability to return from death’s door. 

Special Note: This Trait is gained by all who gain the Necrotic Stigmata.

  • Subtype: All

  • Effect 1: Necrotic 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”. You are also immune from the Unliving Miasma that afflicts those who use Necrotech, Deathweave, and similar tech.

  • Effect 2: Resilience - You have the Endure Plague skill, allowing you to defend against Blight effects and Diseases. You do not need an Herb Kit to use it. Similarly, this Trait also allows you to reattach your severed limbs after a Conc-10 while pressing them together, in the rare occasion of them being severed.

  • Effect 3: Scratch the Coffin — After you have been for at least 10 minutes, you can report to Game Staff/Logistics and inform them that you have used this Trait to imbue yourself with a Greater Revive - after processing your Grave Scar you can return to the game area. You cannot use this at 5 or more Grave Scars.

  • Drawback: You are not able to gain any benefit from Elixir effects, from Brew Tonics or from the Brewer Discipline’s Soothing Meal skill and its upgrades. You are unable to taste subtle flavors but blood is delicious to you, tasting different to and for each person.


Corpse Flesh

Your unearthly willpower makes it difficult to keep you down.

  • Subtype: Corpse Gaunt

  • 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 “Necrotic Fortitude”. As an Aftereffect when you successfully Self-Revive, you may imbue yourself with a “Cure Wounds” or a “Heal 2”

  • Effect 3: You are able to hold your breath for an hour or so. This allows you to go underwater, while “Silenced”. This offers no protection from poison gas and similar hazards.

  • Drawback: Unfettered Fury -- You are unable to negate Frenzy or Dominate effects on yourself, although others can Cure them from you.  


Dark Celerity

You are able to fade away from your pursuers, though much better in the dark.

  • Subtype: Shadow Hunter

  • 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: Dark Walker -- 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.


Death Mask

Those who stare too deeply into death or defile the dead will reap a shadowy demise when it comes to you.

  • Subtype: Soul Reaver

  • Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.

  • Effect 2: Invoke “Backlash; Master, 7 Shadow” as a Reaction to inflict that effect unto someone who attempts to Scavenge from your body or perform a Death Blow 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: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Killer Frenzy

Your brutish strikes make angering you a bad idea.

  • Subtype: Corpse Gaunt

  • Effect 1: You gain the Melee Fighter skill, allowing you to perform melee Smite attacks that inflict high amounts of damage.  

  • Effect 2: When a Dominate Strike is inflicted upon you, invoke "Killer Frenzy" to negate it and turn it into a Frenzy Strike instead for the same duration. This allows you to go berserk when someone attempts to control your mind -- this works with Unfettered Fury.

    • Furthermore, you can choose to gain and use one 0 Focus use of a melee Smite as an Aftereffect to receiving a Frenzy or negating it. Augment and invoke this as “Frenzied Smite”, which must be used within 10 seconds of receiving/negating the Frenzy.

  • Drawback: Unfettered Fury -- Your will is weakened by constant rage and/or ache. You are unable to negate Frenzy or Dominate effects on yourself (except with Killer Frenzy), although others can Cure them from you. 


Night Stalker

You are death in the dark and your corrosive blood only makes you deadlier.

  • Subtype: Shadow Hunter

  • Effect 1: You gain the Know thy Enemy skill, allowing you to inflict more damage upon an enemy’s back after studying your prey. 

  • Effect 2: You may coat your blades in your accursed blood by inflicting “1 damage” upon yourself with a bladed weapon, arrow/knife pack. Afterward, its Smite, Assassinate, and Death Blows can instead inflict “Psychic” or “Corrosive” — this lasts for 10 minutes or the current combat’s end (aka Scene End). 

  • Effect 3: When you inflict damage via Assassinate, you only need a qConc-5 to study that target again with that skill. This effect persists until Scene End or until you choose a different target. 

  • Drawback: Dark Walker -- 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.


Revenant Rush

When you rush forward, bullets and arrows will not stop you unless they bring you down.

  • Subtype: Corpse Gaunt

  • Effect 1: You gain the Armored Rush skill, allowing you to temporarily ignore the step-and-grunt rule for ranged attacks.  

  • Effect 2: Invoke and augment this Skill as “Revenant Rush”. This expends 1 Focus instead of Aegis and no longer requires that you be armored. Also, you may perform a melee attack that inflicts “Piercing, 3 damage” or your melee Smite damage when Behemoth Rush or Armored Rush ends.

  • Drawback: Unfettered Fury -- Your will is weakened by constant rage and/or ache. You are unable to negate Frenzy or Dominate effects on yourself (except with Killer Frenzy), although others can Cure them from you.  


Sanguine Remedy

Your healing skills are improved and you may imbue others with this Stigmata.

Subtype: Soul Reaver

Effect 1: Whenever you use the Treat Injury skill or a Healing-type Spell to restore HP upon a Bonded ally or your Ghet, you can choose to augment it with the “Sanguine” prefix. This adds one of the Aftereffects listed below.

  • Blood Gift: Imbue the same Healing upon the same Bonded ally/Ghet or a different one via melee touch.

  • Sanguine Command: invoke “Imbue Dominate” on the same Bonded ally/Ghet.

Effect 2: After 5+ minutes of role-play involving blood drinking, dark rites, and/or meditation, you can revive the dead and/or infest a willing target with the Necrotic Stigmata (any Subtype) as outlined in Gaining the Necrotic Stigmata section.

Similar to the vampires of ancient myth, those who you turn with this Trait are forever marked as your Ghet (this is on their sheet as “Ghet of X”) and you as their “Sire” (though gender and/or culture may change the labels of this relationship in-game).

 

Ghet of X (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. 

 

Drawback: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Soul Thief

You can siphon vitality from others with Death Blows or through sheer will.

  • Subtype: Soul Reaver

  • Effect 1: You may choose to gain one of the abilities below. If you choose a spell, you can use them without the requirements but they open you up to Eldritch Corruption.

    • Project Wrath spell - this can inflict Psychic-type damage

    • Obfuscate Senses spell — additional option: “Piercing 2 Psychic”

    • Soul Theft - After a Targ-10, invoke “Drain” and throw a spell packet that inflicts “Piercing 2 Psychic” or “Piercing Pull”. Bonuses to spell damage can increase “Drain”, up to the damage cap.

  • Effect 2: You do not need to be wielding a weapon to perform a Death Blow if you prefix it with “Draining”. Furthermore, invoke “Heal 1” to regain 1 HP as an Aftereffect to any one of the situations below:

    • You successfully Death Blow a living or dying foe

    • Your Project Wrath, Soul Theft, or Obfuscate Senses hits and is not negated

    • After you negate an Inquiry effect

    • You successfully use Treat Injury or a Healing spell on an ally.

  • Drawback: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Sunless Surge

Darkness brings you strength instead of fear.

  • Subtype: Shadow Hunter

  • Effect 1: You gain the Strength skill. This allows you to break free from constraints or single-handedly drag allies to safety.

  • Effect 2: Your inner darkness increases the damage of your Smites, Death Blows, and Spell attacks by +1, adhering to the damage cap.

  • Effect 3: After Sunset but before Sunrise or while you are in shade (including a wide-brimmed hat, hooded cloak, or an umbrella), you may choose for the damage of your melee Smites (metal weaponry), your Spells, and your Death Blows to inflict Frost-type damage instead of what they normally inflict. 

  • Drawback: Dark Walker -- 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.

Psionic Stigmata

Psions, Tellurians, Gemlings

Psionic V2 Stylized.jpg

Image by Nicco Salonga

Also called Tellurians or Gemlings, those with the Psionic Stigmata are usually and simply called Psions by most folk. They are known for the gem-like organs they have upon their foreheads, which appears to act as a receptor for psychic and magnetic stimuli. Psions are possessed of powerful psychic energy and potential, allowing them extra-sensory perception, limited telekinesis and even the ability to hurt or bolster the minds of others. 

Choose this Stigmata if:

  • You want to play a psychic healer, a psychic warrior, and/or a psychic blaster.

  • You want to play a character focused on intellect and mental/psionic powers

  • You want to play a Stigmata with minimal paint and prosthetic requirements

  • With their mental prowess, Psions are able to become Arcanists and gain the Etheric Arcana skill. These individuals tend away from the physical to focus more on the intangible, such as the Spheres of Obfuscation and Detection. Still, there are a small number of Psions that embrace destruction and chaos through their powers.

    Among their communities, they are often respected for their insight rather than feared for their Sorcery. There will always be those who do not understand them -- but this ignorance is easily dealt with -through guidance, understanding, or, if necessary, obliteration.

  • Character Creation: You may gain this Stigmata by starting your character with it and choosing the “Marked” Background Perk.

    Milestone: You may choose the “Awakened Heritage” Milestone to gain this Stigmata after character creation. The total bonuses to damage that one can get from Traits may not exceed +2. Milestones are awarded for every 100 XP a character possesses

    Meta-Game Note: Psions are the Stigmata that requires the least in terms of paint and prosthetics. Those who wish to be Arcanists will often end up being Psions because of the Stigmata’s minimal requirements.

  • Core Costuming Requirements: You need to have all of these:.

    • Third-Eye: A single gem-like stone upon the middle of the forehead, colloquially called one’s “Third-Eye” or “Kha”.

    • Mark of the Kha: Psionics may have facial markings that radiate from their stone, forked lines (e.g. lightning or veins), straight lines or “wavy lines”

    Secondary Costuming Requirements: Pick at least one option below.

    • Satellite Kha: Some Psionics have up to five stones upon their forehead, with a central stone at the center of their brow. These stones tend to be lighter colors, although any color is acceptable.

    • Keen Ears: Psionics may also have tipped elf-like ears

    • Bright Eyes: They also tend to have bright blue, silvery white or bright purple/violet eyes. Regardless of the player's actual eye color, special contact lenses must be worn for this to count.

    • Crystal Outgrowth: Crystalline growths upon their face or body, similar to crystalline stalactites. Some grow a single crystalline unicorn-like horn on their brow instead of a kha.

    • Gemling Flesh: Glitter and cracks on the skin that imply a gem-like texture

  • The Traits of the Psionic Stigmata are divided into three different “Subtypes”. Each Psion may only have Traits from one Subtype, although some are able to breach this restriction and possess Traits from two Subtypes. Once per character, you may expend a Milestone and get the Unique Subtype Milestone to get access to a Subtype beyond one you chose at character creation.

    — Empath Subtype: Psions of this Subtype are individuals connected to others by psychic prowess and camaraderie. Though more fragile because of these bonds, these individuals make excellent Counselors and healers, made stronger by their associations with their fellows and their allies. The gems of these individuals tend toward clear and lighter colors.

    — Far Mind Subtype: These individuals are suffused with mental strength that they can use to affect the world around them through sheer will. Many consider them strange and they are not the most perceptive, but their power cannot be denied. The gems of these individuals tend toward blue or purple colors.

    — Soul Knife Subtype: The rarest of Psions are also the most ill-regarded and feared. Tellurians of this Subtype are well suited to being slayers of humans or monsters, possessed of a bestial viciousness and the spiritual strength to inflict it upon others. The gems of these individuals tend toward red colors.

  • 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, Skills 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 Psionic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    Background Perk: Use a Background Perk to choose the Psionic Stigmata, you get one Trait at character creation

    — Experience Points: Expend 30 XP and three Rare components (Astral, Earth, or Herbal) to gain a Psionic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent remedies required for the recovery process after the Trait painfully manifests.

    — Milestone: You may expend a Milestone to gain another Psionic Trait this has no other costs.

  • Empath: Though more fragile because of their psychic bonds, made stronger by their associations with their fellows and their allies

    • Empathic Remedy: Your bonds with others can be used to draw their hurts into yourself.

    • Psionic Scrying: You can reach out to learn secrets from others or empower the senses of your Bonded allies.

    • Psychic Synergy: You can bring people together and draw incredible willpower from your bonds.

    Far Mind: These individuals are suffused with mental strength that they can use to affect the world around them through sheer will.

    • Baleful Grasp: You are able to unravel basic locks, traps, and similar devices. 

    • Alien Psyche: Those who attempt to understand you or attack your mind are punished for their trespasses.

    • Far Hand: With your mind, you can push, snare, or pull enemies and allies alike. 

    Soul Knife: Tellurians of this Subtype are possessed of a bestial viciousness and the spiritual strength to inflict it upon others.

    • Gibbous Veil: With psychic power, you and an ally can swiftly fade from view.

    • Psionic Weapon: You can mentally attune yourself to a weapon, increasing its deadliness and your own.

    • Soul Thief: You can siphon vitality from others with Death Blows or through sheer will.


Psionic Trait Descriptions

Alien Psyche

Those who attempt to understand you or attack your mind are punished for their trespasses.

  • Subtype: Far Mind

  • Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.

  • Effect 2:  Whenever you are subject to:

    • An Inquiry or Examine skill from a person next to you

    • A ranged Psychic or Shadow attack

    • As an Aftereffect to that effect or to the defense against it, you can respond with “Vocal Blind” against the source of the Inquiry or a “Blind” via packet against the source of the Psychic/Shadow attack.

  • Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso.


Baleful Grasp

You are able to unravel basic locks, traps, and similar devices. 

  • Subtype: Far Mind

  • Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.

  • Effect 2: You may augment one of the skills above and prefix its invocation with “Baleful” (e.g. “Baleful Infuse Item”). This has the effect of lowering its required count to 20-counts, improving its output to a “Greater Disarm”, and allowing Disarm Device to be used without a Scrap Kit.

    • If you successfully disarm a Device/Hazard or Disrupt a conjuration with this, the energy returns to you as a minor barrier. Gain “Resolve 1” as an Aftereffect.

  • Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso. 


Empathic Remedy

Your bonds with others can be used to draw their hurts into yourself.

Subtype: Empath

Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption.

Effect 2: You can choose to augment any of the skills above and prefix its invocation with “Empathic” (e.g. Empathic Restore Vitality). This grants an Aftereffect: imbue the same amount of healing to a Bonded ally via melee touch. They must be Bonded to you by Blood, Oath, or Command.

Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.


Far Hand

With your mind, you can push, snare, or pull enemies and allies alike. 

Subtype: Far Mind

Effect 1: You gain the Project Force spell or Transmute Air spell and you may use it as though you had its Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.

Effect 2: You may augment either spell and prefix it with “Psionic”. This has the effect of turning it into a Wave 2 (allowing you to throw two packets instead of just one if you don’t move) and allowing you to inflict “Snare” effects.

Drawback: Distant Spirit -- Due to minor hallucinations or distractions, you are unable to augment your Inquiry or Sense skills. Furthermore, you are unable to use Skills to negate attacks that hit your back torso. 


Gibbous Veil

With psychic power, you and an ally can swiftly fade from view. 

  • Subtype: Soul Knife

  • 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 a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption.

  • Effect 2: You may augment either skill above with the prefix “Gibbous”. You can also extend either Skill’s effects 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 allows you to use Camouflage after only Conc-5.

    • If you choose to conceal no allies, you may use the Shadow Walk feature of the Expert Shadower skill

  • Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.


Psionic Scrying

You can reach out to learn secrets from others or empower the senses of your Bonded allies.

  • Subtype: Empath

  • Effect 1: You gain your choice of the skills below. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption but allows its use even without its Skill requirements:

  • Effect 2: You may spend 1 Focus and invoke “Psionic Scrying” to sharpen the senses of one Bonded ally for the next 10 minutes. While they are within 20 feet of you, they may use the “Uncanny Defense” skill as though they had it - this allows them to defend against Ambush attacks.

    • Furthermore, the next Defense, Inquiry or Sense skill that they use within that time frame has its Focus cost waived if they prefix and augment its invocation with “Expert”

  • Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.


Psionic Weapon

You can mentally attune yourself to a weapon, increasing its deadliness and your own.

  • Subtype: Soul Knife

  • Effect 1: Once an Event, you may designate a small or medium weapon with a blade as your “Psi Blade” and suffuse it with your psychic energy. This also requires 5+ minutes of meditation and 1 ATN from you, labeled “Psi Blade” (see Prop requirements below). You may only have one such weapon at a time. It is Fate Bound to you as per Eldritch Ordinance, allowing you to retrieve it if lost or stolen.

  • Effect 2: While you are wielding a Psionic Weapon, the damage of your melee Smite attacks and spells is increased by +1, adhering to the damage cap. Furthermore, you may have your melee Smite, Spells, and Death Blows inflict Psychic damage instead of what they normally inflict.  

  • Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.

  • Phys-rep requirements: This is a small or medium-sized dagger, sword, or claw weapon -- a glowing weapon prop is recommended but not necessary. Said weapon must have three gem props attached to it that resemble your Kha. 


Psychic Synergy

You can bring people together and draw incredible willpower from your bonds.

  • Subtype: Empath

  • Effect 1: You gain the Bond of Oaths skill, allowing you to form a psychically bonded cadre of allies. 

  • Effect 2: You may self-inflict 2 damage and augment the Iron Defiance skill as “United Defiance” to use it without expending Focus or even learning the Skill. This also requires that you be touching at least two Bonded allies with your hands and/or your weapons so you can draw emotional strength from them.

  • Drawback: Opened Mind -- With your mind opened to the world, so too are you more vulnerable to its pain. Your maximum HP may not exceed 7 points.


Soul Thief

You can siphon vitality from others with Death Blows or through sheer will.

  • Subtype: Soul Knife

  • Effect 1: You may choose to gain one of the abilities below. If you choose a spell, you can use them without the requirements but they open you up to Eldritch Corruption.

    • Project Wrath spell - this can inflict Psychic damage.

    • Obfuscate Senses spell

    • Soul Drain - After a Targ-10, invoke “Drain” and throw a spell packet that inflicts “Piercing 2 Psychic” or “Piercing Pull”. Bonuses to spell damage can increase “Drain” up to the damage cap.

  • Effect 2: You do not need to be wielding a weapon to perform a Death Blow upon a creature within arm’s reach. Furthermore, Invoke “Heal 1” to regain 1 HP as an Aftereffect to any one of the situations below:

    • You successfully Death Blow a living or dying foe

    • Your Project Wrath, Soul Drain, or Obfuscate Senses hits and is not negated

    • After you negate an Inquiry effect

    • Your “Smite” with a Psi Blade hits and is not negated.

  • Drawback: Darkened Mindset - Compassion and hope are more difficult for you. You may not imbue more than “Heal 1” to others.

Seraphic Stigmata

Seraphs, Cambion, Nephalem, Neffs

Seraphic Stylized.jpg

Image by Nicco Salonga

Also known as Cambions, Nephalem or, simply, Neffs, those with the Seraphic Stigmata are well known for the strange, otherworldly pallor of their flesh and their supernatural powers. As for the former, they are possessed of an unnatural biology, seemingly capable of withstanding the lightless oceanic depths or perhaps the void between the stars.

Choose this Stigmata if:

  • You want to play an angelic or devilish character with a cosmic horror facet

  • You want to play a Stigmata marked by its eldritch origins with gills, wings, or minor teleportation.

  • You want to play a fish-like or dragon-like character

  • Seraphs are able to become Arcanists and able to take the Etheric Arcana skill. They are closely associated with the arcane as there are many Seraphic individuals in history known for their powerful sorcery. The Archon-Saints of Templar lore are a few such folk, their reign is marked with fury and flame.

    Influenced by the eldritch and the unknown, many Seraphs tend toward dark and destructive powers such as Projection or Obfuscation. Some rebel against this and embrace the angelic myths of old, choosing to become healers and protectors of their allies and families -- menders of a broken world.

  • Character Creation: You may gain this Stigmata by starting your character with it and choosing the “Marked” Background Perk.

    Milestone: You may choose the “Awakened Heritage” Milestone to gain this Stigmata after character creation. The total bonuses to damage that one can get from Traits may not exceed +2. Milestones are awarded for every 100 XP a character possesses

  • All Seraphs must have their forehead, nose and the area beneath the eyes painted grey and/or blue scales.

    Alternatively, scale prosthetics upon those areas may be used.

  • Pick at least two options below:

    • All exposed skin is painted grey or blue -- or as above, but with scales

    • Face Tentacles (at least three), usually hanging from one’s chin or jaw.

    • 3 or more Horns and/or body spikes

    • Gills, represented by prosthetic slits on the side of the neck

    • Webbed hands and/or webbed ears

    • Additional eyes (no sclera black eyes)

    • Black-sclera contact lenses

    • Frilled Neck

    • Dark feathered or diaphanous wings

  • There are three different Seraphic Subtypes, each reflecting the outer-worldly nature of Seraphs and Cambions. Characters may have Traits from one of the Seraphic Subtypes. Once per character, expend a Milestone and get the Unique Subtype Milestone to get access to a new Subtype. You may not have more than two Subtypes.

    — Netherworldly: Seraphs of this Subtype display strange powers over warping energies and dimensional travel. This Subtype suggests a bloodline from beyond our own plane of existence and viewframe, which sometimes affects their capacity to perceive things on this dimension.

    — Pelagic: The Seraphs of this Subtype have fish-like or mollusc-like qualities, being able to withstand the rigors of the ocean and remain just as powerful on land. Finding the sun irritating to bear, they tend toward blue or teal skin, similar to the oceanic depths.

    — Stygian: The Seraphs of this Subtype tend toward grey, scaly skin and feature feathered or diaphanous wings. They occasionally feel a pull to the dark beyond the skies, which suggests a bloodline among the beshadowed cosmos.

  • 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, Skills 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 Seraphic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Seraphic Stigmata, you get one Trait at character creation

    — Experience Points: Expend 30 XP and three Rare components (Abyssal, Shadow, or Wind) to gain a Seraphic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent remedies required for the recovery process after the Trait painfully manifests.

    Milestone: You may expend a Milestone to gain another Seraphic Trait this has no other costs.

  • Netherworldly : Seraphs of this Subtype, sometimes called Tindalos/Tindaloi, display strange powers over warping energies and dimensional travel

    • Alien Psyche: Those who attempt to understand you or attack your mind are punished for their trespasses.

    • Baleful Grasp: You are able to unravel basic locks, traps, and similar devices.  

    • Tindalos Exodus: You are able to escape danger by slipping through dimensions.

    Pelagic: The Seraphs of this Subtype have fish-like or mollusc-like qualities, being able to withstand the rigors of the ocean and remain just as powerful on land.

    • Frozen Blood: Your frozen breath can be weaponized.

    • Oceanic Might: You thrive in and around water

    • Scaled Recovery: Regenerate your limbs and cure your wounds.

    Stygian: The Seraphs of this Subtype tend toward grey, scaly skin and feature feathered or diaphanous wings.

    • Gibbous Veil: With eldritch power, you and an ally can swiftly fade from view. 

    • Sunless Surge: Darkness brings you strength instead of fear.

    • Winged Agility: Your wings grant you a flying leap


Seraphic Trait Description

Alien Psyche

Those who attempt to understand you or attack your mind are punished for their trespasses.

  • Subtype: Netherworldly

  • Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.

  • Effect 2: Whenever you are subject to an Inquiry skill or a ranged Psychic/Frenzy/Dominate attack, you can respond with one of the Aftereffects below. You can also use these if you negate the Inquiry or attack.

    • Aftereffect: “Vocal Blind” against the Inquiry’s source, if they can be identified.

    • Aftereffect: “Piercing Blind” via packet/foam dart vs. the Psychic/Frenzy/Dominate attack’s source.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. 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. 


Baleful Grasp

You are able to unravel basic locks, traps, and similar devices. 

  • Subtype: Netherworldly

  • Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.

  • Effect 2: You may augment one of the skills above and prefix its invocation with “Baleful”. This has the effect of lowering its required count to 20-counts, improving its output to a “Greater Disarm”. This also allows Disarm Device to be used without a Scrap Kit. 

    • If you successfully disarm a Device/Hazard or Disrupt a conjuration with this, the destruction grants you a mild euphoria. Gain “Heal 1” as an Aftereffect.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. 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. 


Frozen Blood

You are literally cold blooded and can use it in your defense. 

Subtype: Pelagic

  • Effect 1: You gain one ability from the choices below, though choosing the spell allows you to use it even without its required skills but opens you up to Eldritch Corruption.:

    • Project Agony spell: additional option: “2 Frost”

    • Obfuscate Senses spell: additional option: “2 Frost”

    • Frozen Breath: Freeze enemies with your breath. After Targ-7, invoke “Exhale” and launch a packet/foam dart at a target. This attack inflicts your choice of “2 Frost” or “Hobble”. Bonuses that improve spell damage can improve “Exhale”.

  • Effect 2: Invoke “Frozen Blood; Master, 7 Frost” 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: Pelagic Flesh --  Extreme heat and dryness are your enemies. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Gibbous Veil

With eldritch power, you and an ally can swiftly fade from view. 

  • Subtype: Stygian

  • Effect 1: You gain the Obfuscate Presence spell and may use it regardless of its Skill Prerequisite 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”. This allows you to extend its effects to 1 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.

    • If you choose to conceal no allies, you may use the Shadow Walk feature of the Expert Shadower skill

  • Drawback: Brittle Boned -- you may not have more than 7 HP.

  • Phys-rep requirement: You must be wearing at least two or more wing props to use this Trait -- feathered or diaphanous wings only. 


Oceanic Might

The waters are your second home -- you thrive within them and can use their depths’ power.

Subtype: Pelagic

  • Effect 1: You gain the Athletics skill, owing to your Pelagic anatomy rather than training. Furthermore, when you use Focused Athletics, you may opt to gain “Resolve 3” as an Aftereffect.

  • Effect 2: On the rare occasion that you are underwater, you will not suffocate so long as it is saltwater or freshwater. This will allow you to cast spells and speak underwater.

  • Effect 3: You become “Hyperhydrated” if you are within 50 feet of a body of water, it has rained within 24 hours, or you have drunk water (at least 8 oz) within the current Period. While Hyperhydrated and receiving “Resolve 3”, you have one of the two Aftereffects to choose from below.

    • Invoke “Hydrate” and gain “Resolve 5”

    • Invoke “Hydrate” and perform a melee attack for “3 Frost”.

  • Drawback: Pelagic Flesh --  Extreme heat and dryness are your enemies. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.

  • Phys-rep requirement: Gills on the side of the neck


Scaled Recovery

Like the denizens of the depths, you are able to regenerate your limbs and cure your wounds.

Subtype: Pelagic

  • 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 imbue yourself with a “Cure Strike” as an Aftereffect

  • Drawback: Pelagic Flesh -- Whenever you receive Flame-type or Lightning-type damage, you take a Hobble strike from the crippling agony and they are Bane damage to you. Direct sunlight pains you, though your will is such that you can ignore it for some time.


Sunless Surge

Darkness brings you strength instead of fear.

Subtype: Stygian

  • Effect 1: You gain the Strength skill. This allows you to break free from constraints or single-handedly drag allies to safety.

  • Effect 2: Your inner darkness increases the damage of your Smites, Death Blows, and Spell attacks by +1, adhering to the damage cap.

  • Effect 3: After Sunset but before Sunrise or while you are in shade (including a wide-brimmed hat, hooded cloak, or an umbrella), you may choose for the damage of your melee/ranged Smites (metal weaponry), your Spells, and your Death Blows to inflict Frost-type damage instead of what they normally inflict.

    • Furthermore, your uses of Focused Strength during these times can imbue you with “Resolve 3” as an Aftereffect.

  • Drawback: Brittle Boned -- you may not have more than 7 HP.


Tindalos Exodus

You are able to shift dimensions and perspective to escape danger.

Subtype: Netherworldly

  • Effect 1: You gain your choice of the Obfuscate Exodus spell or the Flee the Scene skill, allowing you an elusive exit from danger. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption but allows its use even if you lack their Skill prerequisites.

  • Effect 2: If you are touching a building’s corner or at least an immovable 90-degree angle while using Obfuscate Exodus or Flee the Scene -- you may expend 1 Focus and invoke the effect as “Tindalos Exodus” or “Tindalos Escape”. This augments the Skill so it has no Focus cost, it counts as a Spell, and you can take one willing person with you.

  • Effect 3: If you are touching a building’s corner or at least an immovable 90-degree angle, you can distort space around you. This functions as per Duck and Cover, self-inflicting damage to negate non-Piercing Ranged attacks. In addition to the effects of Deflecting Cover, you also receive a self-inflict “Blind 10” effect as your perspective is also distorted.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. 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. 


Winged Agility

Your wings grant you a flying leap above the spears and claws of your foes.

  • Subtype: Stygian

  • Effect 1: While you are not wearing Heavy or UltraHeavy armor or performing the Carry skill, you may expend 1 Focus to perform a “Flying Leap” for 10 Flying counts or 10 seconds (whichever comes first). This is described further in the Modal effects section but its movement must be in a straight line. This renders you immune to melee attacks, though ranged attacks remain viable against you.

  • Effect 2: You can end “Flying” early by invoking “Diving Dodge” to gain the effects of a Dodge against an attack. Alternatively, you may invoke “Safe Landing, Resolve 3” to end Flying early or when you finish the count -- you gain ‘Resolve 3” instead.

  • Effect 3: As a Reaction to falling, expend 1 Focus and invoke “Safe Landing” to reduce fall damage by 3 points and prevent it from being a Death Blow if it was one. This can be used even while your wings are folded.

  • Drawback: Brittle Boned -- you may not have more than 7 HP. 

  • Phys-rep requirement: You must be wearing at least two or more wing props to use this Trait -- feathered or diaphanous wings only.