Hight: 5 ft. 6 + 1d6 in.
Weight: 160 + 1d6x5 in.
Environment: Sitri
Population: Medium
Base Features (1 FP)
Guide’s Metabolism (5 FP): Guides are not creatures of reality, their bodies not subject to the natural laws that restrain native organisms. They don’t need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions.
Hermaphroditic (0 FP): Beyond a lack of any form of mammary glands, Guides do have anatomy that matches the females of other humanoids.
However, their tail doubles as the male reproductive organ needed to fertilize compatible mates. They are capable of fertilizing themselves as they would another, allowing them to repopulate from a single individual.
Beloved Of Essence (0 FP): Guides progress on the path with far greater ease than mortals, but exchange their longevity for this great talent. Although they never appear to age past adulthood, they will begin to feel physically weak at some point in their late twenties.
Within a week of the first symptoms, they will die without any physical cause. Most methods of life extension are ineffective, very few Guides managing to naturally reach their thirties.
However, their lifespan can be extended by increasing the power of the influence that forms them. For each 6 FP the Guide possesses, whether in Features or free, their natural lifespan increases by one decimal point. If they have 42 or more FP in total, they do not age no matter how much time passes.
Note: The Game Master can roll 1d6 and add 25 to determine how many years a Guide will live.
Beyond Literate (0 FP): Guides have the innate ability to read, write and speak Low Voidtongue, the bastardized version of true Voidtongue.
This gives them the capacity to learn Voidtongue, but makes it almost impossible for them to process written language. Only creatures with the Unworldly Nature Feature can use or perceive Low Voidtongue, others failing to retain information about any form of it. This alters Illiterate.
Blood Of The Traveler Ahead (0 FP): When part of a Guide’s body is ingested by (or similarly enters the body of) a creature, that creature gains the Traveler’s Spark Damage Condition. For the purposes of this Feature, ingesting their blood, flesh or a Guide egg (even if cooked) qualifies as ingesting part of their body.
Over the next 12 hours, the creature will lose all Damage Conditions only affecting the physical body. Traveler’s Spark remains for one day per their Smart Ass. A creature with Traveler’s Spark cannot benefit from this Feature’s healing effect a second time.
If the creature dies with the Traveler’s Spark Damage Condition, it returns to life 1d6 hours later with all base Features of the Guide clan. Guides cannot benefit from this Feature.
Intellectual (0 FP): Guides have their Smart Ass increased by 1 and their Kick Ass reduced by 1. If their Smart Ass would be raised over 12 or their Kick Ass reduced below 1, this Feature has no effect.
Oviparous (0 FP): A Guide carries an unfertilized egg approximately the size of their heart within their body at all times. If fertilized, this egg is immediately lain, something that takes twelve actions.
Alternatively, they can choose to produce unfertilized eggs either to make more ve or to satisfy instinctual desires. They can take twelve actions to produce an unfertilized egg. If an egg remains within their body for a month, they will automatically lay it unfertilized.
A fertilized egg will hatch into a Guide infant after three months, which is hatched with development and maturity equivalent to an eight year old child, albeit much smaller, and will reach adulthood in around eight years.
This head start is inherited from the mother’s world knowledge, but does not include memories of events. Eggs can be destroyed before they hatch, killing the embryo, which is the main method of Guide birth control.
Pain Immunity (0 FP): Guides cannot feel physical pain.
Unnatural Appeal (0 FP): Any creature physically capable of producing offspring with the Guide that comes within 10 ft. per Smart Ass of them is passively altered to become sexually attracted to them. This does not otherwise change the creature’s sexual preferences, but instead adds the specific Guide to the creature’s reproductive instincts.
The creature is not compelled to act upon this attraction and the Guide does not gain any advantage beyond what would be expected from matching the creature’s sexuality. This functions through minor shapeshifting, and can effect creatures with minds and souls immune to outside tampering.
Unworldly Nature (0 FP): Guides do not exist within any reality, but can be drawn into any reality because of it. Even when they have no presence within a reality, they can be manifested through the use of the Traveler Ahead’s influence.
This can happen as a byproduct of large accumulations of the Traveler Ahead’s influence, growing to the point they can manifest.
Alternatively, the influence of the Traveler Ahead can be manipulated to deliberately call a Guide into reality. The method used to achieve this varies, and is mostly up to Game Master discretion.
If they enter a reality through any method, the point they enter counts as the start of their lifespan, although they may manifest as an adult, and they age from that point. They will still die when their influence dissipates if they are to weak to perpetuate themselves.
This Feature allows them to return after being burned from existence by Creation’s Light, even if at a lower level.
Symbiotic Reproduction (0 FP): If a Guide egg is not fertilized, it hatches into a serpent like creature known as a ve a month after being lain. A ve has a Speed of 10 ft., Kick Ass of 8, Bad Ass of 3 and Smart Ass of 1 and the Timeless and Guide’s Metabolism Features.
Ve are friendly to Guides, but otherwise behave like wild animals with an animalistic level of intelligence. However, if a ve detects a creature without the Guide clan, it unrelentingly attempts to attach itself to the creature (1d12 + Kick Ass), and the creature may attempt to resist (1d12 + Bad Ass).
If the ve’s Check is higher, it attaches itself to the creature spine, or similar anatomy, fusing with the end and weaving tendrils into the creature’s spinal cord. This results in the ve becoming or replacing the creature’s tail, being a prehensile limb that cannot be removed without paralyzing the creature.
Over the next 2d6 hours, the be becomes indistinguishable from the creature’s anatomy, and the creature metamorphoses into a Guide. The creature gains all base Features of the Guide clan. At this point, removing the tail has no effect, the creature being the same as any other Guide.
Note: The paralysis caused by removing the ve before the creature gains the Guide clan can be cured by any effect that restores lost limbs.
Versatile Genetics (0 FP): Guides are capable of reproducing with any creature they can physically mate with. The offspring will always be of the same species as the mother.
However, any offspring of a Guide that is not a Guide has Unworldly Corruption and a zero FP Feature that causes it to go to the Traveler Ahead upon death, as if it was a Guide, both of which are passed down to its descendants.
Form Of Essence (-1 FP): When a Sitrian becomes a Guide, the essence within scenes to manipulate their anatomy or biology. They lose the Environmental Adaptation Feature and regain any additional FP spent on Environmental Adaptation. This Feature negates Environmental Adaptation.
No Limiting-Factor (-1 FP): Guides have few negative repercussions to breeding, it putting no strain on their bodies. Due to this, their reproductive instincts are innately stronger than that of creatures with limited physical resources.
Any Check made to play on a Guide’s sexual instincts, such as attempts to arouse or seduce, has its result increased by 1d4.
Survival Instincts (-2 FP): Being deeply connected to essence and the Traveler Ahead, new Guides have an inbuilt instinct to ally themselves with other Guides and the interests of Guides as a species.
This does not stop them from socializing or allying themselves with non-Guides, but they cannot act to harm the interests or spread of the Guide species. For example, they may work in an army or organization that is controlled by non-Guides and works on the behalf of non-Guides. However, they cannot help an organization that wants to persecute or destroy the Guide species.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.