Sitrian
A land of primal beasts roaming the wilds, bullet trains connecting urban megastructures and ancient sects guided by great masters, Sitri is both eternal and in eternal flux.
A land of primal beasts roaming the wilds, bullet trains connecting urban megastructures and ancient sects guided by great masters, Sitri is both eternal and in eternal flux.
Hight: Varies
Weight: Varies
Environment: Sitri
Population: Majority
Base Features (0 FP)
Essence Mage (2 FP): Sitrians are born with patterns in the dead essence they replace when stepping onto the path. After forming a cultivation base during childhood, they become capable of using essence to fuel these patterns.
For each 6 total FP they possess, they gain 1 Essence Point (EP) each full rest. In addition, they passively gain 1 EP an hour per EP in the environment. They can store 10 EP per Smart Ass.
They can spend EP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and EP cost. They pay the EP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the EP. This is treated as a Magic Feature.
For 4 additional FP, they no longer need to spend EP to make Casting Checks.
For 2 additional FP, they can spend EP to boost Casting Checks. For each 2 EP spent to boost a Casting Check, the result increases by 1. Checks can be boosted after they are rolled, but not after the result is narrated.
Environmental Adaptation (1 FP): The body of a Sitrian constantly changes to match the environment. If they survive for an hour in an environment, they become immune to Damage Conditions given passively by that environment.
They may become immune to ambient toxins or digest and live off of any material that could support a form of organic life. Anything that a biological creature could potentially evolve to survive may be allowed by the Game Master.
For 2 additional FP, they can take an action to take on any form, Height and Weight they choose, but cannot gain any Features or other mechanical changes from doing so.
For another additional 1 FP, they can become immune to Damage Conditions given passively by their current environment when taking an action to change shape. This functions as if they had spent an hour in their current environment, but does not provide advantages beyond what is normally possible from this Feature.
Essence Cultivator (Varies): From childhood, every Sitrian has followed the path. Drawing essence into them, they breath life into the dead essence within and form patterns within their cultivation.
They choose any arrangement of Features (which can be added to whenever sufficient FP is available) and gain access to the effects of all Features chosen, as if they had taken those Features. The cost of this Feature is equal to the total FP cost of all Features chosen.
Sitrians naturally live 100 years. For each 6 FP spent on this Feature, their natural lifespan increases by one decimal point. If they have 42 or more FP in this Feature, they do not age no matter how much time passes.
Essence Emission (0 FP): Sitrians passively shed excess essence from their cultivation bases, bleeding the spare power into the environment. For each 100 of them living in a square mile, the region gains 1 Essence Point (EP).
For each 6 FP they possess, they count as one more Sitrian for calculating a region’s EP. For example, if a Sitrian has 12 total FP, they count as two Sitrians. If they have 18 total FP, they count as three Sitrians.
Unworldly Corruption (0 FP): Every Sitrian is born aware of the Traveler Ahead and what could be bargained for. At any time, they can offer themselves up to the Traveler Ahead, becoming a Chosen One and gaining power in exchange for service. They must have sufficient FP to gain whatever Features they gain from becoming a Chosen One.
Cultivation Zealot (-1 FP): From birth, Sitrians are driven to progress on the path or risk existential irrelevance. Any Check made to play on their desire to progress in cultivation has its result increased by 1d4.
Note: Acquiring resources, experiencing tribulation and pursuing enlightenment all progress cultivation. When trapping a mouse, use cheese.
Illiterate (-2 FP): The only written language used in Sitri is Low Voidtongue, which Sitrians cannot understand until they become Guides. Until then, they cannot read at all.
Essence Patterns
Deathless Body (10 FP): The Sitrian can restore themselves from anything short of total destruction. Unless their body is vaporized or similarly destroyed, they are immune to the Death Damage Condition.
Mind Over Mind (8 FP): The Sitrian can dominate the minds of others, controlling creatures like puppets. As three actions, they can touch a creature and make a Dominate Check (1d6 + Smart Ass) against the creature’s Emotional Armor (6 + Smart Ass).
If their Dominate Check is higher, the creature gains the Dominated Damage Condition for one hour per Smart Ass. A creature with the Dominated Damage Condition obeys any commands given by them, but is capable of working against them as long as it does not go against any command.
Each hour, a creature with the Dominated Damage Condition may make a Bad Ass Check (1d12 + Bad Ass) against their Emotional Armor. If it succeeds, the Dominated Damage Condition is removed. Creatures immune to mental tampering cannot have the Dominated Damage Condition.
For 4 additional FP, the creature gains the Dominated Damage Condition for one full rest per Smart Ass and can only make a Bad Ass Check to remove the Damage Condition after a full rest.
For -4 additional FP, a creature with the Dominated Damage Condition may make a Bad Ass Check against their Emotional Armor whenever it is given a command. If it succeeds, it does not need to obey the command, and they cannot give another command for 24 seconds.
Vitality (8 FP): As twelve actions, the Sitrian can remove all Damage Conditions only affecting their physical body.
For 4 additional FP, all Damage Conditions only affecting their physical body are removed after 24 seconds, even if no actions are taken.
Revise Memory (6 FP): As twelve actions while touching an unconscious creature, the Sitrian can alter ten minutes per Smart Ass of the creature’s memories, adding, altering or removing them. Creatures immune to mental tampering cannot be affected by this Feature.
Bigger Ass (4 FP): One of the Sitrian’s Ability Scores increases by +1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 12.
Flash Step (4 FP): The Sitrian can defy the physical limitations of movement, virtually teleporting over significant distances. As an action, they can move to any location they can see and physically fit within.
For 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Flight (4 FP): The Sitrian can move in three dimensions, flying 10 feet faster than their ground speed.
Siphon (4 FP): When the Sitrian enters combat with a creature, they may remove Damage Conditions from themselves proportionate to the Damage Conditions they cause during the combat. The Damage Conditions removed or altered are at Game Master discretion. This does not function on creature’s without souls, such as Invaders.
Storage (4 FP): As an action, the Sitrian can store away any item they can easily carry on their own in a non-dimensional realm, allowing them to carry a potentially infinite amount of random junk. They must be touching the item.
This means that they cannot store an entire building, unless they are strong enough to carry the building, but they could pick up and store every individual brick that composed that building.
Heal (3 FP): As twelve actions while touching a creature, the Sitrian can remove one Damage Condition only affecting its physical body. They cannot remove Death.
For 5 additional FP, they can remove the Death Damage Condition, provided the creature’s soul has not become a Shade. Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use it to return from the dead themselves.
Magical Talent (3 FP): The result of Casting Checks is increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Martial Artist (3 FP): The Sitrian increases the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Tough (3 FP): The Sitrian increases the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Extra Body (2 FP): The Sitrian has an additional body. This second body is treated as a separate creature controlled by their mind and sharing their Features. All their bodies have separate actions, but expend uses of limited use Features as a single creature. This Feature can be taken repeatedly, providing an additional body each time.
Erosvore (2 FP): When the Sitrian engages in a sexual act with another creature, they may remove one Damage Condition from themselves and give the creature the Drained Damage Condition.
Drained reduces functional Kick Ass and functional Bad Ass by 1, reducing all dependent factors accordingly. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Preparation (2 FP): Choose an Ability Score when this Feature is taken. As twelve actions, the Sitrian can prepare to use that Ability Score. The first Check based on that Ability Score made within 10 minutes of preparing has its result increased by 1.
For 2 additional FP, the next Check based on the chosen Ability Score made after preparing is increased by 1 per 2 FP spent on this Feature.
Realm (2 FP): Through an hour of work, the Sitrian can turn a doorway into a permanent gateway to a realm within their soul. Matter can pass through such a gateway, but material originating from their realm dissipates outside. An avatar of them can be created within this realm.
Over a full rest, they can change any aspect of their realm to their will. If the frame of the doorway is destroyed, the gateway within it is destroyed. They cannot create a gateway wider than 6 ft. per Smart Ass.
For 1 additional FP, they can halve or double the rate of time within their realm relative to the realm they physically inhabit. This additional cost can be payed repeatedly, meaning that the possible degree of dilation doubles each time it is taken.
Sanctum (2 FP): The Sitrian creates a personal pocket realm of their design, accessible to them as a refuge from the world. The realm can be restructured over a full rest. However, it has a maximum radius of 10 feet per Smart Ass and any material created as part of the realm cannot be removed from it.
As twelve actions, they can transport themselves and any items or creatures they are carrying to the realm or from the realm to their previous location.
Objects originating from outside the realm can still be removed, even if altered within it. A creature capable of inter-realm travel can leave the realm or enter the realm if it has a way to locate the realm.
Invisibility (2 FP): As an action three times per full rest, the Sitrian can become invisible for 10 minutes per Smart Ass. Being invisible increases the results of Checks to remain unseen by 4d4.
For 2 additional FP, they can use this Feature on creatures they touch.
For 4 additional FP, this Feature can be used at-will.
Telekinesis (2 FP): The Sitrian can control objects with the force of their mind alone. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
For 2 additional FP, they can interact with objects and creatures within 100 ft. per Smart Ass.
Universal Language (2 FP): The Sitrian has the low grade psychic ability to sense the meanings of other’s words and convey their own meanings. This doesn’t actually let them speak or know languages they have never learned.
Instead, when they hear the words of a creature, the meaning of the words bypasses the physical words and goes directly from the creature’s language center to their language center. Likewise, their words are directly conveyed to any creature hearing them.
This lets them understand, and be understood by, any creature with a concept of language. Since the meaning goes directly to the mind, idioms and grammar are reflexively translated. They cannot use this to understand recorded language, such as written language or audio recordings.
Unliving (2 FP): The Sitrian’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is returned.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, whether life threatening or not, will cure them of the ailment after the full rest.
Arcane Specialization (1 FP): The result of Casting Checks to achieve a specific variety of effects is increased by 1. An example of such a variety of effects would be healing and flesh shaping, scrying on events or magic object creation. This Feature can be taken multiple times, its effects stacking upon themselves.
Arch Mage (1 FP): When the Sitrian makes a Casting Check, another creature within 10 ft. per Smart Ass can make a Casting Check to increase their Casting Check. For every 6 of its Check, including increases from Magical Talent or Arcane Specialization, the result of their Casting Check is increased by 1.
The creature must use the same number of actions to perform its Casting Check as them, and any number of creatures can aid a single Casting Check. The effects stack.
For 2 additional FP, aiding creatures increase the Casting Check by 1 for every 2 of the creature’s Casting Check.
For another 3 additional FP, aiding creatures increase the Casting Check by the results of their own Checks.
Disease Immunity (1 FP): The Sitrian cannot have Damage Conditions caused by pathogens, being incapable of contracting diseases.
Essence Sight (1 FP): The Sitrian can make a Sight Check (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Note: A Sitrian with Magical Talent can increase their Sight Checks by 1 plus the same number they increase their Casting Checks.
Essentiavore (1 FP): The Sitrian can utilize the essence from their own body and the environment around them to sustain their flesh. For each 6 total FP they possess, they gain 1 Essence Point (EP) each full rest. In addition, they passively gain 1 EP an hour per EP in the environment. They can store 10 EP per Smart Ass.
As twelve actions, they can spend 1 EP to replace the need for food and drink until their next full rest. This Feature can remove the need to eat and drink, provided 1 EP per full rest is spent. At Game Master discretion, other resources needed by their biology may be replaced by essence.
For 2 additional FP, spending EP on this Feature also removes one Damage Condition only affecting the physical body per EP spent, not including Death. This allows them to remove Damage Conditions only affecting the physical body, but does not remove the need to eat, drink or sleep for longer than until the next full rest.
For 1 additional FP, spending EP on this Feature also removes the need to sleep for one full rest. They may still meditate for one hour to gain the effects of a full rest.
For 1 additional FP, spending EP on this Feature also removes any Damage Condition from disease, pathogen or toxin affecting them. This allows them to remove multiple afflictions within the same full rest, but does not remove the need to eat, drink or sleep for longer than until the next full rest.
Fast (1 FP): The Speed of the Sitrian is increased by 10 ft. This Feature can be taken repeatedly, increasing their Speed by 10 ft. each time.
Flesh Sculptor (1 FP): As three actions while touching a creature, the Sitrian can alter a creatures physical form as they wish. They can change the creature’s Height, Weight, anatomy and biological processes appropriately. This does not provide Features or mechanical changes, unless the Game Master rules that the addition or removal of a zero FP Feature is appropriate.
Hive Mind (1 FP): The Sitrian can spend an hour touching a willing creature to make a mental link between them and it. The link allows both of them to communicate telepathically over any distance.
As an action, either they or the creature can break this link. Any creature they have a link with can communicate with any other creature they have a link with, but a creature can only break its own link, not the links of others. If they die, all the links stop functioning, but are reestablished if they return to life.
Normalcy (1 FP): The Sitrian has a low grade distorting effect on the minds of those around them, obfuscating anything suspicious about them.
Wherever they go, creatures will automatically assume that they belong there, without considering the implications of their presence. A creature will not question their presence on its own, but can still question if others do.
Likewise, any creature will ignore behavior or events relating to them that should cause concern, unless those events actively effect or threaten the creature. This Feature only works on events that are strange, not those truly suspicious in a manner the creature can understand. Creatures with minds immune to outside tampering are not effected by this Feature.
Perfect Memory (1 FP): The Sitrian is physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Recuperate (1 FP): The Sitrian’s cultivation base quickly and easily heals their body. After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
See Darkness (1 FP): At-will, the Sitrian can touch a creature and provide the ability to see in any level of darkness as if it were fully illuminated. Each creature effected retains this ability until it finishes a full rest.
Skilled (1 FP): The Sitrian is good at a particular skillset. When they make a roll to do something related to that skillset, they can add 1d4 to the result.
This Feature can be taken for multiple skills, at the same cost each time. It can also be taken repeatedly for the same skill, adding another 1d4 to that skill’s Checks. If taken for the same skill, the cost of taking it again is 1 higher each time.
Aura (0 FP): As an action, the Sitrian can project the awareness of one or more aspects of their existence. Any creature within 10 ft. per Smart Ass or capable of observing them can instinctively sense the magnitude of whatever they are projecting. They can stop projecting as an action.
For example, they may want to project the number of creatures they have killed, causing any creature affected to instinctively sense the rough magnitude of creatures they have killed. They can project anything they want, but the resulting affect on creatures must be accurate to the truth of the thing projected, meaning they could not project a false number of kills. This does not give clear information or cause a specific reaction from other creatures.
Heart Demon (Varies): The Sitrian has an obsession or trauma they are unable to resolve, twisting their cultivation and creating a heart demon. Choose a situation or theme that triggers their heart demon.
If the heart demon is triggered, they must make a Bad Ass Check against 6 + the FP returned by this Feature. If they succeed, they regain 1 EP per FP returned by this Feature.
If they fail, they gain the Demon Damage Condition. The Demon Damage Condition has the effects of the Unconscious Damage Condition, except their body continues to act while their mind is unconscious and it is not removed after a full rest.
Their body uses their Ability Scores, Features and shares their damage conditions, but its functional Smart Ass is reduced by 6. It is under the Game Master’s control and acts in accordance with the obsession or trauma that triggered the Demon Damage Condition.
Each full rest with the Demon Damage Condition, they can make a Bad Ass Check against 6 + the FP returned by this Feature. If they succeed, the Demon Damage Condition is removed. Any amount of FP can be returned by this Weakness Feature.
Nascent Guide (0 FP): Knowingly or as a byproduct of their cultivation, the Sitrian has solidified their cultivation base into physical form within their body.
Their cultivation is housed within an egg the size of their heart within them. It cannot be removed, containing their being and killing them if cut out of their body. If destroyed, the egg will reform after an hour, as per the Guide clan’s Immortality Feature.
Upon death, their body will rapidly rot away, leaving the egg exposed. A month later, they will hatch from the egg as a Guide Infant, with all base Features of the Guide clan and without this Feature. This is treated as an Immortality Feature.
Anathema (-1 FP): A flaw in the Sitrian’s cultivation gives them a sinister presence. Creatures interacting with them or their actions find them abnormally suspicious, being reluctant to dismiss any suspicions and inclined to investigate. Creatures immune to mental tampering cannot be affected by this Feature.
Slow (-1 FP): A flaw in the Sitrian’s cultivation reduces their Speed to 1 ft.
Vice (-1 FP): A flaw in the Sitrian’s cultivation gives them a weakness in their psyche that is difficult to resist. Any Check made to play on that weakness has its result increased by 1d4. The weakness is chosen when this Feature is taken.
Voice Activated (-1 FP): The Sitrian never formed an essence pattern for mentally activating their other essence patterns. When spending actions to activate a Feature, they must vocalize the name of the Feature.
If they cannot, they cannot use the Feature until they can vocalize its name again. They must have 2 or more FP worth of Features with action costs to regain FP from this Feature.
Oath Bound (-2 FP): A flaw in the Sitrian’s cultivation makes them incapable of breaking an oath once they have knowingly given it. This only applies to the meaning and contents of the oath that they were aware of at the giving of the oath, not possible reinterpretations of wording.
Likewise, situations that involve agreeing without knowing all implied details, such as signing a contract without reading the fine print, do not enforce anything but what they thought they were agreeing to.
For 2 additional FP, any creature they make a deal with is compelled to uphold its side of the deal, being affected as they are. This cannot affect creatures immune to mental tampering. However, if the creature does not uphold its side of the deal, they do not need to uphold their end.
For -2 additional FP, any form of oath is binding, regardless of what they thought they were agreeing to.
Fragile (-3 FP): A flaw in the Sitrian’s cultivation reduces the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Inept Combatant (-3 FP): A flaw in the Sitrian’s cultivation reduces the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Mute (-3 FP): A flaw in the Sitrian’s cultivation gives them no way to communicate with other creatures.
Crux (-4 FP): A flaw in the Sitrian’s cultivation has made their body susceptible to a particular material. If they would lose a Damage Condition caused by this material, they must make a Check for each Damage Condition removed.
If the Damage Condition is being removed by a Feature that innately removes Damage Conditions from them (such as Recuperate or Vitality), they must make a Bad Ass Check (1d12 + Bad Ass) to remove the Damage Condition.
If the Damage Condition is being removed by an effect from outside them (such as Heal or a Healing Potion), the source of the effect must make a Smart Ass Check (1d12 + Smart Ass) to remove the Damage Condition. If the effect is not from a creature, the Game Master determines its functional Smart Ass for the purpose of this Check.
If the Check is greater than six plus their Bad Ass, the Damage Condition is removed. This Check must be individually attempted for each Damage Condition caused by the material that they try to remove. The Game Master is encouraged to adjust the cost of this Feature based on how practical the material is as a threat.
Smaller Ass (-4 FP): A flaw in the Sitrian’s cultivation undermines their body or mind. One of their Ability Scores is reduced by 1. This Feature can be taken repeatedly for the same or another Ability Score. This cannot reduce an Ability Score below 1.
Sympathetic (-4 FP): A flaw in the Sitrian’s cultivation makes them incapable of willingly giving another creature the Death Damage Condition, unless it is specifically for a goal other than the full death of the target.
For example, they couldn’t kill a creature by cutting its throat, but they could if the knife was enchanted to trap the creature’s soul so it could be transferred to a new body that lacked some debilitating disease the previous body possessed.
Sabbath (-6 FP): A flaw in the Sitrian’s cultivation gives them the Dormant Damage Condition during a specific day of the week (or a similar period). Dormant has the effects of the Unconscious Damage Condition, but is removed after the period ends.
Hunger (-8 FP): A flaw in the Sitrian’s cultivation drains their vital essence. Each full rest, their functional Bad Ass reduced by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Frenzy Damage Condition. Frenzy reduces the results of Smart Ass Checks by 6. Frenzy can only be removed by Features that remove Damage Conditions by consuming other creatures (such as Siphon or Erosvore).
Each time they use a Feature that removes Damage Conditions by consuming other creatures, their functional Bad Ass increases by 1, up to their normal Bad Ass. They do not need to have a Damage Condition to remove in order to increase their functional Bad Ass.
Essence Wraith (-10 FP): The Sitrian lost their physical body, but managed to maintain the cohesion of their cultivation base. They cannot touch or effect physical matter, damage creatures or use Features that would require them to have a physical body. They are still unable to pass through solid objects, even if they cannot apply force to such objects.