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Nahual.png

Nahual

[Nah hoo awl]

Saturation: 3

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Those that descended from the blood of magical beasts are known as the Nahual. From dragons, to kirin, mermaids to naga, and from unicorns to the phoenix, these Awakened come in a massive variety. Costuming requirements are that characters display some distinct animal characteristics and have them expand as Saturation increases.

Sui Generis: 

  • Loan Powers

  • Mascot

  • ​Stature

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  • Distractable

  • Hamartia

  • ​Stupefy​​

Vagaries:

  • ​Presage

  • Resiliency (+Vit)

  •  Instinct

Loan Powers: it was said that mythical beasts across the world often could bestow powers upon those that sought them out or captured them. Lend another player any aether power you are capable of for up to 5 minutes. Only one power and one person at a time.

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​Mascot: you bring prosperity to those around you, anyone maintaining contact with you are a shining star up on save challenges and can heal themselves and others in half the time it would normally take them. This time can not be reduced by other means unless otherwise stated.

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Stature: mythical beasts came in all sizes, from diminutive to massive and so too do some of their descendants. For all challenge purposes you will be considered either a size small or large creature, choice to be made at character creation or upon a Regen. This can only be determined once.

Distractable: focus is a difficult thing to obtain, distraction gramaryes and talents are far more effective on you. You are considered a shadow star down for all challenges involving distractions, taunts, and other effects that call for your attention.

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Hamartia: an Achilles heel, individual to each Nahual, is an element that they are weak to. Choose whatever element best suits your Awakened, be it fire, ice, or some other element. Any situation that causes the Nahual damage does one extra damage.

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Stupefy: keen senses can be a double edged sword, when encountering an overpowering sensation (ie overly strong odor, loud unexpected noise, shocking taste, surprising trap, etc) you resort to your baser form and survival instincts kick in. Choose which you are, fight, flight, or fawn. If fight you attack the source of the unexpected experience, be it friend or innocuous object, if flight you run from or vacate the area with haste, and if fawn you freeze up for a five second period. 

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© 2024 by A M Rodriguez. 

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