
Sui Generis
Once you have chosen an Awakened you may opt to take Sui Generis available to them, but it is not a requirement to do so. For every positive Sui Generis you choose you must take a negative one as well. You may take negative Sui Generis without having to choose a positive one.
Awakened | Positive Sui Generis | Negative Sui Generis |
|---|---|---|
Aos Si | Entente | Inauspicious |
Sidhe Born | Spiteful | |
Vestibule | Vulnerable to iron | |
Aswang | Henkan | Light Sensitivity |
Obake | Repelled by Salt | |
Rethread | Vulnerable to silver | |
Haltia | Adept | Slow Bloom |
Ambit | Strained Poise | |
Nimble Fingers | Troth | |
Max'ji | Aether Aptitude | Feeble |
Bonus Cast | Maladroit | |
Free Hand | Putrescent | |
Nahual | Loan Powers | Distractable |
Mascot | Hamartia | |
Stature | Stupefy |

Aos Si
Entente: the ability to make spellbound contracts with another willing being, whether they're fully aware of what contract they're entering or not. So long as an agreement is struck and the deal sealed by both parties, the entente is bound by aether to both participants. Often these deals favor the Aos Si making them of course, so long as their end of the entente is upheld. If either party does not hold up their end of the deal, dark times are ahead for them. Report a broken entente to a Skald or at the Tavern.
Sidhe Born: two abilities Sidhe Tongue, the ability to speak basic ideas in any language (but not understand the language), Sidhe Glamour which allows them to switch their appearance with a single willing target for up to 1hr once per day. Both parties must don their death headband and add a talisman on it with the other character's name clearly displayed. Players must swap major identifying garb items. The glamour can be dispelled at will any time during the 1hr duration, but will take the length of time both parties take to swap their things back for the glamour to end.
"I love your look, can I borrow it?"
Vestibule: allows the player to side step into a small space hidden in a sub-dimension, avoiding physical and aether damage. Does not allow for travel. Can not communicate by any means with the physical realm in this sub-space, including by telepathy. They can remain in this space for up to 5 minutes once a half day.
Spiteful: these Aos Si hold a grudge and they never forget. If they feel wronged or slighted by someone or something they will seek eventual retaliation, either catching the person wronging them in an entente, seeing karmic retribution take its toll (even if it needs a little help), or by manipulating a situation in such a way to leave the other party in dire straits. This spite doesn't manifest in violence from the Aos Si, but may at times lead their target into harm's way. Generally their spite manifests more as an inconvenience, but often matching or slightly increasing the level of slight committed. This spite will override a task at hand if an opportunity rises to get even with someone or something.
Vulnerability to Iron: those with this predisposition take +1 damage from iron weapons and tend to have an allergic reaction to foods cooked in cast iron pans or iron objects.
Inauspicious: something about you distills wariness in others. Be it the way you look, a "feeling" people get being around you, perhaps the way you carry yourself, or maybe you're simply monstrous in appearance, but whatever it might be, it sets others who don't know you on edge. You are down a shining star in Appeal when interacting with others during a first impression. Beasts are difficult to soothe, NPCs usually don't want to be left alone with you or stand close, and you are often not trusted by others.
Aswang
Henkan: when this Aswang regens they may return looking entirely different, yet vaguely familiar in appearance. Something in their recoalescing process reformulates their physical features in a sporadic manner, sometimes completely adding or removing features. Occasionally it affects their minds and abilities as well. Any time you Regen you can optionally unlearn up to one talent and reassign the XP to your pool, or choose any talent in the open talent list up to the same amount of XP and recoalesce knowing it in its place.
Obake: shapeshift one size (larger or smaller), or into a nondescript other type of Aswang, Humanoid, or beast for 5 minutes. Can not replicated any specific person or creature. This power does not impart aether abilities or special abilities of the transformed form. Claws, horn attacks, and bite attacks are capable through this transformation.
Rethread: something about these Awakened helps them bounce back from almost anything. These hearty Aswang are capable of regenerating entire limbs in the span of an hour after they've healed their life force. Damaged limbs remain damaged until a Regen or Special healing takes place otherwise.
Vulnerability to Silver: those with this predisposition take +1 damage from silver weapons and tend to have an allergic reaction to silver jewelry and objects.
Light Sensitivity: Aswang with this predisposition are more reactive to daylight. Many will often wear goggles or other eye protection in bright settings. Any healing done during bright situations takes half the healing time longer.
Repelled by Salt: not only are heavily salted foods difficult for this Aswang to stomach, but large concentrations of it are outright off putting. In cases such as salt circles, large amounts of salt storage, having salt thrown at you, and other heavy concentrations of the spice it's as if you were around repulsive raw sewage. You will seek to move away from it as soon as possible and strongly avoid it.
Haltia
Adept: you are very skilled and learn easier than others. Gain 5 extra free XP to spend strictly on Talents.
Ambit: this Haltia protects a specific area, be it a barn, patch of farmland, bridge, domicile, hillside, small area of forest, or other confined area. They bring prosperity to their chosen land and act as protection over it. The ambit is an area that the Haltia does not own singularly, but can be co-owned with others or solely owned by another individual. Locks can not be picked, blight can not be cast on crops, and beasts will not target the livestock of a place; any antagonist within the bounds of the ambit are down a shadow star in all stats while remaining within the bounds.
Nimble Fingers: these Haltia have dedicated themselves to a single craft or just naturally find a specific handicraft easy to create. Craft and repair time for the specific crafted item is halved, but only for that specific type of item. For Example-daggers, bracers, locks, etc. Must be specific, cannot be vague like "edged weapons". The crafting time can not be further reduced by gramaryes or aether effects unless otherwise stated.
Troth: this individual is honor bound to their word. Any time they give a promise or their word on something they must carry through with their promise. If they fail to do so they lose a regen and gain saturation.
Slow Bloom: any talents outside of craft talents take twice as long to learn.
Strained Poise: others often consider you an individual of calm collectiveness, however once you lose your cool you're an anger fueled individual for no less than one minute. You are down a shining star in Intellect for the duration, as well as easy to jump to combat. Target the closest enemy and engage in physical combat, aether abilities, gramaryes, and talents from Tier 1 and higher can not be utilized until the bout of anger passes. If no enemies are present the anger can be released through roleplay by yourself or with your surroundings.
Max'ji
Aether Aptitude: choose an aether dominion, all gramaryes in that dominion cost 1xp less to purchase. This can cancel a realm inefficiency.
Bonus Cast: start play with 3 extra gramaryes
Free Hand: you do not require a foci to cast gramaryes through
Feeble: you are a particularly delicate individual. Begin with 3 less health in whatever Trade you choose.
Maladroit: whether you were someone who spent their focus on your studies more than socializing, a person who lived alone and didn't get out much, one who developed from a unique foreign cultural background, or another reason all together, you don't fit well into the local culture. Added to that, many people are nervous about the rumor that some Max'ji do areal damage when they gain their final saturation, when the gathered aether they wield is let loose and explodes out of them. Others feel uneasy around you and this makes social interactions ...difficult. Down a shining star in all social challenges.
Putrescent: something afoul occurs when you regen. When recoalescing you return with decomposition, which worsens with saturation. For some it forms from the damage which caused the regen, for others it begins as it would for a body beginning to spoil, and in some cases it forms in patches or localized areas.
Nahual
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.
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.
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.
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.
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.



