Allyv

Basic Species Description

The allyv are a mostly slender bipedal fey species that left Tirae long ago, who often helps other species in terraforming projects, though also abducts individuals from other species from time to time to study them. Some of their early colonies in the Primary Realm were destroyed or corrupted entirely by imp incursions. The allyv look a bit like a cross between elves and Roswell Grey Aliens, having inspired the mythos of both, descended from a hagfish and trilobite-like species in Tirae that has since gone extinct. They have widely opening mandibles that close to mask their intentions like the pixies, and ear-like structures which are part of their skull, with small ear-holes being where they actually hear from. Their compound eyes are quite large, and able to see well in low-light conditions. They have have a fair defense against toxins and highly developed brain, as well as having extremely long lives and means to reverse aging. The allyv also have a very thin slimy skin over their skull and bit of exoskeleton, but are not true vertebrae, instead having slightly protruding segmenting on their back like a trilobite.

History of the Species

Allyv originally lived in the Kareissvan Region of Tirae, and some still live there in secrecy or in regions outside it, but the majority left Tirae over 4 billion years ago, having been creations of some of the First Fey, but awoken after they had disappeared. Over time, they explored what they could of Tirae to learn more about the First Fey, and left some of their notes behind, but many such vaults of knowledge were destroyed due to natural and intentional damage over time. The vast majority left for the Primary Realm in order to see if they could discover any other intelligent life, especially any living First Fey, but have, to their knowledge, not found more than thin traces of their passing through regions of space. They did, however, find many other intelligent species, and spread out across the stars, sharing knowledge with assorted colonies, and occasionally checking back on Tirae, given the rise of other intelligent life long after they left.

Base Species Genetics

The genetics for allyv are as follows:

(D5) Magically Psionic: +1 FP, +1 GM rolled Psionic Ability evaluated at 3 cost, and +1 GM rolled Magic Ability evaluated at 3 cost.

(D4) Charming Beauty: +1 on Charisma Checks, Strong Beauty for +2 on Beauty Checks, +1 on Charming Checks, and +1% Size every 5 months in a high-oxygen environment.

(D4) Strong De-Aging Terraformers: This individual has +1 Harvest Domain Adaption, +1 Illuminate Domain Adaption, may spend unused FP for +1d10/2 HP per FP, and may spend unused HP to de-age by 1d10/2 weeks per HP.

(R3) Coordinated Mind: 1d10/2 Advantage when assisting an ally, companion or mercenary, or being assisted by them, +1 MA.

(R3) Toxin Resistance: +1d10/2 Toxin Domain Absorption.

Magic Rolls

Roll Result: 1, 2

Primal Shove Rank I:
(Direction, Zone, None)
(Standard, Halved)
(Primal Magic, 0% Stability, HP Blowback)
(Position [Redirection])
(6 FP, 1 Attempt, Reaction Check)
This ability allows the user to shove an entire zone in a direction, helping to move enemies away, or propel ships, and so forth.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 3, 4

Extreme Temperature Transition Rank I:
(Target, Aura, None)
(Willful, Severance)
(Spore Magic, 10% Stability, SP Blowback)
(Ember [Legacy], Blizzard [Legacy])
(6 FP, 5 Attempts, Willpower Check)
This ability allows the user to target an entity or object in order to force it to undergo a rapid process of heating followed by a rapid process of cooling in order to weaken it structurally.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 5

Treacherous Blast I:
(Target, Aura, Blast)
(Standard, Halved)
(Leech Magic, 30% Stability, HP Blowback)
(Script [Redirection], Madcap [Legacy])
(6 FP, 5 Attempts, Willpower Check)
This ability allows the user to attack an entity and have the effect blast those nearby as well, warping reality and potentially make them think someone other than the user attacked them, applying the confusion status effect to the initial target and those in the blast.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 10 points necessary for Confused)

Roll Result: 6

Sphere of Warding I:
(Self, Sphere, None)
(Willful, Severance)
(Soul Magic, 47% Stability, MP Blowback)
(Presence [Gestalt], Presence [Legacy])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create a sphere around themselves which prevents any entity outside the sphere with a soul from entering the sphere without taking damage.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 7

Distracting Lights I:
(Self, Sphere, None)
(Willful, Severance)
(Wild Magic, 22% Stability, EP Blowback)
(Illuminate [Legacy], Illuminate [Gestalt], Position [Stratagem])
(6 FP, 1 Attempt, Wisdom Check)
This ability allows the user to create distracting lights which apply the confusion and stunned status effects to others caught in the sphere of influence or who enter it after it is active.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 6 points necessary for Stunned, 10 for Confused)

Roll Result: 8

Power for Pain Rank I:
(Self, Sphere, None)
(Standard, Halved)
(Foci Magic, 58% Stability, MP Blowback)
(Magnetism[Legacy], Stone [Redirection], Extract [Redirection], Irradiate [Legacy])
(6 FP, 2 Attempts, Intelligence Check)
This ability allows the user to pull different types of foci crystals and amber toward themselves and pulse out a repelling magnetic field and radiation to harm those caught within the sphere.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 9

Vitality Transference Rank I:
(Target, Ray, Situational)
(Swift, None)
(Leech Magic, 26% Stability, HP Blowback)
(Vitality [Redirection], Vitality [Legacy])
(6 FP, 3 Attempts, Reaction Check)
This ability allows the user to damage one entity targeted, and confer the regeneration status effect to another in a line between the target and user.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Roll Result: 0

Realm Relocation Rank I:
(Target, Aura, None)
(Willful, Severance)
(Wild Magic, 17% Stability, EP Blowback)
(Setting [Redirection])
(6 FP, 4 Attempts, Wisdom Check)
This ability allows the user to select a target and redirect them to a realm the user has been to before near the rift, tear or gate they had used, until their focus either is released or forced to drop. This may be used for scouting or relocating foes and dangers temporarily. When the focus is dropped, the target is returned to where they had come from, regardless of whether the user is there or not.
Prerequisites: Allyv species 'Magically Psionic' gene.

Psionic Rolls

Roll Result: 1, 2

Line Rehearsal Rank I:
(Self, Sphere, Situational)
(Willful, Severance)
(Psionic, 44% Stability, SP Blowback)
(Script [Redirection], Script [Legacy], Casting Call [Legacy])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to communicate to those within the sphere of their influence to psionically pass messages to them for as long as they can hold their focus, but only they are able to hear the response. They first must designate who will receive the communications by having them within their defensive sphere of influence when it is first activated and up to offensive range afterward. Those they communicate with also are charmed, which prevents them from attacking the one using this ability until focus is dropped, regardless of whether they were friend or foe, however, they may still attack any others. Additionally, they may offer their dice pool in aiding another with performance checks.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 3, 4

Empathy Reassurance Rank I:
(Target, Aura, None)
(Willful, Severance)
(Psionic, 41% Stability, SP Blowback)
(Grit [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to try to constantly push patience and courage into a particular target, the better to help sooth their nerves and applies the Null Status Effect, which reduces damage dealt to them as well as reducing the rank of all active status effects until the focus is dropped.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 16 points necessary for Null)

Roll Result: 5

Lecherous Manipulation Rank I:
(Target, Aura, None)
(Willful, Severance)
(Psionic, 43% Stability, SP Blowback)
(Lechery [Legacy], Script [Legacy])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to chose a target whom they attempt to alter the memories of to make them desire the user, bestowing the Controlled Status Effect on them while focus is held, and altering memory every turn it remains held to further accentuate the alteration of memory and implanted desire even if focus were to be dropped rather than severed.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Roll Result: 6

Targeted Telepathy Rank I:
(Target, Aura, Situational)
(Willful, Severance)
(Psionic, 42% Stability, SP Blowback)
(Script [Redirection])
(6 FP, 4 Attemps, Intelligence Check)
This ability allows the user to read the surface thoughts and may transmit their own thoughts to a particular target for as long as they hold their focus, if they pass the resistance of the target.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 7

Precise Telekinesis Rank I:
(Touch, Aura, None)
(Willful, Severance)
(Psionic, 37% Stability, SP Blowback)
(Position [Redirection], Instinct [Redirection])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to use telekinesis to manipulate a singular item or entity they touched when the ability was activated for as long as they can hold their focus, up to rank + INT kg, with a dice pool Accuracy bonus, within their defensive range.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 8

Imprecise Telekinesis Rank I:
(Touch, Sphere, Situational)
(Willful, Severance)
(Psionic, 40% Stability, SP Blowback)
(Position [Redirection])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to use telekinesis to manipulate things they have touched for as long as they can hold their focus, up to rank number of items weighing a total of dice pool + INT kg, with their own unaltered Accuracy.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 9

Levitation Rank I:
(Self, Aura, None)
(Willful, Severance)
(Psionic, 40% Stability, SP Blowback)
(Position [Redirection], Chronal [Fluctuation])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to use telekinesis to move themselves, and up to rank + dice pool + INT kg of carried weight, to any position within their range, with a rank increase in MP.
Prerequisites: Allyv species 'Magically Psionic' gene.

Roll Result: 0

Reflexive Redirection Rank I:
(Self, Aura, None)
(Willful, Severance)
(Psionic, 35% Stability, SP Blowback)
(Chronal [Perception], Instinct [Redirection], Madcap [Redirection])
(6 FP, 4 Attempts, Intelligence Check)
This ability allows the user to use precognition to gain dice pool Observation, to gain dice pool Reflex, and to apply Reflecting Status Effect every turn the ability is held.
Prerequisites: Allyv species 'Magically Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 17 points necessary for Reflecting)

Ethnicities

Shaeln allyv have forest green skin, blue or lilac hair, long knife ears, jet black sclera, semi-translucent cobalt blue irises and jet black pupils, being of large size but very slim. They typically live in forested areas, whether natural or artificially created.

(E-4) Normal Low-Light Vision: This individual can see in low-light with the same observation as normal light. [Shaeln Allyv]
(E-4) Knowing Stealth: +2 on Knowledge Checks, and +2 on Stealth Checks. [Shaeln Allyv]
(E-4) Loyal Camouflage: User gains the 'Group Vanish' and 'Pheromonal Loyalty' abilities, and +1 EP. [Shaeln Allyv]

Group Vanish Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, Limiting)
(Natural, 87% Stability, EP Blowback)
(Instinct [Perception])
(2 FP, 1 Attempts, Stealth Check)
This ability allows the user to hide those within a cuboid, camouflaging all within +Dice Pool to camouflage checks as long as they stay within the cuboid of the user and were in it when it activated.
Limiting: Only those within the cuboid when it was active receive the boost.
Limiting: Those boosted must remain within the cuboid even as the user moves in order to keep the boost.
Prerequisites: Shaeln allyv species and ethnic genetics.

Pheromonal Loyalty Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, Limiting)
(Natural, 87% Stability, EP Blowback)
(Instinct [Perception])
(2 FP, 1 Attempts, Stealth Check)
This ability allows the user to create a cuboid of pheromones, making those within gain the Controlled Status Effect.
Conditional: Those in the cuboid must have a sense of smell.
Prerequisites: Shaeln allyv species and ethnic genetics. (6 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Wusalle allyv have tawny skin, jet black or charcoal grey hair, long knife ears, jet black sclera, semi-translucent white irises and jet black pupils, being of large size but very slim. They typically live in desert areas.

(E-4) Normal Low-Light Vision: This individual can see in low-light with the same observation as normal light. [Wusalle Allyv]
(E-4) Insatiable: +2 Lechery Domain Adaption, and +1d10 Daily Stamina Pool Recovery. [Wusalle Allyv]
(E-4) Mesmer: User gains the 'Mesmer' and 'The Look' abilities, and +1 Script Domain Adaption. [Wusalle Allyv]

Mesmer Rank I:
(Self, Cuboid, None)
(Willful, Severance)
(Natural, 94% Stability, EP Blowback)
(Illuminate [Stratagem], Script [Stratagem])
(4 FP, 2 Attempts, Charisma Check)
This ability allows the user to make those in a cuboid gain the Controlled Status Effect, and lose the last Rank + Dice Pool + Charisma Check turns of memory.
Prerequisites: Wusalle allyv species and ethnic genetics. (12 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

The Look I:
(Self, Cuboid, None)
(Swift, None, Limiting)
(Natural, 89, EP Blowback)
(Lechery [Perception])
(2 Cost, 1 Attempt, Courage Check)
The user of this ability creates a cuboid around themselves that makes those that look at them that succumb have the Charmed Status Effect applied to them.
Condition: The individuals affected must not resist looking at the user, such as if it has been used before and they remember its effect. If they do not look at them, it does not take root in them specifically.
Condition: The individual must either attempt to charm the user first, or respond positively to their own attempts to charm them, unless it is the mating season.
Prerequisites: Wusalle allyv species and ethnic genetics. (6 points from cost, 1 point per FP for up to 20, 13 points necessary for Charmed)

Wollon allyv have charcoal skin, white or blood red hair, short knife ears, jet black sclera, semi-translucent amethyst irises and jet black pupils, being of medium size but very slim. They typically live in underground areas.

(E-4) Normal Low-Light Vision: This individual can see in low-light with the same observation as normal light. [Wollon Allyv]
(E-4) Disguise Artists: +2 on Disguise Checks, and +2 on Mimicry Checks. [Wollon Allyv]
(E-4) Glamourous Facade: User gains the 'Allyv Glamour', +1 Casting Call Domain Adaption, +1 Instinct Domain Adaption, and +1 on Charisma Checks. [Wollon Allyv]

Allyv Glamour Rank I:
(Self, Cuboid, None)
(Willful, Severance, Situatonal)
(Natural, 91% Stability, EP Blowback)
(Temperance [Perception])
(4 FP, 2 Attempts, Charisma Check)
This ability allows the user to create illusions visible to those within a cuboid.
Situational: The user attempts to hide, appearing as something else of equal size to those that fail their WIL check. This appears different to every individual, but not as an allyv ever.
Situational: The user attempts to charm other entities within the cuboid, who gain the Charmed Status Effect.
Prerequisites: Wollon allyv species and ethnic genetics. (12 points from cost, 1 point per FP for up to 20, 13 points necessary for Charmed)

Zeiwan allyv have ivory skin, periwinkle or ashen hair, short knife ears, jet black sclera, semi-translucent rose red eyes irises and jet black pupils, being of modest size but very slim. They typically live in arctic areas.

(E-4) Normal Low-Light Vision: This individual can see in low-light with the same observation as normal light. [Zeiwan Allyv]
(E-4) Thoughtful: +1 on Research Checks, +1 on Leadership Checks, +1 on Meditate Checks, and +1 on Motivate Checks. [Zeiwan Allyv]
(E-4) Chronal Rebirth: User gains the 'Chronal Rebirth' abilities. [Zeiwan Allyv]

Chronal Rebirth Rank I:
(Self, Aura, None)
(Standard, Halved, Depleting)
(Natural, 80% Stability, EP Blowback)
(Chronal [Vim], Flesh [Vim])
(8 FP, 5 Attempts, WIL Check)
This ability allows the user to release chronal energy to turn back the clock on their body, reversing their aging and refreshing it nearly completely.
Depleting: The user is in a desperation state and uses it on themselves. They become 5 * (Rank + Dice Pool + Check) months younger, as all uses are used at once.
Depleting: Regeneration: The user is in a desperation state and uses it on themselves, gaining Rank HP * 5, as all uses are used at once.
Conditions: User must be at or under 20% HP to activate for use on themselves, and they roll 1d10 on either stopping at adulthood on a 10, or upward to adolescence on a 1, scaling between the two, if the amount would potentially put them younger than adolescence. Does not damage.
Prerequisites: Zeiwan allyv species and racial genetics.

Sexes

While allyv do have all six potential sex genes presenting the nine combinations feasible, primarily the male and female sexes are more common. Those with more masculine traits tend to be 10-20cm shorter, and those that have feminine traits having smoother skin and rounder faces, and those of more neutered traits having 10-20 cm in height more than those with feminine traits and the roughest skin.

(m1) Those with this sex gene have +3 on Charming Checks, and +1 on Bluff Checks. [Allyv]

(m2) Those with this sex gene have +1 HP and +2 on Beauty Checks. [Allyv]

(f1) Those with this sex gene have +3 on Charming Checks, and +1 on Beauty Checks. [Allyv]

(f2) Those with this sex gene have +1 FP and +2 on Beauty Checks. [Allyv]

(n1) Those with this sex gene have +2 on Charming Checks, +1 on Bluff Checks and +1 on Beauty Checks. [Allyv]

(n2) Those with this sex gene +1 MA and +2 on Bluff Checks. [Allyv]

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial 3.0 License