Cubi

Basic Species Description

Cubi are an medium-sized infernal race, often thought as being unable to reproduce without aid of mating with other species, this myth is false, but rooted in a curious distorted truth. In actuality, cubi are able to mate with their own kind, but their offspring take thirty years to mature, versus mating with other species, and maturing at a much faster rate. Cubi often mate with humans producing cambion, as well as other species to produce different hybrids, though their genetics are very dominant. While it is possible for a pure cubi offspring to be raised by other species, it is far more likely a hybrid will be, as pure cubi are generally kept among their own kind to better learn how to use their natural abilities. All cubi are able to use some magic and psionic ability to manipulate emotions and thoughts, though some are stronger than others at it, and all are considered quite beautiful. Most cubi make good sorcerers or psions, though many take other builds depending on their upbringing and individual attributes.

History of the Species

Long ago, the cubi left Thelatos before the treaty was enacted to limit travel into other realms, including the primary realm. Seeking to harness their infernal nature without the overwhelming need to dominate or slaughter other species like the First Infernals, they left for the newly discovered realm, The Starry Oceans of Quantil. There they spent several million years steadily evolving away from other species until new species evolved in Quantil, and keeping a nomadic lifestyle, they limited contact with the assorted other species that evolved there until they had tampered down their instincts, and spread out amongst the realm. More recently, a flotilla found itself lost in an arcane storm, its leader directing the ships toward the center which would have been more calm, had there not been a rift to the primary realm within it. Thankfully, most of the flotilla survived and ended up on Lenida, with the rift closing behind them. Trapped on the planet's ocean, they soon found the other species living there, and made an immigration agreement. Still primarily nomadic, cubi have now been present for several hundred years, with some descendants still seeking a way to return to Quantil, but most accepting that this new world was generally much safer and had ample resources for them to survive.

Base Species Genetics

The genetics for a cubi are as follows:

(D7) Amphibious Lungs: Capable of breathing water without additional aids. (Normal adaption, allows for breathing as if on land, not situational or bonus. 4 for evaluation).

(D5) Water wings: +2 MP, +1 on Swimming Checks.

(D3) Finesse: +2 Accuracy and Charisma Checks.

(R5) Magic: +1 FP, +1 GM rolled Magic Ability evaluated at 3 cost.

Roll Result: 1

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: Cubi species 'Magic' gene.

Roll Result: 2

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: Cubi species 'Magic' gene.

Roll Result: 3

Sphere of Loyalty Rank I:
(Target, Sphere, None)
(Willful, Severance)
(Foci Magic, 61% Stability, MP Blowback)
(Respect [Legacy])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to target an entity or object and have all within the sphere of that target become more likely to feel loyalty to the user, giving the Controlled Status Effect to them.
Prerequisites: Cubi species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Roll Result: 4

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: Cubi species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 10 points necessary for Confused)

Roll Result: 5

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 Rank + Dice Pool + Wisdom damage.
Prerequisites: Cubi species 'Magic' gene.

Roll Result: 6

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, jinxed and stunned status effects to others caught in the sphere of influence or who enter it after it is active.
Prerequisites: Cubi species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 6 for stunned, 20 points necessary for Jinxed)

Roll Result: 7

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: Cubi species 'Magic' gene.

Roll Result: 8

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: Cubi species 'Magic' gene. (18 points from cost, 1 point per FP for up to 20, 4 points necessary for Regeneration)

Roll Result: 9

Targeted Mutation Rank I:
(Target, Aura, Situational)
(Swift, None)
(Spore Magic, 8% Stability, HP Blowback)
(Irradiate [Gestalt])
(6 FP, 3 Attempts, Reaction Check)
This ability allows the user to try to mutate an entity that they target with spore magic. If the target is not willing, they take reaction + dice pool irradiate damage and have a rank boost to their chances of being mutated as per the current environmental dangers. If the target is willing, they take dice pool irradiate damage, and take a rank + reaction boost to their chances of being mutated as per the current environmental dangers. If unwilling, the mutation will be random or emphasized by the environmental dangers. If willing, the mutation will be targeted off of an atavistic mutation or by the environmental dangers.
Prerequisites: Cubi species 'Magic' gene.

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: Cubi species 'Magic' gene.

(R5) Psionic: +1 FP, +1 GM rolled Psionic Ability evaluated at 3 cost.

Roll Result: 1

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: Cubi species 'Psionic' gene.

Roll Result: 2

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 removing and deflecting all active status effects until the focus is dropped.
Prerequisites: Cubi species 'Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 16 points necessary for Null)

Roll Result: 3

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: Cubi species 'Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Roll Result: 4

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: Cubi species 'Psionic' gene.

Roll Result: 5

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: Cubi species 'Psionic' gene.

Roll Result: 6

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: Cubi species 'Psionic' gene.

Roll Result: 7

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: Cubi species 'Psionic' gene.

Roll Result: 8

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 reflection status effect every turn the ability is held.
Prerequisites: Cubi species 'Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 17 points necessary for Reflection)

Roll Result: 9

Wayfinder's Sage Advice Rank I:
(Self, Ray, Situational)
(Lasting, Beneficial)
(Psionic, 40% Stability, SP Blowback)
(Position [Perception], Chronal [Perception])
(6 FP, 2 Attempts, Intelligence Check)
This ability allows the user to use precognition to perceive the most optimal path for themselves and those previously designated as allied entities, mounts or vehicles at the start of the day which are aligned in a row. They take the fastest route to their intended destinations, and have a wary reflex against potential dangers in their way, as long as the ability last. They gain dice pool Reflex and the Charged status effect applied.
Prerequisites: Cubi species 'Psionic' gene. (18 points from cost, 1 point per FP for up to 20, 12 points necessary for Charged)

Roll Result: 0

Dreamweaver's Judgement Rank I:
(Self, Sphere, Situational)
(Willful, Severance)
(Psionic, 35% Stability, SP Blowback)
(Setting [Phased], Morphean [Alteration])
(6 FP, 1 Attempt, Intelligence Check)
This ability allows the user to enter the dreams or nightmares of other beings in range of them, either linking them together or jumping from one to another, in order to try to accentuate or attempt to alter a dream or nightmare to their own choosing. Their very presence increases the chance of a nightmare, but they may work to alter it or the dream if they have learned how to properly utilize this ability. It is only used when the user goes to sleep, and if they try to keep from using it, they will still increase the chance of a nightmare in those who are within the sphere of their influence.
Prerequisites: Cubi species 'Psionic' gene.

Ethnicities

The most common cubi race is the lilu, being pale-skinned with a long slender spaded tail, horns that end in stubs coming from the forehead, black or red hair, and green or blue eyes. They are considered more beautiful and stronger than most cubi.

(E-5) Charmingly Beautiful: +4 Beauty and +1 Charisma. [Lilu Cubi]
(E-5) Swimming and Lifting Strength: +3 on Lifting Strength Checks, +2 on Swimming Strength Checks. [Lilu Cubi]
(E-2) Guarded Heart: 1d10/2 Temperance and 1d10/2 Lechery Daily Advantage. [Lilu Cubi]

The bawan cubi are grayish green, with long and thick spiked tails along with enlarged spine ridges, large backward curving horns coming out the side of their foreheads, blond or brown hair, and red eyes. They are more savage, but have more focus.

(E-6) Focused Beauty: +2 FP and +2 Beauty. [Bawan Cubi]
(E-4) Wrathful Instinct: +2 Tension Domain Adaption, +2 Instinct Domain Adaption. [Bawan Cubi]
(E-2) Savage Advantage: 1d10/2 Tension and 1d10/2 Instinct Daily Advantage. [Bawan Cubi]

An ebyonet cubi is dark-skinned with a very short tail, short and but sharp horns coming out the side of their head pointing slightly downward, white or brown hair, and orange or green eyes. They have better memories than most cubi, and have more stealth.

(E-5) Practiced Stealth: +2 Script Domain Adaption, +2 on Stealth Checks, +1 on Swimming Strength Checks. [Ebyonet Cubi]
(E-4) Murky Advantage: 1d10/2 Stain and 1d10/2 Slick Daily Advantage. [Ebyonet Cubi]
(E-3) Graceful Beauty: +1 on Balance Checks and +2 Beauty. [Ebyonet Cubi]

The jolgor cubi have yellowed or bronzed skin, with spikes coming out of their elbows and shoulders, two tails with fat but pliable tips, horns that come from behind their ears and curve forward, blue or purple or black hair, and black or purple or blue eyes. They are have more reasoning capabilities than most other cubi, and better reflexive response, as well as being more stealthy.

(E-4) Quiet Reflexes Stealth: +2 on Reflex Checks, and +2 on Stealth Checks. [Ebyonet Cubi]
(E-4) Accurate Beauty: +1 on Reasoning Checks and +2 Beauty. [Ebyonet Cubi]
(E-4) Caustic Advantage: 1d10/2 Goo and 1d10/2 Toxic Daily Advantage. [Ebyonet Cubi]

Sexes

Cubi have four common sexes, each with their own name. An incubus is a male cubi, and they are more cunning than the other genders, but not as strong. A succubus is a female cubi, and they are a little stronger than an incubus, and a little faster. A midicubi is a hermaphrodyte cubi, being stronger and faster than an incubus, as well as more cunning than a succubus, but not as charismatic. A vancubus is without any genitalia, being stronger and more able to use focus than any other cubi gender, but they aren't able to reproduce without magical aid, and are generally outcasts among the cubi species. All cubi have genitalia colder than that of the rest of their body, which make them stand out to those able to sense heat dispersal or if they are in disguise while mating with an individual.

(m1) Those with this sex gene have +1 Natural Source Adaption, and +1 FP. [Cubi]

(m2) Those with this sex gene have +1 Cunning, +1 on Swimming Strength Checks, +1d10 Ember Daily Advantage. [Cubi]

(f1) Those with this sex gene have +1 Psionic Source Adaption, and +1 MP. [Cubi]

(f2) Those with this sex gene have +1 Charisma, +1 on Lifting Strength Checks, +1d10 Blizzard Daily Advantage. [Cubi]

(n1) Those with this sex gene have +1 Sporestone Source Adaption, and +1 FP. [Cubi]

(n2) Those with this sex gene have +1 Charisma, +1 on Climbing/Digging Strength Checks, +1d10 Vitality Daily Advantage. [Cubi]

Cubi have their own languages, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and one or more ancient infernal languages. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While cubi were considered of lower, mercantile and middle class after their arrival on Lenida, some cubi have raised themselves up to higher classes in other cultures, using their wealth and status to help others of their kind in the region and others who are business partners, being a bit grumpy at times, but loyal more-often than not. However, as they typically have a nomadic lifestyle, few have cared about the acquisition of wealth so much as the family life and care for their kind, those who sought or had political roles thrust upon them primarily doing so to ensure that the cubi species and cultures are respected. This is not to say that they do not have cultural or individual morality, just that their cultural morality does not typically care about other species except with regard to how they may affect their own.

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.

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