Venefica

Basic Species Description

The venefica are an extremely long-living people from The Shifting Sands of Jahneer, concerned with bending creatures to serve them, as well as sentient species, for the sake of buffering their power from those that would seek to abuse it for their own purposes. They do not bleed heavily if injured, and mostly use their magic to hide and to defend themselves, as well as predict the future, but they prefer not to fight if they can avoid it, being very savage if their defenses don't work, but knowing those that get past them are extremely powerful. They have four arms, four breasts or pectorals and a strong link to the desert, being mostly nomadic, but stone, wood and tarp architecture. Due to their culturally strong use of magic and primarily living in deserts, the venefica are sometimes referred to as 'sand-witches' behind their back.

History of the Species

The venefica on Reanas grew from a coalition of tribes that had been exiled there from The Shifting Sands of Jahneer, while the other ethnicities are still there primarily, but may be found on other planets and in other realms as well. They came to Reanas of their own magic in order to start a fresh civilization, as their own history was marred with bloodshed in Jahneer, feared for the cruelties some of their ancestors did and what they might do once again, and already exiled from the realm by those that held power in what was once their lands. The venefica in Jahneer and most other locations are culturally a bit more fierce and territorial.

Base Species Genetics

The genetics for venefica are as follows:

(D5) Prophetic Reflex: +2 on Reflex Checks, +1d10/2 Daily Induction Advantage, and Steady Prophetic Visions, having +1 RP Chance Die per day, and may spend unused FP for +1d10/2 Reflex per FP.

(D4) Strong De-Aging Desert Dweller: This individual has +1 Morphean Domain Adaption, +1 on Forage Checks, may spend unused FP for +1d10/2 HP per FP, and may spend unused HP to de-age by 1d10/2 weeks per HP.

(D3) Reflexive Four Armed: This individual has four arms of the same strength and reflex. +1 on Juggling Checks, +1 on Catching Checks, +1 on Dancing Checks, +1 Grip, and +1 Might.

(R3) Sands of Time: +1 Chronal Domain Adaption, +1 Morphean Domain Adaption, and +1 Preservation Domain Adaption.

(R3) Desert Dancer: Those with this trait have +2 to Dancing Checks, +1 Morphean Domain Adaption and 1 GM rolled ability from the list below, of 1 evaluation.

Roll 1

Watercaller Rank I:
(Self, Zone, None)
(Standard, Halved, Situational)
(Wild Magic, 38% Stability, EP Blowback)
(Flow [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw water in a zone toward themselves and move it freely within it.
Situation: The user draws water out of non-allied entities, dealing Rank + Dice Pool + Observation Damage.
Situation: The user draws water out of the ground and air without harming entities, collecting Rank + Dice Pool + Observation Kg of water or less if there is less than that available in the area.
Situation: The user pushes water out of the area without harming entities, emptying the area of water to allow protection from rain or drowning, making all within the zone standing atop the surface of water if activated within a body of water.
Prerequisites: Venefica species genetics.

Roll 2

Sandshield Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, Limiting)
(Wild Magic, 38% Stability, EP Blowback)
(Morphean [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw sand in a cuboid around them, reshaping it within the area to create Rank Toughness and Dice Pool EP around themselves and those that are allied with them.
Limiting: This protects the user.
Limiting: This protects allies of the user.
Prerequisites: Venefica species genetics.

Roll 3

Sandwhip Rank I:
(Self, Cuboid, None)
(Willful, Severance, Limiting)
(Wild Magic, 38% Stability, EP Blowback)
(Morphean [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw sand in a cuboid around them, reshaping it into a whip, dealing Rank + Dice Pool + WIS Check Damage at those within the cuboid other than the user and their allies.
Limiting: This does not damage the user.
Limiting: This does not damage allies of the user.
Prerequisites: Venefica species genetics.

Roll 4

Glassworker Rank I:
(Self, Cuboid, None)
(Standard, Halved, None)
(Wild Magic, 36% Stability, EP Blowback)
(Morphean [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw sand in a cuboid around them, reshaping and heating it to create (Rank + Dice Pool + WIS Check) * 2 kg of shaped glass.
Prerequisites: Venefica species genetics.

Roll 5

Crystalcaller Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, None)
(Wild Magic, 42% Stability, EP Blowback)
(Stone [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw stone in a cuboid around them, drawing Rank + Dice Pool + WIS Check kg of local crystals toward themselves per turn it remains active.
Prerequisites: Venefica species genetics.

Roll 6

Stoneshield Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, Limiting)
(Wild Magic, 42% Stability, EP Blowback)
(Stone [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw stone in a cuboid around them, reshaping it within the area to create Rank Toughness and Dice Pool EP around themselves and those that are allied with them.
Limiting: This protects the user.
Limiting: This protects allies of the user.
Prerequisites: Venefica species genetics.

Roll 7

Stonefists Rank I:
(Self, Aura, None)
(Lasting, Beneficial, None)
(Wild Magic, 42% Stability, EP Blowback)
(Stone [Legacy])
(2 FP, 3 Attempts, WIS Check)
This ability allows the user to create gauntlets of stone around them, bestowing the Mighty Strength Status Effect to themselves.
Prerequisites: Venefica species genetics.

Roll 8

Crystal Snooze Rank I:
(Touch, Aura, None)
(Rebuff, Spiteful, Limiting)
(Wild Magic, 42% Stability, EP Blowback)
(Stone [Legacy], Stone [Stratagem])
(2 FP, 2 Attempts, WIS Check)
This ability allows the user to create a mass of crystals around those who they touch, bestowing the Stasis Status Effect to the ones touched, as well the Bane Status Effect.
Limiting: If the user does not have enough points available for both, stasis may apply if they have enough for it, but will wear off as per normal duration.
Limiting: The user does not put themselves into stasis unless touching themselves.
Limiting: The user does not put their allies into stasis unless touching them directly.
Prerequisites: Venefica species genetics. (6 points from cost, 1 point per FP for up to 20, 5 points necessary for Bane, 20 for Stasis)

Roll 9

Saltcaller Rank I:
(Self, Cuboid, None)
(Lasting, Beneficial, None)
(Wild Magic, 37% Stability, EP Blowback)
(Preservation [Redirection])
(2 FP, 1 Attempt, WIS Check)
This ability allows the user to reach out and draw salt, clay and other preservation materials in a cuboid around them, drawing Rank + Dice Pool + WIS Check kg of local materials toward themselves per turn it remains active.
Prerequisites: Venefica species genetics.

Roll 0

Cloud of Sand I:
(Self, Aura, None)
(Lasting, Beneficial, None)
(Wild Magic, 42% Stability, EP Blowback)
(Morphean [Phased])
(2 FP, 2 Attempts, WIS Check)
This ability allows the user to turn themselves into a cloud of sand, bestowing the Phased Status Effect for as long as the ability lasts.
Prerequisites: Venefica species genetics. (6 points from cost, 1 point per FP for up to 20, 10 points necessary for Phased)

Ethnicities

The venefica valdan mostly have a yellow sandy colored skin, white or grey hair, sunflower yellow sclera, jet black irises and cobalt blue or cyan pupils.

(E-4) Savage Times: +1d10/2 Daily Attack Damage Advantage, +1 Chronal Domain Adaption, +1 to Taming Checks, and +1d10/2 Daily Wild Magic Advantage. [Venefica Valdan]
(E-4) Excavating Camouflage: +1 to Excavation Checks, +1 to Camouflage Checks, +1 EP. [Venefica Valdan]
(E-4) Charmingly Beautiful: +2 to Charming Checks, +2 to Beauty Checks. [Venefica Valdan]

The venefica vaxil mostly have a red sandstone colored skin, white or black hair, blood red sclera, jet black irises and fire orange or amber pupils.

(E-4) Guarded Times: +1d10/2 Daily EP Advantage, +1 Stone Domain Adaption, +1 to Taming Checks, and +1d10/2 Daily Stamina Pool Recovery Advantage. [Venefica Vaxil]
(E-4) Excavating Concealment: +1 to Excavation Checks, +1 to Concealment Checks, +1 FP. [Venefica Vaxil]
(E-4) Charmingly Diplomatic: +2 to Charming Checks, +2 to Diplomacy Checks. [Venefica Vaxil]

The venefica valdul mostly have a white limestone colored skin, red or black hair, ivory sclera, jet black irises and forest green or chartreuse pupils.

(E-4) Splendorous Times: +1d10/2 Daily MA Advantage, +1 Fabric Domain Adaption, +1 to Crafting Checks, and +1d10/2 Daily MA Recovery Advantage. [Venefica Valdul]
(E-4) Excavating Prospectors: +1 to Excavation Checks, +1 to Prospecting Checks, +1 MA. [Venefica Valdul]
(E-4) Charmingly Hagglers: +2 to Charming Checks, +2 to Haggle Checks. [Venefica Valdul]

The venefica vamax mostly have a black sand colored skin, orange or red hair, forest green sclera, jet black irises and amethyst or violet pupils.

(E-4) Desperate Times: +1d10/2 Daily MP Advantage, +1 Ember Domain Adaption, +1 to Survivalism Checks, and +1d10/2 Daily HP Recovery Advantage. [Venefica Vamax]
(E-4) Excavating Navigators: +1 to Excavation Checks, +1 to Navigating Checks, +1 MP. [Venefica Vamax]
(E-4) Charmingly Trappers: +2 to Charming Checks, +2 to Trapping Checks. [Venefica Vamax]

The venefica vamad mostly have a green sand colored skin, grey or orange hair, violet sclera, jet black irises and ivory pupils.

(E-4) Bountiful Times: +1d10/2 Daily FP Advantage, +1 Flow Domain Adaption, +1 Harvest Domain Adaption, and +1d10/2 Daily HP Recovery Advantage. [Venefica Vamad]
(E-4) Swimming Foragers: +1 to Swimming Checks, +1 to Forage Checks, +1 HP. [Venefica Vamd]
(E-4) Charmingly Fishers: +2 to Charming Checks, +2 to Fishing Checks. [Venefica Vamad]

Sexes

While venefica do have all six potential sex genes presenting the nine combinations feasible, primarily the female and hermaphrodite sexes are more common, with pure females having the most political power.

(m1) Those with this sex gene have +2 MP. [Venefica]

(m2) Those with this sex gene have +1d10 Daily Stamina Pool Recovery. [Venefica]

(f1) Those with this sex gene have +2 MA. [Venefica]

(f2) Those with this sex gene have +1d10 Daily Wild Magic Pool Recovery. [Venefica]

(n1) Those with this sex gene have +2 FP. [Venefica]

(n2) Those with this sex gene +1d10 Daily Focus Magic Pool Recovery. [Venefica]

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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