BVG015 PlayersOption Compressed
BVG015 PlayersOption Compressed
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Under
Nebulous
Skies
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of parts of the PLAYER’S OPTION chapter of UNDER NEBULOUS SKIES
© 2021 Christoffer Schultz Sevaldsen - All rights reserved.
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or by any means - for example, electronic, photocopy, audio recording - without the prior written permission of the
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publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
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Player’s
Option
player’s
option
© 2021 Christoffer Schultz Sevaldsen - All rights reserved.
6 No part of this publication may be reproduced, photocopied, stored in a retrieval system or transmitted in any form or by any means - for example, electronic, photocopy, audio
recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
© 2021 Christoffer Schultz Sevaldsen - All rights reserved.
No part of this publication may be reproduced, photocopied, stored in a retrieval system or transmitted in any form or by any means - for example, electronic, photocopy, audio
Ch a r a cte r C
Cr eati o n
recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
CHAPTER:
Character reation
Albeit the possibilities offered in the Core Rulebook for
creating unique and remarkable characters are already vast,
imagination and creativity hold no bounds, so new ideas have
developed since the release.
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of options for players creating characters – and Arbiters
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creating NPC’s – for the Black Void RPG.
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“purchase” the abilities they want to for their character. As
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always, abilities can be acquired during the character creation
process or added later on as the character advances.
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Core Rulebook. It contains new Talents, Flaws, Backgrounds,
Attributes, Esoteric Attributes and Skills. alents
Each section has an overview of the options included in the
Talents are special competencies tied to a character’s Trait
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category and subsequently a detailed description, explaining
scores. Players may decide to add Talents to their various
the full rules for the ability option – the same way as those
Traits that have a score of three (3) or higher, granting
in the Core Rulebook.
a particular capability and added narrative flavour to that
Trait.
New Talents have not been added to all Traits. Traits with
fewer associated Talents in the Core Rulebook have been
favoured for new options in this sourcebook to balance out
The twin suns were scorching... the possibilities for players.
The unbearable heat augmenting the sickening stench
from the rotting cadavers strewn across the alley.
New Talents
What few residents intended to scurry through the AWARENESS COGNISANCE
passage as a shortcut were swift to use alternate
routes to their destinations. STAMINA ROBUST
STRENGTH STRONG GRIP
None but sludge rats and other mindless vermin
INTELLECT NATURAL LINGUIST
dared disturb the remnants discarded by the
CREATIVE THINKER
Shrouded Izhrit.
WILLPOWER DETERMINED
Awareness
To those with an expanded sense of being, the simple
act of putting one foot in front of another for a
COGNISANCE: The character can recognise and grasp while can lead to an epiphany of profundity and
subtle and even subliminal messages and pointers from understanding.
behaviour, speech nuances or other social exchanges.
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required Stamina roll involving active physical exertion recall and use rudimentary words and phrases.
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and can add a +1 modifier to subsequent rolls involving
continuous physical actions. This capability does not replace the language skill but enables
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the character to convey simple messages without making rolls
Example: Ahad has a Stamina score of 4. If he were to be understood.
swimming, he would generally be required to make a Stamina
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roll after 40 minutes. Because he is robust, the initial roll is
disregarded, and he can swim for an additional 10 minutes CREATIVE THINKER: This character is born with the ability
before being required to make a roll. to think outside set patterns, often contemplating solutions
The postponed roll counts as the first in terms of applying beyond common notions.
penalties to subsequent rolls for exhaustion.
When faced with problem-solving, riddles or similar, the
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player may either add a +3 to Intellect rolls to discover
Strength a tenable solution or request a roll to receive a hint of
possibilities in terms of how to resolve a given situation.
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STRONG GRIP: The character has an exceedingly firm grip The latter application should only provide the player with
and gains a +1 modifier to grappling manoeuvres as well as feasible options, never offer a precise solution.
resisting disarming.
Example: Idna finds herself stuck on an islet surrounded
Additionally, any critical failure or mishap resulting in the by rising waters and silt sharks. A quick survey of her
character dropping a weapon or item is disregarded. surroundings reveals nothing but kelp, seaweed, and shells,
but – being a creative thinker – she is allowed an INT roll
to come up with a solution.
A successful roll discloses that scattered mounds of seemingly
useless bubble seaweed can be piled into a makeshift float,
allowing her to paddle to shore, avoiding the jaws of the
voracious sharks.
Willpower
Once per day, the player can declare that the character is
determined to succeed in a given activity and add a +1
modifier to a given action roll.
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
F law s
New
Flaws
Flaws are physical, intellectual, or social inadequacies that
characters have to cope with daily. The Flaws used in Black
Void are not meant to impede players severely but to furnish
meaningful trials and add depth to characters.
Picking a Flaw awards extra character points for the player Agility
to use during character creation. Flaws can be chosen for
Traits with scores of three (3) or lower.
UNGAINLY: The character is moving awkwardly to such an
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However, unlike Talents, Flaws have severities that relate to extent that they are impeded by it.
the Trait score they are linked to.
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A mild Flaw can be chosen for a Trait with a score of three Mild: The character suffers a -1 penalty to basic movement
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(3) or lower and grants one (1) additional character point. rate. This limitation is further perpetuated in all associated
A moderate Flaw corresponds to a Trait score of two (2) and movement rates.
below, giving two (2) character points, while a severe Flaw may
only be chosen for a Trait with a score of one (1) but grants
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Moderate: In addition to the movement impediment, any
three (3) additional character points for the player to spend. performance, dodge, athletics, acrobatics, or similar rolls
suffer a -1 penalty.
Multiple Flaws may be acquired during character creation.
However, Traits can only have one (1) Flaw each and the
total amount of points gained may never surpass a total value UNCOORDINATED: The character is remarkably inept with
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of three (3). their off-hand and coordinating actions.
Consequently, characters can have up to three mild Mild: All actions requiring the use of two hands suffer a -1
Flaws, one mild and one medium Flaw or one severe penalty.
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Flaw – dependent on the Trait scores as described above.
The Arbiter must approve all Flaws chosen by a player. Moderate: Actions relying purely on the off-hand, two
hands, and simultaneous or secondary actions suffer a -3
Similarly to Talents, not all Traits have gotten new Flaws. penalty in addition to any other applicable penalties.
Traits with less correlated Flaws in the Core Rulebook have
been preferred for further options to offset any disparity. Severe: The character is unable to perform actions requiring
two or more hands as well as secondary and simultaneous
actions.
New Flaws
AGILITY UNGAINLY
UNCOORDINATED
Stamina
STAMINA SUSCEPTIBLE
STRENGTH CRIPPLE SUSCEPTIBLE: The character has remarkably poor health
WEAKLING and frequently becomes sick or diseased.
PERSUASION INTRACTABLE Mild: The character has a -1 penalty to all rolls to avoid
UNCOMPELLING infection (see page 143 in the core rulebook), disease, or
similar afflictions.
Strength Persuasion
CRIPPLE: The character has either limited or no use of one INTRACTABLE: The character is intractable and blinkered,
or several limbs. making them difficult to coincide with. No matter how
the character interacts with others, intransigent sentiments
Mild: Either an arm or leg is crippled, inducing limited emerge and hamper the dealings.
useability. Any actions involving that limb suffer a -1 penalty,
and the movement rate is -1 if it is a leg. Mild: Whenever the character interacts with strangers,
there is the risk of them taking umbrage. Any failed social
Moderate: A designated limb is crippled and partially useless, interaction roll induces a -1 penalty to all future dealings with
causing a -3 penalty to any action involving said appendage this person. These penalties are permanent and cumulative.
and a critical failure on a natural roll of 1-2. If this is a leg,
the movement rate is reduced to half unless a crutch or
similar is used. UNCOMPELLING: The character is severely limited in his
or her ability to sway people and often manage to dissuade
Severe: One limb is wholly useless and cannot be employed rather than compel their audience when making an argument.
in any actions. Also, all activities involving nimbleness,
acrobatics, or similar suffers a critical failure on a natural Mild: The character suffers a -1 penalty to all social rolls
roll of 1-2 as the limp appendage disrupts the action. attempting to convince or compel someone, even if the roll
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is based on another Trait.
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Moderate: In addition to the roll penalty, a natural roll
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of 1-2 in any social interaction causes a critical failure as
the character somehow offends or otherwise discourages
whomever the exchange is targeting.
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WEAKLING: The character looks exceedingly spindly and
feeble, inviting abuse and derision.
New
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
Backg r ounds
New
B ackgrounds
Players can select backgrounds that affect their characters
during character creation. Backgrounds give in-game
advantages or, in some cases, challenges and can act as the
outset for an interesting back-story.
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while selecting a detrimental Background grant additional
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points, akin to obtaining Flaws. As shown, some Backgrounds
have different tiers with varying point costs.
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While some Backgrounds provide benefits and give characters
an interesting heritage, some – like rivals, a bad reputation etc.
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– provide interesting and significant challenges for characters.
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The character should be able to get rid of detrimental
backgrounds. However, it must be an active effort from the
character, and the cost should be substantial and permanent.
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A crippling injury, a permanent phobia or loss of sanity, or
something along these lines would suffice. The Arbiter is free
to require an exp cost similar to or lower than the bonus
obtained from the background.
Ancestry Backgrounds
BA’WAIKH-KIN 3 POINTS
DJANN-KIN 7 POINTS
GHUL-KIN 7 POINTS
NAQASTI-KIN 2 POINTS
JE’EHL-KIN 6 POINTS
TALATH-KIN 7 POINTS
VARIIN-KIN 12 POINTS
Ba’Waikh-kin
FLAWS: Due to an undeveloped or lack of nasal passage
Ba’waikh-kin innately have the “No sense of smell” Flaw,
regardless of their Awareness score. They can take other
Flaws as per normal.
3 CHARACTER POINT BACKGROUND
BACKGROUND: Characters are Halfbloods and can obtain
On rare occasions, the joining of Ba’Waikh and humans most other Backgrounds at the regular point cost.
produce viable offspring and only ever between a male Due to the tight-knit inclination of the Ba’Waikh species,
Ba’Waikh and female human. Ba’Waikh-kin characters may acquire Allies, Contacts,
Followers, Mentors, Reputation, or Status from and among
Ba’waikh-kin tends to be almost childlike in size the Ba’waikh communities of Llyhn at one point less than
and looks, sometimes barely discernible from regular.
human children except for the odd blueish
skin tone. They can easily exploit this innocent
appearance to gain favourable treatment, information,
or other advantage.
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LIFE-CYCLE: Ba’waikh-kin can procreate with each other
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and both their parental species. They have a propensity to
live relatively short lives, rarely getting older than 45 years
of age.
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SOCIETY: As they are often confused with full blood
Ba’waikh, they frequently enjoy the same liberties as this
species which is ingrained and readily accepted in Llyhn
society.
While generally recognised as a low-caste, they do not suffer
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the same bias or restrictions that humans often encounter
around the city.
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established human communes of the city.
APPEARANCE: Players may pick from or roll on this table to determine their Ba’waikh-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Gaunt Petite Regular* Regular* Regular* Feathery protrusions
3-5 Skinny Small Blue tint Bald Large eyes No nose
6-10 Slender Short Green tint Bald Squinting eyes Elongated skull
11+ Ordinary Ordinary Blue green Bald Large and squinting Oddly shaped hands
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*The player rolls on the pureblood table, page 66 of the core rulebook.
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SPECIAL: Ba’waikh-kin characters do not suffer penalties
for low-light conditions unless they find themselves in utter
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darkness.
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Ba’Waikh-kin may always acquire “Reincarnation” at the cost
of one (1) point, even if they are not Voidmarked.
D jann -- Kin
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
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score distribution. This Flaw is always mild severity and does
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SOCIETY: Depending on how the individual Djann-kin not grant any bonus points.
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appears, they may experience more or less of the bias Regular Djann-kin can choose either “blunt”, “bad temper”,
regularly directed at humanity. Very human-looking “greed”, or “impulsive”.
specimens are likely to be treated similarly to their pureblood Ghul-kin can choose between “primitive”, “repulsive habits”
brethren, while exceedingly esoteric-looking individuals are or “bad aura”.
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more likely to be treated with reverence. Players may allot additional Flaws following the regular rules
and adhering to their Trait scores. Or players may increase
OCCURRENCE: As many Djann-kin hide or are perhaps the severity of the innate Flaw but gaining one less bonus
unaware of their otherworldly heritage, it is unclear point than typical from doing so.
how commonplace they are. It is suspected that distant
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descendants of mixed heritage between Djann and Humans BACKGROUND: Djann-kin characters are considered
are much more widespread than commonly believed. Voidmarked and may acquire other Backgrounds as per
usual. A Djinn-kin character may acquire the Sarhnesh caste
BEHAVIOUR: While Djann-kin can take after either parent, status (6 points) but will be unable to pass as an ordinary
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they tend to be more temperamental than regular humans human if they do so.
and often exhibit a certain arrogance in their demeanour,
even if involuntarily. ATTRIBUTES: Djann-kin may acquire the following
Descendants of a particular Djann subspecies such as Ghuls Attributes: Adaptive pigment, additional arms, claws, fangs,
are likely to exhibit exceedingly savage conduct, while natural resistance, natural immunity, night vision, and quick
offspring of Ifriit or Marid might be inclined towards overt healer.
callousness or pomposity.
ESOTERIC ATTRIBUTES: characters may purchase the
TRAITS: Djann-kin may distribute points in Traits within the following Esoteric Attributes: Aerial, ageless, Daimonic
following parameters and have three (3) additional points aspect, Daimonic discord, Daimonic whispers, domination,
to allocate in Traits: mesmerize, possession, shapeshifter, and true sight.
AGI AWA STA STR INT PERS PRE WILL POWERS: In addition to any Enlightenment granted
by homeworld benefits, players may allocate two (2)
2-5 2-6 1-5 1-5 1-5 2-6 3-6 1-5 Enlightenment benefits during character creation. If the
*These limits include any bonuses from Attributes. character does not have the necessary Awareness score to
obtain Enlightenment tiers these must be Void sensitivity
and Void Cognisance.
Djann-kin may become Furore Mystics and Blood Ritualists
but can never become Gnostic Mystics.
APPEARANCE: Players may select or roll on this table to determine their Djann-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Odd-coloured Bald Glowing Claws
3-5 Lean Ordinary Ordinary* Ordinary* Ordinary Pointed ears
6-10 Muscular Tall Odd-tinted Odd-coloured Odd-coloured Pointed teeth
11+ Brawny Lanky Unusual** Unusual** Unusual** Animalistic features
*The player rolls on the pureblood appearance table / **Roll on the Voidmarked appearance table. Core rulebook pages 66-67.
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The pack of hyenaesque creatures had been glimpsed and heard roving the barrens close to the Assembly
encampment for several nights. Their snickering howls and yelps were unnerving, markedly as it seemed that
they ventured ever closer to the shelters and tents every passing night.
In the late hours of dusk - well after the bells of the morning palace had chimed sundown - a remarkably large
specimen could be spotted probing between the tents, slavering and sniffing.
Those that awoke and saw the cause of disturbance were too terrified to act, breathlessly praying to whatever
distant Deity they venerated for the beast to pass them by.
The creature halted by a small tent belonging to Oshan - a recent newcomer - who purportedly had roamed the
wilderness of savage worlds for years until a Shirr caravan had offered passage to Llyhn.
This was the source of some speculation amongst the Assembly adherents; for what payment could a destitute
wanderer of the wilds possibly offer to Shirr merchants for such aid?
The menacing beast circled his derelict tent, sniffing at the seams as if verifying something while growling in an
odd tenor reminiscent of canine affection before abruptly setting off at a sprint.
After what seemed like hours, the supposedly shocked Oshan drew the tent flap aside to peer out in the nebulous
night. A wicker basket of unfamiliar but skilled weave stood crookedly outside the tent.
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Overcoming trepidation, he peered inside and was startled to see the countenance of a little baby girl with fiery
locks.
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Babbling quietly and toying with what appeared to be a peculiar-shaped jawbone the girl giggled, exposing
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markedly pointy incisors. Oshan gawked at the babe who after a moment, fixed him with a possessive and
knowing gaze. Staring into those intense eyes, realization dawned on Oshan.
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He knew the creature that had mothered this child.
Ghul-Kin E
He knew that the Ghulah that haunted his dreams was real…
G - DITI
ON
SOCIETY: Because Ghul-kin often have noticeable inhuman
hul kin features, they are less likely to experience the prejudice
aimed at humanity at large. While specimens trying to look
7 CHARACTER POINT BACKGROUND human will be treated equally to their pureblood kin, anyone
who can discern esoteric qualities will realise that this is no
Of all the Djann, Ghuls seem the most prone to mate with ordinary human.
humans. It is unclear why they have this propensity, but it
is known that Ghul-kin were recognized even in the days OCCURRENCE: As Ghul-kin often try to hide their true
before the fall of Earth. nature, at least when among humans, it is exceedingly
difficult to know how common they are. It is supposed that
Interestingly, the Ghulah parent very rarely rears the child, many more than purists believe are in fact at least distantly
habitually leaving the infant by the abode of the supposed related to Ghuls.
father or simply handing it over. Ghuls never involve
themselves with the nurturing but have been known to seek BEHAVIOUR: While Ghul-kin take after their human parent
out their progeny once it reaches adulthood. in most ordinary respects, their flaring, savage tempers, and
eventual hunger for flesh is bound to emerge eventually.
Ghul-kin generally resemble humans as well, but more While some are able to suppress this, it is a constant struggle
often than not have distinctive features indicating their if they choose to live within any civilised society.
extraordinary heritage. Generally however, they can quite
easily pass as humans, should they wish to, by concealing TRAITS: Ghul-kin may allocate Trait points as follows and
their peculiar attributes. have three (3) additional points to allocate in Traits:
LIFE-CYCLE: Ghul-kin are unusually long-lived by human AGI AWA STA STR INT PERS PRE WILL
standards and can mate just as ordinary humans. Similar
to Djann-kin they often outlive their own offspring if the 1-5 2-6 1-5 2-6 1-4 1-6 1-5 1-4
other parent is human. *These limits include any bonuses from Attributes.
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TALENTS: Characters can acquire Talents as per usual. The Ranashah siblings are notorious Ghul-kin twins
running a small gang of thugs extorting the residents
FLAWS: During character creation, an innate Flaw must be in the warehouse district of Dhareese.
chosen for the Ghul-kin irrespective of their actual Trait They used to live in the Feeradani enclave but were
score allocation. The innate Flaw is always mild severity and banished after a violent encounter with the Rahsa
does not grant any bonus points. The player can choose Galam. They are unusually large and have been
between “primitive”, “repulsive habits” or “bad aura”. known to feast on residents unwilling to submit to
Players may pick additional Flaws in accordance with the their coercion.
regular rules and adhering to the character’s Trait scores.
Players can also choose to increase the severity of the innate Indhana is a reclusive Ghulah-kin who has renounced
Flaw but gain one less bonus point than ordinary from doing her Ghul heritage and struggles to rid herself of her
so. savage impulses.
She lives in a crude shanty in Kimah, offering her
BACKGROUND: Ghul-kin characters are Voidmarked. services as a guide and protector to visitants in
Due to their propensity for savageness and solitude Ghul- need of such. She is extensively blood-inked with
kin cannot acquire the Educated and Follower Backgrounds sacrosanct iconography in a fraught attempt to quell
but may obtain the remainder as normal. the blood-lust regularly overcoming her.
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ATTRIBUTES: Ghul-kin may acquire the following
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Attributes: Claws, digitigrade legs, fangs, fur, horns, huge
tusks, long limbs, natural resistance, natural immunity, night
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vision, quick healer, stinger, tail, and tough hide.
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following Esoteric Attributes: Beastly aspect, Daimonic
aspect, Daimonic discord, Daimonic whispers, domination,
mesmerize, possession, shapeshifter, and true sight.
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sufficient Awareness score to take Enlightenment tiers, these
are always Void sensitivity and Void Cognisance. Additional
rankings from Homeworld and such are cumulative. Ghul-
kin may acquire Furore Mystic and Blood Ritual powers but
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cannot be Gnostic Mystics.
APPEARANCE: Players may choose or roll on the table to determine their Ghul-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Lightly furry Odd-coloured Ordinary* Claws
3-5 Wiry Ordinary Ordinary* Mane Odd-coloured Odd limb joints
6-10 Muscular Tall Odd-tinted Ordinary* Animalistic Pointed teeth
11+ Hunched Gangly Unusual** Thick strands Black Animalistic features
*Roll on the pureblood appearance table / **Roll on the Halfblood appearance table, but ignore feathers. Core rulebook pages 66.
Naqast
Naqastii --Kin
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
kin
2 CHARACTER POINT BACKGROUND
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LIFE-CYCLE: It is evident that Naqasti-kin live shorter lives
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than regular humans except for a few rare cases. They are
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able to procreate amongst themselves and with other species
but rarely tend to do the latter.
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even more predisposed to bias than regular Humans within
Llyhn. They can – however – rise to prominence amongst
their Naqasti relatives, displaying leadership qualities often
lacking in pure Naqasti.
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Occasionally the human tendency to rebel against set tenets
makes them contested among the strictly dogmatic Naqasti,
but – as is usually the case – the young are keen to follow
the supposedly radical.
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OCCURRENCE: Naqasti-kin have only ever been seen in
Llyhn but are becoming a growing part of both the Human
and Naqasti communities.
APPEARANCE: Players can pick from or roll on this table to ascertain their Naqasti-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<3 Stout Stubby Greyish tint Dark patches Ordinary* Large ears
4-9 Stocky Short Grey dappled Bald Small golden Short trunk
10-12 Chunky Ordinary Dark grey Sparse tufts Large golden Long arms
*Roll on the pureblood appearance table / **Roll on the Halfblood appearance table, but ignore feathers. Core rulebook pages 66.
FLAWS: Naqasti-kin always have Social Stigma (mild) and SPECIAL: The character is capable of “Naqasti-speak”, a
may increase this, gaining one point for moderate and two jumbled mix of grunts, clicks and gestures only intelligible
points for severe. Characters may take any other Flaws their to other Naqasti. They can never begin play as Enlightened.
Trait scores permit as normal.
FLARING TEMPER: Naqasti-kin have a propensity for
BACKGROUND: Naqasti-kin are Halfbloods and cannot bouts of rage if severely mistreated. Any time a Naqasti-kin
obtain the Voidmarked Background. Naqasti-kin can never character is subjected to excessive pain, harsh intimidation,
attain a higher caste than Shahrvah nor begin play with a or becomes “hurt”, the player must make a Willpower roll
residence or resources. A Naqasti-kin character cannot have [7] or be subject to Frenzy (Core rulebook page 148)
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allies, followers, mentors, reputation, or status beyond the for D6 rounds or until the source of the maltreatment is
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scope of low-castes. incapacitated or gone.
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ATTRIBUTES: Characters innately have Symbiotic bond
with all Naqasti and Naqasti-kin and can acquire Tough hide
and digitigrade legs at the regular point cost.
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ESOTERIC ATTRIBUTES: Naqasti-kin cannot acquire
Esoteric Attributes.
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fanatical believers have been known to perform miracles
through sheer fervent zealousness and ardent prayer. As
such, Naqasti-kin characters may acquire Furore Mysticism
(the source of the supposed miracles) but must add the
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Fanatic Flaw (severe) to the character sheet as well.
NOTABLE NAQASTI-KIN
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Je
Je’’ehl
ehl --Kin
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
kin
6 CHARACTER POINT BACKGROUND
The progeny of Je’ehl and Human parents are a varied lot, TRAITS: Je’ehl-kin may allocate points in Traits within the
both in appearance and comportment, depending on which following parameters:
ancestry they mainly take after.
AGI AWA STA STR INT PERS PRE WILL
Some look predominantly human with only a faint grey-green
skin tone to denote their mixed heritage, while others have 1-5 2-6 2-5 2-5 1-5 2-6 1-5 1-5
horns and four eyes much like their Je’ehl parent – their *These limits include any bonuses from Attributes.
Human heritage barely noticeable.
HOMEWORLD: Je’ehl-kin characters can only ever be Llyhn
Most Je’ehl-kin, however, have one or several features
Natives.
indicating their hybridity, such as small bumps where the
horns would have been, a second pair of fused eyelids, or
TALENTS: Je’ehl-kin may acquire “Resolve” and
half-tint skin tones.
“Tolerance” at only 2 character points per Talent.
Other Talents cost the regular 3 character points to obtain.
Je’ehl-kin are only known to have been birthed from pariahs
as no native Kandahiran Je’ehl would demean themselves by
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FLAWS: The character may take Flaws as normally and can
procreating outside their species.
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never have severe STA, STR, or PERS Flaws.
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LIFE-CYCLE: No Je’ehl-kin has yet died of old age, so it is
BACKGROUND: Je’ehl-kin are Halfbloods and can obtain
unknown whether the Je’ehl longevity or human lifespan
the Voidmarked background for an additional point.
dominates. Je’ehl-kin are able to procreate with their own
and other species, but the offspring tends to be weak and
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A Je’ehl-kin character is automatically Shahrvah caste and
frail.
may acquire higher caste status as follows: Muati (3 points)
or Sarhnesh (6 points).
SOCIETY: Due to their parentage Je’ehl-kin largely tend to
avoid some of the bias usually directed at humanity in Llyhn.
CASTE Sarhnesh
EDIT
Most Je’ehl pariahs are likely to treat them with acceptance
and even with affinity, whereas Je’ehl nation representative
STARTING 120+4D12 copper Dhin
WEALTH
would only exhibit scorn and disdain.
EQUIPMENT Fine clothes, headgear, and sandals.
& PROPERTY A superior dagger, some supplies of
ION
Due to the historical animosity, the Harith are as innately
averse and antagonistic towards Je’ehl-kin as they are to choice, a stock of goods as well as a
native Je’ehl. parlor.
INCOME D6x10
OCCURRENCE: Je’ehl-kin are exceedingly uncommon and
have – so far – only been seen in Llyhn itself, where the
concentration of Je’ehl pariahs is the highest.
ATTRIBUTES: Je’ehl-kin may acquire the following
BEHAVIOUR: Je’ehl-kin tend to be strong-willed and Attributes at regular character point-cost: Horns and multiple
independent, occasionally – but not always – displaying the eyes. If the character has a Voidmarked Background, all
haughtiness of their Je’ehl parents. Attributes can be obtained.
Being intrinsically caught in the animosity between Je’ehl ESOTERIC ATTRIBUTES: Je’ehl-kin can acquire Esoteric
nations and pariahs – not to mention the presence of Attributes if they are Voidmarked.
resentful Harith – tend to make Je’ehl-kin distrustful and
suspicious.
APPEARANCE: Players may pick from or roll on this table to determine their Je’ehl-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Ordinary Short Normal* Normal* Regular* Nothing special
3-5 Stout Ordinary Grey-tinted Bald Golden irises forehead bumps
6-10 Stocky Ordinary Green-tinted Bald Fully golden Small horns
11+ Burly Tall Grey-green Tendrils Second fused pair Full horns
*The player rolls on the pureblood table, page 66 of the core rulebook.
B
Additionally, Je’ehl-kin innately receive a +3
A
modifier when interacting with Je’ehl pariahs.
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Any encountered Je’ehl nation citizen will –
upon realising the character’s background –
immediately adopt the “adverse/disparate”
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susceptibility for interaction rolls.
EDIT
ION
NOTABLE JE’EHL-KIN
Ta lath - -Kin
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
Talath kin
7 CHARACTER POINT BACKGROUND
The communion between Human and Talath is not as HOMEWORLD: When Talath-kin players select or roll for
uncommon as one might think. The offspring are known homeworld, all results of 8+ count as Llyhn Native.
as Talath-kin and are more often than not readily accepted
within Talath packs and tolerant human communes. TALENTS: Talath-kin may acquire Agility, Stamina,
Strength, Presence, and Willpower Talents. The cost of
This tolerance may be due to the fundamental outward Strength Talents is reduced to two (2) character points.
similarity between the two species. Mixed specimens easily
resemble either small Talath or large loutish humans rather FLAWS: Talath-kin may take Flaws within any Trait except
than otherworldly mongrels. Strength and Stamina.
LIFE-CYCLE: The lifespan of both species is fairly similar, but BACKGROUND: Talath-kin are Halfbloods but can acquire
due to the Talath propensity for the late physical decline, the Voidmarked Background additionally.
Talath-kin tend to remain vigorous far longer than pureblood
humans. It has turned out that Talath-kin cannot reproduce. ATTRIBUTES: Talath-kin innately have the Large,
Digitigrade legs, and Tough hide Attributes and may acquire
SOCIETY: Talath-kin seems to fit reasonably well within the following Attributes at regular character point-cost:
B
both Talath and Human communities, albeit they are often Fangs, Natural resistance, Natural immunity, Peripheral
A
considered demure with the former and brash within the vision, and Prehensile feet. If the Talath-kin character has
PRE CKE
latter. the Voidmarked background, all Attributes can be acquired.
Talath-kin are often resolute individuals that retain a fierce ESOTERIC ATTRIBUTES: Talath-kin can acquire Esoteric
sense of community with whichever parental species they Attributes if they are Voidmarked.
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prefer, or in some cases both.
POWERS: Talath-kin character can obtain Blood Ritual
Due to their formidableness yet somewhat tempered Powers as per usual but cannot become Mystics.
wilfulness and savagery, Talath-kin have become increasingly
popular as enforcers in Llyhn. SKILLS: Talath-kin may acquire the formation-fighting with
EDIT
a Combat skill ranking of 1.
OCCURRENCE: As Talath are common residents or
frequent visitors to areas where humanity also resides, the SPECIAL: Talath-kin intuitively recognize Talath behaviour
presence of Talath-kin is on the rise within such regions, and can gauge the underlying mood or intent in an
ION
including Llyhn. encounter. Talath-kin characters have a +1 modifier when
interaction with Talath but a -1 penalty when interacting
BEHAVIOUR: Talath-kin tend to display more individual with High castes or similar aristocratic denizens, due to the
versatility than their Talath parentage but are habitually repute of the Talath species.
considered somewhat simple and loutish to Human
sensitivities.
However, few humans dare cite this openly as Talath-kin
often retain the strength and temper of their other half. NOTABLE TALATH-KIN
TRAITS: Talath-kin may allocate points in Traits within the Jarbai Dhut is a recognised Blood Ritualist living in
following score values: the Feeradani enclave. Beyond her reputable talents
in the art of Bloodletting, the fact that she is an
AGI AWA STA STR INT PERS PRE WILL albino Talath-kin make her famed.
Jarbai was born in Llyhn and abandoned by her
1-4 1-4 2-6 3-7 1-3 1-3 1-5 1-5
Talath mother as an aberration. She now lives
*These limits include any bonuses from Attributes.
amongst her father’s people, having established a
sacrificial shrine in a reputedly haunted building on
the central platform of the Feeradani enclave.
B
PRE CKE A
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EDIT
ION
APPEARANCE: Players may pick from or roll on this table to determine their Talath-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Obese Ordinary Normal* Normal* Normal* Patches of fur
3-5 Burly Stocky Brownish red Black Pale blue Pointed teeth
6-10 Brawny Towering Maroon Dark grey Pale grey Huge mane
11+ Bulging Hulking Burgundy Whitish grey Almost white Massive jaw
*The player rolls on the pureblood table, page 66 of the core rulebook.
Variin-Kin
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
Variin-kin
12 CHARACTER POINT BACKGROUND
NOTABLE VARIIN-KIN
Offspring of human and Variin parentage are amongst the
most esoteric of known Halfbloods. Unlike their rather There is only one vaguely known Variin-kin resident
libertine approach to pleasure, Variin breeding is highly in Llyhn, and that is Eureeru, the poet. Eureeru is a
ritualised. It is an almost-unheard of honour for another Voidfarer who, when in Llyhn, patronises the various
species to be embraced and bonded with. establishments of the wharves in Dhaarese.
Variin-kin, being only one-third human, are often closer with Despite her mixed heritage, she seems to have
their Variin parentage than their human counterparts. Their inherited the archaic Variin propensity for dreaming
aptitudes and demeanour tend to reflect Variin penchants and a gift for recounting these dreamscapes to
rather than human, but as Variin offspring revere all three enthralled audiences.
parents equally, there is no intentional estrangement, simply
an innate tendency. When she recites her dreamscapes, she seems
entranced, her poetic excretions evolving into hymns
Variin parents that have decided to induct a human into their and taking on ethereal qualities that enthral those
procreation would only do so if they have the utmost respect who listen.
and affection for that individual, including him unreservedly
B
into their midst. Or indeed, if an obscure transcendent It is even rumoured that her dreamscape renditions
A
motive is directing their activities, in which case the human carry concealed premonitions discernible only to a
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parent would be disposed of subsequently. select few in her audience.
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many other Halfbloods, are never torn between one side or
the other. While the mysterious nature prevalent in Variin is The few specimens found in Llyhn are likely to roam as
less predominant in Variin-kin, they can be bent towards the their please, unhindered by patronage, bounds, or other
transcendental dreamings of their dual maternal parentage. constraints often inhibiting their human relatives.
EDIT
Variin-kin tend to look very much like their Variin parents, OCCURRENCE: Variin-kin are so rare that few
with the human characteristics barely noticeable and are commonalities can be determined, but like their Variin
consequently rarely identified or treated as humans by other parents, they can live in any non-arid environment.
species.
ION
BEHAVIOUR: Variin-kin tend to be very independent
LIFE-CYCLE: Due to the complex breeding cycle of the and free-spirited. However, once they bond with others,
Variin, requiring three participants, only a human male can the affiliation is deep and profound. While they can behave
physically partake, acting as the drone fertilising the egg. completely human, the duality of the Variin nature often
Variin-kin are so rare that their life expectancy is unknown. shines through in sporadic bouts of frivolous roving or
melancholic daydreaming.
SOCIETY: Despite their tendencies towards individualism,
Variin-kin are adored and cherished by their Variin parents TRAITS: Variin-kin may assign Trait points as below and
and welcomed by any Variin as belonging to the species, have six (6) additional points to allocate in Traits:
irrespective of the foreign bloodline. While humans with a
bias towards interbreeding with other species would likely
AGI AWA STA STR INT PERS PRE WILL
be exceedingly averse towards Variin-kin due to their
clearly otherworldly nature, more tolerant individuals would 2-6 4-7 1-3 1-4 1-6 1-6 2-5 1-4
undoubtedly be fascinated. *These limits include any bonuses from Attributes.
APPEARANCE: Players may pick from or roll on this table to determine their Variin-kin’s appearance.
ROLL FIGURE STATURE SKIN HAIR EYES SPECIAL
<2 Slim Short Cerulean Bald Ordinary* Frill-like appendages
3-5 Slender Ordinary Cobalt blue Thin tendrils Light green Gills
6-10 Lean Ordinary Aquamarine Thick tendrils Dark green No nose
11+ Ordinary Tall Turquoise Tentacles Glowing green Tiny mouth
*The player rolls on the pureblood table, page 66 of the core rulebook.
B A
ESOTERIC ATTRIBUTES: Variin-kin innately have the Void
Entity [1] Esoteric Attribute.
PRE CKE
Being shapeshifting otherworldly beings, they can obtain the
following Esoteric Attributes: Aerial (4 pts), shapeshifter (2
pts), true sight (1 pt) and increase their Void Entity tier to
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[2] (3 pts) or tier [3] (6 pts).
EDIT
SPECIAL: Variin-Kin are born Enlightened [1], with
additional Enlightenment tiers attained through
Homeworld benefits or advancement being cumulative.
ION
Variin-kin characters have a +3 modifier to rolls when
socially interacting with true Variin.
DDetrimental
etrim enta l
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recording - without the prior written permission of the publisher. “BLACK VOID” logo trademarked by Christoffer S. Sevaldsen
Backg r ounds
Suggestions include but are not limited to the following:
Either the character suffers a -3 penalty to all dice rolls
during stressful situations such as intimidation and so on,
B
due to severely wracked nerves.
B
symbols, nor can he or she commit any information to a
A
written medium.
PRE CKE
DISREPUTE [1|2]: The character is haunted by a bad As such, the character cannot obtain any information other
reputation, stunting their social efforts. This repute may be than verbally conveyed messages, and they are unable to
more or less abhorrent and more or less widely known. learn any skill that implies the use of reading or writing.
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While the disrepute does not influence each and every social
interaction, there is always a chance that someone recognises OWED ALLEGIANCE [2]: The character owes allegiance
the character and reacts accordingly. to someone or something and is unable to refuse any request
Mechanically this translates into the character suffering a from this obscure patron. While the commitment may not
necessarily affect everyday life for the character, it will be
EDIT
critical mishap on a roll of a 1-2 for any social interaction
roll in locations where the reputation might be known. brought into effect at regular intervals.
The one (1) point Disrepute indicates that the standing is The patron has no interest in the concerns or pursuits of the
prevalent in a single but substantial area that the character character and demands complete obedience when making
ION
regularly frequents. commands.
In contrast, the three (3) point Disrepute Background implies Commands may include specific tasks, such as committing
that several locations are affected. murder and gathering information, or more obscure requests
that may not be immediately evident in their merit.
What the bad reputation stems from can be almost anything,
but it must be something that a majority of the population Occasionally, commands may be contradictory to the
of the designated area finds deplorable. character’s interests or come at inopportune moments,
causing distress and detriment to the character and their
In the case of several locations, the Arbiter can decide to compatriots.
delay determining the specific places until later in the game.
Why or how the patron holds sway over the character is up
to the player, but it should be an irrefutable circumstance
HORRIFIC SECRET [2]: The character carries a terrible while it persists.
secret with them. This is no ordinary or purely embarrassing
secret; this is something truly horrendous that will change
how people view the character or cause severe mental
distress for the character if revealed.
B
Example: Suppose that the character and companions are
A
waiting for an essential informant at a rendezvous, and
suddenly the pursuer shows up at the location, prompting
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the character and friends to flee the place to avoid discovery,
thereby losing or at least delaying the information they were
seeking.
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RIVAL [1|2|3]: The character has a nemesis that does its
best to harm or hinder the character. While the competitor
may not wish the character dead, he, she, or it is likely to
go to great lengths to stop the character from achieving any
EDIT
goals in life.
ION
that might hold a grudge against the character.
What is essential is that the character is aware of their
presence and that the rival often publicly or otherwise
overtly works against the character’s interests.