Chimeric LORE

Chimera, MERA, Grell

Image by Nicco Salonga

In the myths of the ancient world, Chimera were creatures that were hybrids of multiple animals or monsters. These were the weapons of divine beings or the workings of a cruel natural dogma. Similarly, the Chimeras of the World Beyond the Fall are seen as mutants of a strange new science or dark magic. Others see them as the bearers of a wild power, like the werewolves, werepanthers and other were-creatures of the old stories.

In truth, they are humans possessed of powerful animalistic features, allowing them senses, speed and strength beyond the human norm. They are also possessed of cunning and intellect that belies their bestial visages -- those who would judge only by looks and appearances would best beware when dealing with a Chimera.

Choose this Stigmata if:

  • You want to play a character with animalistic features and quirks.

  • You want to play a Stigmata that supports non-magical characters

  • You want to play against type, e.g. a brave mouse, a cowardly dog, a feeble ox, etc


  • The myths of the old world claim that the children of the faerie or even the forsaken changelings of other realms dwelt among humanity, sometimes rising as its greatest heroes and villains.

    The scientific scholars of the Afterfall believe that Chimera were wrought by some government or facility-made genetic manipulation, either to create super-soldiers or to weather the deadly new circumstances of the world Beyond the Fall. To explain their world-wide existence, they point to an aerial delivery as a source. There are those who claim that genetic experimentation was reaching new heights before the Long Fall and that the Chimera are a result of it.

    Naturally, there are some scientists that dispute the above as unsupported hogwash, believing Chimera to be a mutation that is activated by the onset of Etheric Delirium and the new ether-permeated atmosphere (sometimes called the ethersphere). They point to the mutations having both a genetic component to them but also being a product of their environment -- newborn Chimera have a strong tendency toward Traits that are useful to their environment, regardless of their parentage, though testing to prove this point have not been of sufficient size or quality to be of reliable use.

  • Chimera sport much of the same organs as humanity, but they possess additional organs or changes to organs that can allow them greater physical abilities. Not all of these changes are of utility or even beneficial -- some Chimera sport physical or even neurological tendencies that have proven to make life more difficult rather than easy. Despite this, they are otherwise incredibly similar to other Afterfall humans.

    One thing of interest is that Chimera mothers (as opposed to non-Chimera mothers birthing Chimeras) always give live births. This is regardless of whether the traits they bear are of egg-laying animals or not. These births tend to be in litters of 2-4 and may create a special cultural bond between members of a litter, although they can be very different from each other. While there are rumors of infants killing or eating each other in the womb or after birth, these are believed to be simply rumors or else the product of certain cultural beliefs. For group births, pregnancy is painful and renders the female Chimera in question very vulnerable. However, this means that their families tend to be bigger.

    The Subtype of a Chimera usually, but not always follows its mother with recessive Subtypes coming from the mother or the father’s ancestors. In other matters of reproduction, the Chimeric Stigmata is moderately likely than not (50%) to manifest in children of mixed parentage.

  • The same energies that grant Chimera their vitality and agility can also grant them talent in the Sorcery. Chimera are able to learn the Etheric Arcana skill or start out as Arcanists.

    Chimera Arcanists are seen in a plethora of roles, befitting the diversity inherent in humanity. Many are Animancers that serve as guardians or guides of their communities or social groups -- at one with the spellcraft they wield. A few take a more analytical approach to magic, using it with the same measure and care as a scholar or an academic.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Chimeric Stigmata upon their personality. You may pick any or none of them for your character.

    — Animalistic: Chimera may display characteristics from the beasts that they resemble. They may growl at threats or preen themselves. Some embrace these tendencies as who they are but others disdain them as unsophisticated, indulging in them only in private or when nervous.

    — Blunt: Chimera tend to be truthful to a fault, unwilling or unable to dissemble or couch their statements for politeness. Regardless of how they actually feel, they appear to care little for the feelings of others or for the delicacy of the situation, speaking the truth that they perceive in no uncertain terms when prodded.

    — Social: Despite themselves or the creatures that they resemble, Chimera tend to be pack, flock, herd, or family oriented. They prefer to be around others and become nervous when alone for too long. Even Chimera that resemble lone hunters come back to their allies once in a while to bask in their presence before heading out to be alone.

  • There are five different kinds of Chimeric Subtypes, each representing a facet of vertebral animals that were found in the Pre-Fall World.

    You are allowed to start with one Chimeric Subtype. This choice is made during the creation of your character.

    Expend a Milestone and get the “Unique Subtype Milestone” to get a new Subtype, representing spontaneous and often painful adaptation that may grant new feathers, fur, or even appendages.

    Bestial (Vorid): Passionate, primal and voracious, this Subtype is associated with wolves, bears and jaguars. Those that have this Subtype are known for a wild mane of fur or feathers (regardless of sex) mantling their neck and/or shoulders.

    Horned (Cornid): Known primarily for their toughness, their social nature, and their stubborness, this Subtype is associated with oxen, deer, goats and other mammals that are antlered, horned or tusked.

    Quick (Tachid): Nimble, perceptive and nervous, this Subtype is associated with small animals such as mice and rabbits, but also small carnivores, such as weasels and mongooses. They are known for their large ears and/or long tails.

    Scaled (Saurid): Tough, venomous and cunning, this Subtype is associated with serpents, crocodiles and other reptilian creatures. Scales are their main characteristic, although they may also have fangs, reptilian eyes and/or even crests or hoods.

    Winged (Pterid): Swift, agile and insightful, this Subtype is associated with birds such as hawks, owls and robins. Wings or feathered arms are showcased by these individuals. However, there are some with this Subtype that share characteristics with bats instead.

Eidolonic LORE


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Image by Nicco Salonga

In the time before Long Fall, humanity ascended from their frailties and their weaknesses through gene therapy and cybernetic implants. But that era of ancient optimism and hubris is over -- in this World beyond the Fall, there are only nightmares and monsters. Yet, Humanity is nothing if not resilient and ingenious. The monsters and the nightmares that hunted and haunted them would be made to serve -- and thus were wrought the Eidolons.

At the very base level, Eidolons are humans who have willfully undergone and fortunately survived a dangerous process of implantation of something called an Eidolonic Spore - a monstrous thing taken and processed from the flesh of certain Abyssal monstrosities. The Templars are the primary creators of Eidolons (sometimes called Steeds). However, their process has been appropriated by the Scavvers and thereby given to those willing to pay for this horrific privilege.

Regardless of the discussion of the true price of this process, Eidolons are possessed of strange and potent abilities that border on the magical. They are able to emit venomous blood or even float through the air. They may be regarded strangely by those outside the Templars (and by some individuals within), but they remain as human as the rest of the World Beyond the Fall.

Choose this Stigmata if:

  • You want more alien characteristics, like an an octopus, a fly, or jellyfish

  • You want a non-magical character to become able to cast spells via a Graft.

  • You want to play a Stigmata without the need for paint, only props, costuming and/or prosthetics.

  • The first Eidolons were part of a successful project by an Arcanist named Four Crystal Mountain Hawk, 35 years ago. A member of the Skull Conclave, Four Crystal’s goal was the grafting of specially treated Abyssal tissue for the purposes of physical enhancement and the granting of magical prowess to those who are otherwise without it. Their experiments were 15 years in the making before they yielded something that was beyond failure.

    Despite the 90% death rate and the rumored escape of a few subjects (including his own son), it was deemed a success to the point that Four Crystal was granted the opportunity to form his own Priory. The process has been refined and improved to the point that subject death is highly minimized when performed using a Biomancer Hatchery (less than 5%) -- many are the individuals that undergo this painful and life-altering process in service of the Templars.

    Incidentally, parts and pieces of this magical rite have spread across the World Beyond the Fall. The Scavvers are said to have their own version of it as do the Skull Conclave and other organizations. Even the Illustrados have had some limited success with this dangerous procedure, though their own experiments on the matter have been promptly shut down by the Magistrados.

  • The introduction of an eldritch life-form to the human physiology rarely results in a happy marriage of the two beings. In fact, it usually ends with the destruction of the human or their unwilling infestation.

    Magical experimentation and a powerful will have melded to create the Eidolon, whose alien organs and functions work more readily with their human hosts than their previous forebears. In addition to the hump that marks the individuals with this Stigmata, it is believed that not all the organs of the Eidolonic Spore are in our reality, tethered instead in an alternate dimension.

    An individual with this Stigmata is sustained by their Eidolonic Spore, reducing their eating, drinking and breathing requirements. It is believed that it takes an Eidolon over one month before they die from starvation -- a horrifying process involving the Symbiote’s voracious appetite if it is not “fed”.

    On the other hand, those with the Eidolonic Stigmata are not currently projected to have an exceptionally long natural lifespan. Many Eidolons died in the War of Embers but scholars studying the organs of current Sporelings believe that their rate of degeneration is greater than a normal human’s, barring their own Bloodline Stigmata’s interference in that regard. That said, work on Spore treatment and progression may yield improvements in this aspect and in others if the Skull Conclave’s plans continue on their path.

    As an Imbued Stigmata, Eidolons cannot pass on their Graft to their children. In fact, Eidolons cannot get pregnant or impregnate someone else -- it is believed that the Stigmata is too jealous to allow children to flourish within an implanted body.

    The exception to this is the Dryadic and Mycetic Eidolon -- some of these individuals are able to implant an Eidolonic spore into a willing ally.

  • The origin of the Eidolons are steeped in machinations of sorcery and the eldritch, thus all Sporelings are able to become Arcanists or have access to the Etheric Arcana skill. Most are influenced by the choices that they made and the powers that they wield -- the alien spore within them allows them to test their wills against reality and thus against their own fates.

    Most are Diabolists, with the same spore empowering them even as it agonizes them. Others have taken to Animancy, gaining guidance through their extrinsic faith.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Eidolonic Stigmata upon their personality. You may pick any or none of them for your character.

    — Distracted: The Eidolonic Stigmata not only persists in the visible flesh but also in the invisible realm of the mind. Eidolons often report hearing whispers in their quiet moments and are sometimes plagued by nightmares. This means that Eidolons are not always at the task at hand -- this is more apparent during their downtime rather than “on the field”. Whispering to a distracted Eidolon is a bad way of getting their attention as many have learned to ignore such quiet sounds.

    — Motivated: For many, the whispers within their mind and the crawling inside their flesh is an irritating stimuli to be subjected to or a horrible reminder of their Graft. While more than a few Eidolons simply manifest this in grumpy irritability, others dive into work or play with great gusto -- anything to distract from the goings-on within their flesh.

    — Righteous: Most Eidolonic implantation is mired in the religious tenets of the Temple. Therefore, these Eidolons are obsessed with order and the maintenance of it. They will mend broken things and wounded individuals. These individuals will right wrongs and heal the sick, trying to bring back a semblance of order and/or nature to this ruined world. They fight an uphill battle, to be sure -- but they believe that it is a battle worth fighting for:

  • There are currently five different types of Eidolons, although some Eidolons possess the powers and qualities of two Subtypes instead of just one via the Unique Subtype Milestone.

    Cnidarian Subtype (Dusa): Cndarian Eidolons bear some similarities to the terrestrial jellyfish and coral, particularly their colorful and shimmering hues. They are contemplative and meditative, tending toward observation over action.

    — Dryadic Subtype (Dryad): Dryadic Eidolons are marked by the haunting, yet beautiful flowers that extend from their form. Despite their relatively poor senses, they tend to be focused on aesthetics as well, seeking to create or display things of beauty and form. Some rebel against this and embrace the grim and macabre instead.

    — Kulexic Subtype (Louse): Kulexic Eidolons reflect the quick gnat and the bloodsucking mosquito. They are quick on their feet and with their hands, marked by chitinous plates and black fur. Some have described these Eidolons as frenetic or even manic, with the occasional periods of languorous torpor.

    — Mycetic Subtype (Moldcap): The first known type of Eidolon resembles the mycotic and fungal lifeforms of Earth. They tend to be blunt and straightforward but also willing to delve into dark and dangerous places. The Spore pushes their aesthetics toward the bloody, the grotesque and the macabre.

    — Umbral Subtype (Umbrals): Umbral Eidolons are likened to the octopi and the slugs of Earth’s fauna. They are known to be furtive and stealthy, preferring to remain out of most folk’s attention but their own strength and prowess easily make them known to strangers.

 
 

 METABIONIC LORE


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Image by Nicco Salonga

In the pre-fall world of the ancients, humanity and machinery worked side by side. Mechanical and electronic prosthetics and implanted enhancements were commonplace. It was said to be a halcyon time where one’s physical disabilities were not the impossible barrier that they once were.

The Metabionic Implants of the World Beyond the Fall are a far cry from the instruments of old, using barely refined scrap and strange technologies—but in some ways they serve the new species of humanity even better. With harsh reality setting in at every corner, and danger along with it, much of Metabionic implantation has been made for self defense or the elusion of peril. There are other implants, naturally, such as ocular devices that replace one’s ruined eyes or prosthetics to supplant a maimed arm. And thanks to the Technocracy of the Illustrados Union, these prosthetics are now more than mere replacements—they are enhancements.

Current technological progress in the World Beyond the Fall has even begun to cheat death. With the replacement of ruined organs and the implantation of powerful Metabionic devices, even those inflicted with the worst trauma can survive terrible tragedy. This is not without its costs and burdens, of course; Metabionic individuals report a recurring ache as well as strange phantom sensations and minor hallucinations. These symptoms are often attributed to the prosthetic attachment as well as the effects of a miniature Magnetic Mana battery within their body.

Choose this Stigmata if:

  • You want to play a character with robotic or cybernetic features and/or personality

  • You want a Stigmata that supports strong, tough, or technological characters

  • You want to play a magic user that combines tech with eldritch madness

  • It is known that the Technocracia was the first to report success in their Metabionic experimentation. Guillermo Neal-Gibson is often credited with this breakthrough in 60 BTF, but he was aided by Michaella Neumier and the rest of her team. Neal-Gibson’s work is said to be galvanized by the losses suffered by his sister; Estephania Neal-Gibson was almost killed while defending Ciudad Juanita from attack.

    Estephania was the first successful recipient of the Magnetic Mana Core and her story is often held up as the achievement of knowledge and science over death and darkness. Estephania was also the vanguard to ensuring the rights of Metabionic individuals in Union society, though that was a harder and more uphill battle.

    The secrets to the Neal-Gibson core have since proliferated across the World Beyond the Fall, allowing for the rise of different Metabionic types. Illustrados Metabionics tend to be composed of refined and pleasing shapes, sometimes with indicator lights. Free Tribe Metabionics are far more scrappy and mismatched, but are often as well-made than their more aesthetically crafted counterparts. There are also variants to the core, including one that uses strange otherworldly energies to empower and to enhance the implanted individual.

  • The physiology of the human body is changed utterly by the introduction of the Metabionic Core (sometimes called the Neal-Gibson Core), in addition to the added mass of the artificial implants. The energy emitted by the Core affects the behavior of various organs and must be mitigated by further implantation and treatment. This is of course, in addition to the body’s reaction to this invasive process.

    Metabionics often report recurring aches, phantom sensations and minor hallucinations. They are also said to be unable to reproduce, with any attempt to do so stymied by the energies coursing through their bodies. Without continued maintenance via the induction of certain reagents, Forged individuals are subject to the deterioration of their Metabionic Core and a painful death. However, with upkeep, a Metabionic individual is expected to add at least 10–20 years to their lifespan, if progressing technological trends do not increase this even further. Certain studies have even reported that a Metabionic can withstand several weeks of starvation and lack of sleep so long as their Core is maintained, although this process is far from ideal to the individual’s optimal functionality.

  • Not all who are Forged can journey upon the path of sorcery. Indeed, only those blessed and cursed by Eldritch-Tech can become Arcanists and/or use the Etheric Arcana skill.

    Those that do, however, are dynamos of energy and strength. Many are adept at the flashier aspects of magic, such as Projection and Infusion—these individuals blast away at their assailants and at the monsters of this broken world.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Metabionic Stigmata upon their personality. You may pick any or none of them for your character.

    Detached: The Forged are still human beings, despite their mechanical components. However, many feel displaced from the “mundanes” of the world. This may manifest in a callousness for others beyond one’s selfish needs or a driving force to discover something that could hold their interest. A rare few go in the other direction, becoming busy-bodies that interfere and help in everyone else’s lives to quell their own doubts and silences.

    — Motivated: For many, the hum of their Metabionic Core, the itch of sub-dermal plating, and the unnatural creak of their augmented limbs is a constant reminder of some past failure or simply an irritating stimulus to be subjected to. While a few Metabionic folk simply manifest this in grumpy irritability, others dive into work or play with great gusto—anything to distract from the goings-on within their flesh.

    — Technical: Being partially mechanical sometimes ignites an interest in the technical for some individuals. They marvel at new technologies and are attentive to item maintenance. They find immense beauty in the intricacies of clockwork devices and the sheen of a newly crafted device. Some become miserly and possessive of what they have while others are happy to show off that which they find delightful and precious.

  • — Apex-Tech Subtype (Apex Forged; requires an Apex-Lab): The Apex-tech Subtype is characterized by a marriage of function and fashion, with the most advanced and costly technologies of the land at a Metabionic individual’s disposal. Some of these pieces resemble elegant, steam-based machinery while others are more akin to a minimalist, slim aesthetic that was believed to be more common in the last days of the World that Was. Apex-Tech Metabionics can gain Apex-Tech Traits (and Scav-Tech Traits using a Milestone)

    — Eldritch-Tech Subtype (Eldritch-Forged; requires a Scrap-Shop): Made possible by the invention of the Eldritch-Core, Metabionics of this Subtype are able to wield magical energies and become Arcanists. These parts and pieces prominently display arcane runes (whether Futhark, Kanji, Abyssal, or other) upon their surfaces. Their aesthetic can run the gamut of graceful and curved to jagged and demonic. Eldritch-Tech Forged have access to Eldritch-Tech (and Scav-Tech Traits using a Milestone).

    — Scav-Tech Subtype (Dura/Scav-Forged; requires a Scrap-Shop): This is the most common type of Metabionic Subtype, found not only amongst the Scavers and Grailguard but also in the fringe areas of the Illustrados and the Talon Conclave of the Templars. Its pieces and limbs are characterized by a jury-rigged or bulky look that emphasizes adaptability and function over form. Scav-Tech Metabionics can gain Scav-Tech Traits (and Apex-Tech or Eldritch-Tech Traits, using a Milestone).

Necrotic LORE


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Image by Nicco Salonga

After the Long Fall, the world was turned upside down. Many died in the disasters of that terrible period. But one of the events that changed the world so immensely was the rising of the dead.

Not all who fall rise again. Not all who are Risen have ever fell. But those who bear the scars and burden of this Stigmata know well the cold, creeping touch of death.

Most of the Risen know a hunger unlike any they have ever experienced in their previous lives, some slake it through the draining of blood from the living while others draw the breath out of the dying. There are those who try to rise above it, subsisting on the remnant necrotic energies within graveyards and cemeteries. Those who suffer this hunger know the gnawing pain of starvation… but those who indulge in it stand to gain power beyond their former selves, fueled by the essence they have wrested from the living and the dead.

Choose this Stigmata if:

  • You want to play a character with zombie, vampire, flesh construct, and/other other undead characteristics

  • You want to play a 2nd chance at life or revenge after a vicious death

  • You want your character to come back to life after dying to an undead creature or near certain hazardous places.

  • Since the Long Fall, some of the folk who die in the World Beyond the Fall will rise again with the Necrotic Stigmata in a process called Spontaneous Necromorphosis. This can only happen if the individual does not have any Imbued Stigmata. The chance of this happening is greatly improved if an individual is recently (within the last 24 hours) injured by a Necrotic being or if they die near a Death-stone (or a place of similar power, such as a Grave-yard or a Bone-yard).

    The impact of the Risen’s existence is not a small one upon the different cultures of the World Beyond the Fall. While the incidence of Necromorphosis is not a common occurrence, it has sparked certain funereal rites to include cremation and/or burial. Some places even install bells attached to the coffins of their dead, to alert their loved ones that they need extraction.

    To some, the idea that the dead can come back to life means that their family and friends have a chance at returning. To others, this means that certain vile personages may never die and give peace to the rest of the world. The reality is that Spontaneous Necromorphosis tends to be a rare occurrence except in the isolated and wild regions of the world. Furthermore, the Risen that return to their friends and family are hardly the same person that had died -- there are reports of them being possessed of a feral hunger or being numb to emotional attachments.

  • Scholars and Doctors have been studying Necromorphosis and the Risen since the Long Fall. They have drawn precious few conclusions that have answered the most pressing of questions.

    What they have discovered is that Necrotic individuals are still alive, although in a state of near death. Their organs and musculature still function and renew as they did when they were alive, although they are unable to procreate. However, they operate strangely, as though also powered and nourished by some intangible force.

    Strangely, there are no recorded Risen that became so before they reached their 18th year. Some believe it is a function of certain bodily processes that are needed to be complete while others claim that the spirits of younger individuals are not strong enough to survive the ravages of Necromorphosis.

    Necrotic individuals show some resilience to the ravages of age and antiquity. There are some Risen who remember the Long Fall itself, although their memories are marred. It is believed that with sufficient sustenance, a Necrotic individual is expected to survive for decades. However, it is also believed that the minds of the Risen are not so resilient -- some claim that the eldest Risen eventually fall prey to their own hungers and madnesses.

    Even modern Risen suffer from short-term and long-term memory problems on occasion. There are dark tales of ancient Risen walking into the wilderness to fall prey to some terrible monster or walking off of a great height instead of succumbing to a madness that hurts their loved ones.

  • Few are blessed and cursed to be Risen, and only some of these individuals gain the power to cast spells. Only Soul Reavers and Shadow Hunters can harness the powers of sorcery and become Arcanists and/or use the Etheric Arcana skill.

    Risen Arcanists prefer more subtle aspects of magic, such as Obfuscation, Transmutation, or Detection. They take up roles of guides and leaders in their groups rather than the front ranks, making up for their more fragile frames by supporting their allies or bewitching their enemies.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Necrotic Stigmata upon their personality. You may pick any or none of them for your character.

    — Detached: The Risen remain a part of humanity despite their pained existence. However, many feel displaced from the rest of the world. This may manifest in a callousness for others beyond one’s selfish needs or a driving force to discover something that could hold their interest. A rare few go in the other direction, becoming busy-bodies that interfere and help in everyone else’s lives to quell their own doubts and silences.

    — Protective: Many Risen tend to be protective of their charges, attempting to persuade them from dangerous activities or doggedly going with them when said persuasion does not succeed. For a rare few, this may even stray unto perilous obsession or possessiveness, though such individuals are easily disabused of the notion when informed accordingly -- still, there is something about this Stigmata that pulls its people toward others.

    — Reckless: Some Risen simply shrug off the hurt and the trauma they suffered from their prior demise(s). When peril calls forth, they are the first to the fray. When threatened with danger, they ready their spells and scoff. This often leads to injury or even death, but those that survive simply bolster their defenses and continue their hazardous lifestyle.

  • There are three Necrotic Subtypes within the Stigmata. Each Risen comes from one Subtype, although there are a few that branch out to another. Player Characters may have Traits from one of the Necrotic Subtypes. Once per character, they may expend a Milestone to gain the Unique Subtype Milestone and gain a Trait from another Necrotic Subtype, thereby gaining access to the other Traits of that Subtype. No character can have more than two Subtypes at a time.

    — Corpse Gaunt: Friyos of this Subtype are born of a thirst for vengeance. Many are crisscrossed with scars or stitched flesh and find it very difficult to stop their own fury from erupting into violence.

    — Shadow Hunters: Risen of this Subtype are skilled at tracking and stalking their prey. They are creatures of the night and its symphonies -- as capable and as vorpal as the jaguar and the owl. They despise the sun and flames cause them immense agony. Shadow Hunters can learn Etheric Arcana and become Arcanists.

    Soul Reaver: Necrotic individuals of the Soul Reaver Subtype hunger for the blood and spiritual energy of others. Despite their bloodlust, they are social beings, surrounding themselves with allies and willing prey to compensate for their weakened flesh. Soul Reavers can learn Etheric Arcana and become Arcanists.

Psionic LORE


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Image by Nicco Salonga

Also called Tellurians or Gemlings, those with the Psionic Stigmata are usually and simply called Psions by most folk. They are known for the gem-like organs they have upon their foreheads, which appears to act as a receptor for psychic and magnetic stimuli. Psions are possessed of powerful psychic energy and potential, allowing them extra-sensory perception, limited telekinesis and even the ability to hurt or bolster the minds of others. 

Because of these powers and despite their frailties, Psions are often sought after by communities and groups. Unfortunately, Psions tend to be more than capable of defending themselves or fleeing those that hunt them – therefore, such groups must default to using persuasion and negotiation to gain that Psion’s service.  

Choose this Stigmata if:

  • You want to play a psychic healer, a psychic warrior, and/or a psychic blaster.

  • You want to play a character focused on intellect and mental/psionic powers

  • You want to play a Stigmata with minimal paint and prosthetic requirements

  • Afterfall scientists place this phenomenon as a mutation that occurred as a reaction to some individuals to the Etheric Delirium that the worldwide population suffered, which a significant portion perished from. That said, the concept of psychic powers has been known to the World that Was since the beginning of time immemorial, its hallmarks being the reading of minds, the bending of spoons and the telling of the future.

    Psions in the world Beyond the Fall have some of these “hallmarks”, although they can do much more if their talent is cultivated through experience and instruction. Raw Psionic talent tends to be less versatile than actual Arcana, although the former can be a solid gateway to the other.

    The Psionic Stigmata occurs all over the world, though rarely as spontaneously as it did immediately after the Etheric Delirium. As it is with most inherited Stigmata, it is passed along genetic lines, from parents to their children – it is uncommon but possible that such manifestations “skip” a generation or two before occurring again.

  • Besides the manifestation of their third eye (called a Kha by the Templars and the Scavengers), Psions are much the same as humans on a biological level and in terms of lifespan. There are some marked differences that continue to stump researchers, owing to the novelty of the Stigmata and the lack of resources available.

    For one, Psions tend to be much more frail than those without this particular Stigmata. Their nervous systems are far more in key with their body, resulting in extra-sensory abilities but also a sensitivity to pain and a vulnerability to injury.

    Scientists have theorized that the lifespan of Psions tends to be shorter than most other individuals, with organs deteriorating at a rate that suggests a lifespan of about 50 to 60 years on average.

    Reproduction and natal processes for Psions resemble the majority of human processes, although it is a little longer at 10 to 12 months. There is a phenomenon called “Pre-Natal Dreaming” wherein the mother and the child converse and discourse during the pregnancy (usually after six months) through their dreams. This occurs more often with a Psion mother, but those mothers of other Stigmata or those without it can also experience this regular happenstance. The child remembers little of this when it is born -- however, Psions develop mental skills such as language, mathematics, and other capabilities with great speed.

    Some Psions claim to remember their own Prenatal Dreamings when they are older, recalling events from their mother without being physically outside the womb at the time of the happening. Reports of fetuses waking up their pregnant mothers to ambushes or attacks are rare enough to be regarded as rumor rather than truth.

    In other matters of reproduction, the Psionic Stigmata is less likely to manifest (30%) in children of mixed parentage.

  • With their mental prowess, Psions are able to become Arcanists and gain the Etheric Arcana skill. These individuals tend away from the physical to focus more on the intangible, such as the Spheres of Obfuscation and Detection. Still, there are a small number of Psions that embrace destruction and chaos through their powers.

    Among their communities, they are often respected for their insight rather than feared for their Sorcery. There will always be those who do not understand them -- but this ignorance is easily dealt with -through guidance, understanding, or, if necessary, obliteration.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Psionic Stigmata upon their personality. You may pick any or none of them for your character.

    Bookish: Moreso than other people, Psions tend to savor learning new concepts and new words. This can manifest in a love of written work, a thirst for rediscovering old world artifacts, or even a wanderlust that brings them to strange places. This extends to relaxation as well. Some Psions favor curling up to an old book. While more talkative Gemlings tend toward light discourse on esoteric topics to expand their mind during times of respite.

    — Distant: Because of their abilities, Psions tend to seem distant and in thought, usually pondering matters and issues beyond the now. It is a common remark that a Psion will not be thinking of the food in front of them, but tomorrow’s breakfast. This is not to say that they are oblivious or neglectful, but they tend to be foresighted, mindful individuals rather than impulsive go-getters.

    — Passive: These individuals are the last to volunteer, staying (almost stubbornly) at the back of the line. In social situations, they shy away from the limelight and in battle they tend towards roles of support, as opposed to the vanguard. Their slowness to act can be a huge flaw because being overly cautious can suffer vs. taking initiative and snatching victory from defeat.

  • The Traits of the Psionic Stigmata are divided into three different “Subtypes”. Each Psion may only have Traits from one Subtype, although some are able to breach this restriction and possess Traits from two Subtypes. Once per character, you may expend a Milestone and get the Unique Subtype Milestone to get access to a Subtype beyond one you chose at character creation.

    Empath Subtype: Though more fragile because of their psychic bonds, these individuals make excellent Counselors and healers, made stronger by their associations with their fellows and their allies. The gems of these individuals tend toward clear and lighter colors.

    Far Mind Subtype: These individuals are suffused with mental strength that they can use to affect the world around them through sheer will. The gems of these individuals tend toward blue or purple colors. .

    Soul Knife Subtype: Tellurians of this Subtype are well suited to being slayers of humans or monsters, possessed of a bestial viciousness and the spiritual strength to inflict it upon others. The gems of these individuals tend toward red colors.

Seraphic Stigmata


Seraphic Stylized.jpg

Image by Nicco Salonga

Also known as Cambions, Nephalem or, simply, Neffs, those with the Seraphic Stigmata are well known for the strange, otherworldly pallor of their flesh and their supernatural powers. As for the former, they are possessed of an unnatural biology, seemingly capable of withstanding the lightless oceanic depths or perhaps the void between the stars. Even untrained, these individuals can manipulate etheric and warping energies to harm and destroy. With instruction and discipline however, they can be accomplished Arcanists and are favored in that regard.

Although some claim them to be the descendants of mythical angels or infernal devils, they are as varied as the rest of humanity and driven by much of the same desires and dreams. And like humanity in the “world that was”, they are no stranger to prejudice and discrimination. Sometimes, they are feared for their strange origins and visages. Other times, they are favored and sought after by big and small governments to be used as weapons of the state.

Choose this Stigmata if:

  • You want to play an angelic or devilish character with a cosmic horror facet

  • You want to play a Stigmata marked by its eldritch origins with gills, wings, or minor teleportation.

  • You want to play a fish-like or dragon-like character

  • Many are the myths of the old world where the angelic servants of the gods descended unto the mortal planes to do their gods work, enacting great miracles or terrifying disasters unto humanity. It is canon among the Templars and dogma in several faiths that Seraphs themselves trace their ancestries to such divine servitors.

    However, there are other myths, other rumors that point to the genesis of these folk as the spawn of the strange and eldritch entities that ravaged and ended the world that was. Their servitors arose from the deep places of the world and descended from the void between the stars to sup upon the ruins of humanity. Their rampage left scars upon the world and Stigmata upon some of those yet to be born. Many of these individuals suffer from hallucinations of whispers and of madness that point to this dark myth.

    Scientists claim that these “Seraphs” are not the descendants of angels, but instead, are the result of mutations that result in a proximity or an overwhelming exposure to etheric energies. They hold that different energy signatures manifest different “Subtypes”, to explain the different bloodlines amongst Seraphs.

  • Seraphic individuals are possessed of organs that are not usually found in humans, such as gills and wings. Additionally, they appear to have organs that are dissimilar to those found in typical human biology -- for example, their skin may have an alternative coloration or even have scales. Some scientists posit the existence of certain etheric-organic structures that occupy a quasi space within the body of a Seraph but fulfill some kind of function. Some organs may well be as vestigial as the appendix. It may be a sign of an extraterrestrial ancestor, in all likelihood.

    Unlike the oceanic lifeforms that they resemble, reproduction among the Nephalem resembles their human counterparts. There are rumors that some Neff children have to chew their way out of wombs or that they eat their twins in the womb. However, these have been largely unsubstantiated or explained. There is more “blood” than normal, due to a strange red-yolk like substance that nourishes and protects the fetus, which is born blind and with relatively sharp scales and fingers -- these fall away soon after a few days. However, Seraph children born with this red-yolk are believed to progress and learn more quickly in their youth than their counterparts.

    Children with a Seraph mother are three times more likely to be born with that Stigmata rather than any other (or none at all). Strangely, location might also play a hand in this -- being near the ocean or in high altitudes also increases the likelihood of Seraph over other Stigmata (or none), provided at least one parent is a Seraph. Their Subtypes usually follow the Subtype of the mother, but those with multiple Subtypes are not uncommon.

    Based on some biological studies, more than a few scholars theorize that Seraphs have a longer lifespan, perhaps even going into their hundredth year before entering twilight and dying fifty years later. Considering that the Long Fall was only a hundred or so years ago, there are no concrete pieces of evidence to support this.

    In other matters of reproduction, the Seraphic Stigmata is most likely to manifest (70%) in children of mixed parentage.

  • Seraphs are able to become Arcanists and able to take the Etheric Arcana skill. They are closely associated with the arcane as there are many Seraphic individuals in history known for their powerful sorcery. The Archon-Saints of Templar lore are a few such folk, their reign is marked with fury and flame.

    Influenced by the eldritch and the unknown, many Seraphs tend toward dark and destructive powers such as Projection or Obfuscation. Some rebel against this and embrace the angelic myths of old, choosing to become healers and protectors of their allies and families -- menders of a broken world.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Seraphic Stigmata upon their personality. You may pick any or none of them for your character.

    — Curious: The strangeness of their origins may bring some Seraphs and Neffs into the realms of exploration or study. For some, solving external mysteries makes up for their internal puzzles. For others, particularly the Stygian or Pelagic Seraphs, they feel a summons to the wild, isolated, and dangerous fringes of the world.

    — Detached: Seraphs are not a tiny minority in the World Beyond the Fall and their numbers grow every year. However, many feel displaced from the mundanes of the world. This may manifest in a callousness for others beyond one’s selfish needs or a driving force to discover something that could hold their interest. A rare few go in the other direction, becoming busy-bodies that interfere and help in everyone else’s lives to quell their own doubts and silences.

    Protective: Many Seraphs tend to be protective of their charges, attempting to persuade them from dangerous activities or doggedly going with them when said persuasion does not succeed. For some, it may be because they see others are precious while others may do it out of a subconscious need to prove themselves. For a rare few, this may even stray unto perilous obsession or possessiveness, though such individuals are easily disabused of the notion when informed accordingly.

  • There are three different Seraphic Subtypes, each reflecting the outer-worldly nature of Seraphs and Cambions. Characters may have Traits from one of the Seraphic Subtypes. Once per character, expend a Milestone and get the Unique Subtype Milestone to get access to a new Subtype. You may not have more than two Subtypes.

    — Netherworldly: Seraphs of this Subtype display strange powers over warping energies and dimensional travel. This Subtype suggests a bloodline from beyond our own plane of existence and viewframe, which sometimes affects their capacity to perceive things on this dimension.

    — Pelagic: The Seraphs of this Subtype have fish-like or mollusc-like qualities, being able to withstand the rigors of the ocean and remain just as powerful on land. Finding the sun irritating to bear, they tend toward blue or teal skin, similar to the oceanic depths.

    — Stygian: The Seraphs of this Subtype tend toward grey, scaly skin and feature feathered or diaphanous wings. They occasionally feel a pull to the dark beyond the skies, which suggests a bloodline among the beshadowed cosmos.