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---
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title: Kindred
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subtitle: All hail the new flesh
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summary: >-
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Species-level biology. The body you're born in, not the culture you're born
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into. Humans are the baseline; everything else carries elemental weight.
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cover:
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showInHeader: false
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publishDate: 2026-03-05T08:51:00.000Z
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status: published
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isFeatured: false
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parent: prima-materia
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tags:
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- Prima Materia
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- Generation
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- Species
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relatedArticles: []
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seo:
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noIndex: false
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---
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## Overview
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- **Kindred = non-baseline species;** biologically distinctive organisms; bodies that work differently from whatever species you declare as baseline
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- **Kindred is NOT culture**; all cultural variatiation happens at the *Calcination* stage
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- **Example:** *Elves* -> Kindred; *Sea Elves, High Elves, Wood Elves, Dark Elves* -> Heritages
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- **The SIN Engine –** every biological power traces to a biological constraint; the further from baseline the more tokens generated in the *Materia,* the more abilities purchased; but every deviation IS a limitation
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- **Baseline =>** the default sapient species in your setting; usually human; zero deviations, zero tokens, zero abilities; the blank canvas culture writes on
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## Procedure
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1. [**Choose deviations**](#step-1-the-seven-axes){% Sidenote #step-1-2-switch title="Switching Step 1 & 2" marker="§" content="It should go without saying, that you can switch Step 1 and 2. Start with the themes and then choose the Deviations, or mix and match. The important part is that you have a couple of deviations and themes at the end." type="default" /%} from baseline across seven biological axes
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1. [**Theme each deviation**](#step-2-themes) – roll or choose; determines the material character of the deviation (1 Prime × 1 Essence)
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1. [**Generate Materia**](#step-3-generate-materia) – Accumulate tokens from themes and deviations into a single pool
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1. [**Drives** ](#step-4-drives) – tally the materia to determine drive
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1. [**Gifts**](#step-5-gifts) – combine tokens to generate a kindred's unique traits and abilities
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1. [**Leftovers**](#step-6-leftovers) – unspent tokens flow downstream to the heritage
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### Step 1: The Seven Axes
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#### Size
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Tiny*
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- 2
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- Fraction of baseline; fits in a hand or on a shoulder
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---
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- *Small*
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- 1
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- 1 Noticeably smaller; roughly ½ to ¾ baseline mass
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---
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- **Medium**
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- **0**
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- **Baseline**
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---
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- *Large*
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- 1
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- Noticeably larger, roughly double baseline mass
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---
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- *Huge*
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- 2
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- Dwarfs baseline; several times the mass and height
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{% /table %}
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{% /TableWrapper %}
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#### Lifespan
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Brief*
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- 2
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- Fraction of the baseline; less than ¼
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---
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- *Short*
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- 1
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- Noticeable shorter; around ½ to ¾ of baseline
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---
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- **Standard**
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- **0**
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- **Baseline lifespan**
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---
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- *Long*
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- **1**
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- Several times the baseline's lifespand
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---
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- *Ageless*
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- 2
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- Biologically immortal
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{% /table %}
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{% /TableWrapper %}
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#### Reproduction
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Prolific*
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- 2
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- Swarm-breeding; dozens of offspring;
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---
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- *Fertile*
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- 1
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- More offspring; shorter gestation;
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---
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- **Standard**
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- **0**
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- **Baseline**
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---
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- *Slow*
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- 1
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- Few offspring; long gestation
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---
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- *Barren*
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- 2
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- Near-sterile; on the edge of extinction; or non-reproductive
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{% /table %}
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{% /TableWrapper %}
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#### Habitat{% Sidenote #habitat-element marker="⋄" content="Habitat says HOW MUCH the environment constrains; the theme say HOW. An Earth-themed Dependent needs stone and darkness. A Fire-themed Vulnerable is killed by Drought or Cold" type="default" /%}
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Dependent*
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- 2
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- Dies without specific environmental condition
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---
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- *Adapted*
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- 1
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- Weakened outside preferred environment
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---
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- **Baseline**
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- **0**
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- **Environmental Generalist**
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---
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- *Sensitive*
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- 1
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- Common environmental condition causes harm
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---
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- *Vulnerable*
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- 2
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- Specific common condition is lethal
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{% /table %}
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{% /TableWrapper %}
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#### Metabolism
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Dormant*
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- 2
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- Long hibernation cycles; barely active; geological patience
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---
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- *Cold*
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- 1
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- Slow metabolism; energy-efficient; sluggish
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---
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- **Standard**
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- **0**
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- **Baseline**
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---
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- *Hyper*
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- 1
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- Constant hunger; rapid energy burn; can't rest
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---
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- *Exotic*
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- 2
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- Parasitic, photosynthetic, lithivore, magic-feeding – alien fuel source
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{% /table %}
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{% /TableWrapper %}
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#### Attunement
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Null*
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- 2
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- Completely cut off from the numinous
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---
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- *Dim*
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- 1
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- Weak connected; magic is harder
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---
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- **Standard**
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- **0**
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- **Baseline**
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---
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- *Sensity*
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- 1
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- Innately aware of supernatural forces
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---
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- *Saturated*
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- 2
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- Soaked in numinous energy; magic is inescapable
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{% /table %}
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{% /TableWrapper %}
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#### Cognition
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{% TableWrapper variants=["axes"] %}
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{% table %}
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- Position
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- Steps
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- Description
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---
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- *Bestial*
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- 2
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- Driven almost entirely by instinct; barely sapient
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---
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- *Feral*
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- 1
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- Sapient but instinct-dominant; thinking is effortful
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---
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- **Standard**
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- **0**
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- **Baseline**
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---
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- *Cerebral*
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- 1
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- Reason-dominant; instinct suppressed; deliberation over reaction
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---
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- *Alien*
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- 2
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- Cognitive architecture incomprehensible to baseline minds
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{% /table %}
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{% /TableWrapper %}
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{% Callout type="example" title="The Galla – Deviations" %}
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Dwarves of Chainbreaker. Adapted to life underground, ageless, cursed by sunlight, slow-thinking. Once baseline — now something else.
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{% TableWrapper variants=["default"] %}
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{% table %}
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- Axis
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- Position
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- Step
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- Description
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---
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- Size
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- Small
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- 1
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- Compact; adapted to subterranean life
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---
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- Lifespan
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- Ageless
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- 2
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- Tissue doesn't decay; mineralisation preserves indefinitely
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---
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- Habitat
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- Sensitive
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- 1
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- Cumulative sunlight exposure triggers progressive mineral deposition in tissue
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---
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- Cognition
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- Cerebral
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- 1
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- Deliberation over impulse; prudent and calculating
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{% /table %}
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{% /TableWrapper %}
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{% /Callout %}
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### Step 2: Themes
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- Describe the **material character** of each variation – what the flesh does, not why
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- First theme in each combination is the default – broadest expression. Others are narrower variants for more specific species concepts
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- Choose{% Sidenote #monothematism title="Mono-thematic Kindred" marker="º" content="It is completely viable to assign multiple (or even all) deviations the same theme, mono-thematism can be fun, but in its default the Crucible will always try to create tension through contradiction." type="default" /%} or roll:
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- Roll `1d3` for Prime (1 = Soul, 2 = Body, 3 = Spirit)
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- Roll `1d5` for Essence (1 = Earth, 2 = Fire, 3= Water, 4 = Air, 5 = Aether)
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{% TableWrapper variants=["elemental-grid"] %}
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{% table %}
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-
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- Earth (1)
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- Fire (2)
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- Water (3)
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- Air (4)
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- Aether (5)
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---
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- Soul (1)
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- [*Dense*](#11--soul--earth-dense)
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- [*Volatile*](#12--soul--fire-volatile)
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- [*Mutable*](#13---soul--water-mutable)
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- [*Diffuse*](#14--soul--air-diffuse)
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- [*Numinous*](#15--soul--aether-numinous)
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---
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- Body (2)
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- [*Massive*](#21--body--earth-massive)
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- [*Eruptive*](#22---body--fire-eruptive)
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- [*Confluent*](#23--body--water-confluent)
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- [*Dispersed*](#24--body--air-dispersed)
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- [*Consecrated*](#25--body--aether-consecrated)
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---
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- Spirit (3)
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- [*Calcified*](#31--spirit--earth-calcified)
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- [*Pyroclastic*](#32--spirit--fire-pyroclastic)
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- [*Dissolving*](#33--spirit--water-dissolving)
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- [*Attenuating*](#34--spirit--air-attenuating)
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- [*Transfiguring*](#35--spirit--aether-transfiguring)
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{% /table %}
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{% /TableWrapper %}
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#### 11 – Soul + Earth: Dense
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- Individual biology that is heavy, rooted, materially present. The organism is MORE THERE than the baseline
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Dense*
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- Flesh is heavier, harder, more present than baseline
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- Galeb Duhr (D&D) | Ogres (Warhammer)
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---
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- *Rooted*
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- Biology anchors to terrain; grips, burrows, refuses displacement
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- Treants (D&D) | Sylvaneth (AoS)
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---
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- *Crude*
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- Raw, oversized biological machinery; brute-force organs
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- Trolls (D&D) | Troggoths (AoS) | Oni (Japanese)
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---
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- *Territorial*
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- Individual instinct claims physical space; the body reads ground as self
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- Minotaurs (Greek) | Broo (Glorantha) | Bullywugs (D&D)
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{% /table %}
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{% /TableWrapper %}
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#### 12 – Soul + Fire: Volatile
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- Individual biology that burns hot, consumes fast, runs itense. The organism is a furnace
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Volatile*
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- Metabolism runs hot; rapid burn, high input, fast depletion
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- Kobolds (D&D) | Goblins (Warhammer) | Skinks (Warhammer)
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---
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- *Consumptive*
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- Body demands constant fuel; build around intake and processing
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- Ogres (Warhammer) | Kroot (WH 40K) | Wendigo (Algonquin)
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---
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- *Incandescent*
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- Flesh generates excess heat, light, or energy; the organism radiates
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- Azer(D&D) | Salamanders (SotDL)
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---
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- *Predatory*
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- Apex pursuit biology – sensory focus, burst speed, kill-optimized
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- Displacer Beasts (D&D) | Wargs (Tolkien) | Varghulf (Warhammer)
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{% /table %}
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{% /TableWrapper %}
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#### 13 - Soul + Water: Mutable
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- Individual biology that flows, shifts, dissolves boundaries
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Mutable*
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- Flesh is physically plastic; reshapes its own body
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- Changelings (D&D) | Doppelgangers (D&D) | Selkies (Celtic)
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---
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- *Solvent*
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- Biology dissolves or corrodes what it contacts
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- Black Pudding (D&D) | Xenomorphs (Alien) | Trolls (Glorantha)
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---
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- *Permeable*
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- Boundaries between self and environment are thin; absorbs and leaks
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- Myconids (D&D) | Flumphs (D&D) | Newtlings (Glorantha)
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---
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- Cryptic
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- Biology conceals; pigment, texture, scent shift to match surroundings
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- Mimics (D&D) | Skinks (Warhammer)
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{% /table %}
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{% /TableWrapper %}
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#### 14 – Soul + Air: Diffuse
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- Individual biology that extends beyond the body's envelope. Presence exceeds flesh.
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Diffuse*
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- Biological presence extends past physical boundary – fields, emanations, reach
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- Mind Flayers (D&D) | Zoats (Warhammer) | Will-o'-Wisps (Folklore)
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---
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- *Buoyant*
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- Body lighter than it should be; resists gravity, tends upward
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- Arakocra (D&D) | Sylphs (Paracelsus) | Wind Children (Glorantha)
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---
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- *Resonant*
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- Generates vibration, sound, or signal as biological function
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- Harpies (Greek) | Sirens (Greek) | Thunder Lizards (AoS)
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---
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- *Attenuated*
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- Stretched thin, fine-boned, more space with less mass
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- Eladrin (D&D)
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{% /table %}
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{% /TableWrapper %}
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#### 15 – Soul + Aether: Numinous
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- Individual biology that interfaces with forces beyond the material. Flesh conducts what shouldn't be there.
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Numinous*
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- Flesh conducts supernatural energy; the body is a natural channel
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- Slann (Warhammer) | Tieflings (D&D) | Nephilim (Biblical)
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---
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- *Marked*
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- Visible signs of numinous contact – luminescense, patterning, stigmata
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- Aasimar (D&D) | Stormcast Eternals (AoS) | Genasi (D&D)
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---
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- *Liminal*
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- Body exists partially outside material reality; perceptually unstable
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- Shadar-Kai (D&D) | Phase Spiders (D&D) | Mandrakes (WH 40K)
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---
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- *Saturated*
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- Flesh infused with numinous substance; biologically more-than-material
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- Celestials (D&D) | Seraphon (AoS) | Tuatha De Danann (Irish)
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{% /table %}
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{% /TableWrapper %}
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#### 21 – Body + Earth: Massive
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- Collective biology that is heavy, persistent, materially dominant. Together they are harder to move or break.
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Massive*
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- Collective mass exceeds sum of parts; proximity increases density or hardness
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- Orks (WH 40K) | Kroxigor (Warhammer)
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---
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- *Sessile*
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- Biology anchors population to substrate; the species grows INTO its environment
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- Sylvaneth (AoS) | Aldryami (Glorantha)
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---
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- *Stratified*
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- Bodies differentiate by role — bone density, muscle mass, organs vary by function
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- Formorians (D&D) | Mostali (Glorantha)
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---
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- *Lithic*
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- Mineral deposits build up in flesh; bone spurs, stone veins, shell growths; harder and denser over time
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- Galeb Duhr (D&D) | Rockgut Troggoths (AoS)
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{% /table %}
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{% /TableWrapper %}
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#### 22 - Body + Fire: Eruptive
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- Collective biology that burns or overwhelms through combined intensity. Output compounds with numbers.
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Eruptive*
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- Dormancy cycles punctuated by mass activation; collective biological spike
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- Greenkins (Warhammer) | Slaadi (D&D)
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---
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- *Furnace*
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- Proximity generates compounding heat; collective metabolism exceeds individual capacity
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- Fyreslayers (AoS) | Azer (D&D)
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---
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- *Swarm*
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- Small bodies, devastating collective effect; consumption scales with numbers
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- Skaven (Warhammer) | Hormagaunts (WH 40K)
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---
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- *Catalytic*
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- Proximity triggers accelerated biological processes – growth, healing, mutation, decay
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- Genestealer Cults (WH 40K) | Clan Moulder (Warhammer)
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{% /table %}
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{% /TableWrapper %}
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#### 23 – Body + Water: Confluent
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- Collective biology where individual boundaries thin. Shared function across specimens.
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{% TableWrapper variants=["theme"] %}
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{% table %}
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- Theme
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- What the body does
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- References
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---
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- *Confluent*
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- Boundaries between specimens naturally thin; fluid, chemical, or neural sharing
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- Tyranids (WH 40K) | Oblex (D&D)
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---
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- *Tidal*
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- Species-wide biological cycles synchronize — breeding, dormancy, migration, molt
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- Idoneth Deepkin (AoS) | Kuo-toa (D&D) | Sahuagin (D&D)
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---
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- *Caste*
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- Bodies specialize in response to collective chemical signals; role shapes flesh
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- Thri-Keen (D&D) | Tyranids (WH 40K) | Scorpionmen (Glorantha)
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---
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- *Amphibious*
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- Biology operates across two states or media; straddles environments
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- Locathah (D&D) | Merfolk (D&D) | Newtlings (Glorantha)
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{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 24 – Body + Air: Dispersed
|
||
|
||
- Collective biology that spreads and communicates across distance. Coherence despite separation.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Dispersed*
|
||
- Maintains biological function across wide physical separation
|
||
- Hsunchen (Glorantha) | Kenku (DnD) | Pixies (D&D)
|
||
---
|
||
- *Sporal*
|
||
- Reproduction and communication through airborne biological material
|
||
- Orks (WH 40K) | Myconids (D&D) | Vegepygmies (D&D)
|
||
---
|
||
- *Choral*
|
||
- Linked through vibration, pheromone, or signal; what one senses, all access
|
||
- Genestealer Cults (WH 40K) | Cranium Rats (D&D)
|
||
---
|
||
- *Filamentous*
|
||
- Extends fine structures — tendrils, mycelia, sensory threads — networking the population
|
||
- Dryads (D&D) | Sylvaneth (AoS) | Goblins (Glorantha)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 25 – Body + Aether: Consecrated
|
||
|
||
- Collective biology that channels numinous force through combined presence. More bodies, stronger signal.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Consecrated*
|
||
- Combined presence amplifies numinous conductivity; the congregation is the antenna
|
||
- Stormcast Eternals (AoS) | Deva Hosts (Hindu) | Modrons (D&D)
|
||
---
|
||
- *Undying*
|
||
- Collectively resists death; expired specimen persist biologically
|
||
- Ossiarch Bonereapers (AoS) | Draugr (Norse)
|
||
---
|
||
- *Sanctified*
|
||
- Flesh develops numinous properties over time; older specimens become more-than-material
|
||
- Dragons (D&D) | Seraphon (AoS) | Treelords (AoS)
|
||
---
|
||
- *Reliquary*
|
||
- Dead Flesh retains function; bones, shells, husks remain active components of the collective
|
||
- Necrons (WH 40K) | Bone Nagas (D&D) | Tomb Kings (Warhammer)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 31 – Spirit + Earth: Calcified
|
||
|
||
- Biology transforming toward material fixity. Hardening, slowing, becoming more mineral than animal.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Calcified*
|
||
- Flesh progressively mineralizes; slowly becoming stone
|
||
- Stone Cursed (D&D)
|
||
---
|
||
- *Subsiding*
|
||
- Biology settling, compressing; denser and less mobile over generations
|
||
- Mostali (Glorantha) | Treants (D&D) | Dao (D&D)
|
||
---
|
||
- *Accreted*
|
||
- Body accumulates environmental material — shells, deposits, encrustations that don't shed
|
||
- Tortles (D&D) | Zaratan (D&D) | Flail Snails (D&D)
|
||
---
|
||
- *Silted*
|
||
- Biological processes slowing; metabolism, reproduction, cognition thickening
|
||
- Ents (Tolkien) | Huorn (Tolkien) | Aldryami
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 32 – Spirit + Fire: Pyroclastic
|
||
|
||
- Biology that breaks down and regrows. Flesh fails, scars, replaces itself. The body cycles through collapse and renewal.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Pyroclastic*
|
||
- Flesh cycles through breakdown and regrowth; old flesh dies, new flesh replaces it on a biological clock
|
||
- Phoenix (Egyptian/Greek) | Trolls (D&D) | Fyreslayers (AoS)
|
||
---
|
||
- *Slagged*
|
||
- Each regrowth leaves waste – biological residue that accumulates in or on the body
|
||
- Chaos Dwarves (Warhammer) | Half-Golems (D&D) | Infernals (SotDL)
|
||
---
|
||
- *Cauterized*
|
||
- Healed-over systemic damage; the body bears visible evidence of past biological crisis in every specimen
|
||
- Githyanki (D&D) | Orcs (Tolkien)
|
||
---
|
||
- *Diminishing*
|
||
- Each regrowth cycle yields less; organs smaller, Flesh thinner, output lower; the species is winding down
|
||
- Fyreslayers (AoS) | Petty-Dwarves (Tolkien) | Derro (D&D)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 33 – Spirit + Water: Dissolving
|
||
|
||
- Biology losing definition. Flesh boundaries soften; organs blur into each other; the body is less distinct than it should be and getting worse.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Dissolving*
|
||
- Flesh boundaries between organs, systems, or specimens are soft and getting softer; flesh merges where it shouldn't
|
||
- Gibbering Mouth (D&D) | Flesh-Eater Courts (AoS) | Shoggoth (Lovecraft)
|
||
---
|
||
- *Brackish*
|
||
- Body contains incompatible Fleshs side by side; mixed-origin biology that shouldn't coexist but does
|
||
- Beastmen (Warhammer) | Mutants (Warhammer) | Mongrelfolk (D&D) | Chimera (Greek)
|
||
---
|
||
- *Regressive*
|
||
- Under stress, Flesh reverts to earlier developmental forms; ancestral organs resurface, current structures degrade
|
||
- Lycanthrophes (D&D) | Werewolves (Folklore) | Gorgers (Warhammer)
|
||
---
|
||
- *Cursive*
|
||
- Carries a progressive condition in the blood – cumulative, irreversible, visibly advancing through the body over time
|
||
- Vampires (Folklore) | Strigoi (Romanian) | Dhampir (D&D)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 34 – Spirit + Air: Attenuating
|
||
|
||
- Biology losing mass, density, substance. Bones hollow out; Flesh thins; the body is lighter and less solid each generation.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Attenuating*
|
||
- Flesh becomes measurably less dense; bone hollows, muscle thins, skin translucifies
|
||
- Elves (Tolkien) | Eldarin (D&D) | Tuatha De Danann
|
||
---
|
||
- *Dispersing*
|
||
- The body sheds material — skin flakes, spores, dust, dander — constantly losing substance to the air
|
||
- Spore Servants (D&D) | Dust Mephits (D&D)
|
||
---
|
||
- *Volatilizing*
|
||
- Solid Flesh converting to gas or vapor; the body literally evaporates at the margins
|
||
- Air Genasi (D&D) | Wraiths (D&D) | Steam Mephits (D&D)
|
||
---
|
||
- *Echoing*
|
||
- Biological output (voice, scent, vibration) persits longer than the flesh that produced it
|
||
- Banshees (Irish) | Ghostwise Halflings (D&D) | Nazgul (Tolkien)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
#### 35 – Spirit + Aether: Transfiguring
|
||
|
||
- Biology being actively rewritten by numinous exposure. Flesh changes in ways that don't follow normal biological rules; organs appear, disappear, or restructure without developmental cause.
|
||
|
||
{% TableWrapper variants=["theme"] %}
|
||
{% table %}
|
||
- Theme
|
||
- What the body does
|
||
- References
|
||
---
|
||
- *Transfiguring*
|
||
- Flesh actively restructuring without biological trigger; new organs, new structures, new chemistry each generation
|
||
- Slaadi (D&D) | Dragonewts (Glorantha)
|
||
---
|
||
- *Veiled*
|
||
- Flesh becoming harder to observe directly; light bends wrong around the body, eyes slide off, memory of the specimen fades
|
||
- Mandrakes (WH 40K) | Skulks (D&D) | Silence (Doctor Who)
|
||
---
|
||
- *Threshold*
|
||
- Flesh flickers between material states; solid then not; warm then cold; present then absent; measurably unstable
|
||
- Phase Spiders (D&D) | Nighthaunt (AoS)
|
||
---
|
||
- *Hollow*
|
||
- Whatever sustained the biology is gone; Flesh is structurally intact but running on fumes; functional but emptying out
|
||
- Hollows (Dark Souls) | Revenants (D&D) | God Forgot Peoples (Glorantha)
|
||
{% /table %}
|
||
{% /TableWrapper %}
|
||
|
||
{% Callout type="example" title="The Galla – Themes" %}
|
||
The Galla use the following themes for their deviations:
|
||
- **Size =>** _Cauterized [Spirit+Fire]:_ healed-over systemic trauma; galla bear evidence of deliberate biological restructuring; compact frames shaped by generations of selection and modification
|
||
- **Lifespan =>** _Lithic [Body+Earth]:_ miniral deposits build in flesh over time; bone densifies, skin thickens, veins calcite; oldest specimen are more stone than flesh; immortality IS the mineralisation
|
||
- **Habitat =>** _Cursive [Spirit+Water]:_ progressive condition flowing through blood; sunlight exposure triggers mineral deposition; cumulative, irreversible; visibly advancing through the body
|
||
- **Cognition =>** _Accreted [Spirit+Earth]:_ mind accumulates and never clears; every thought, memory, grudge layered on the last; cognition as geological deposit; nothing discarded, everything compressed
|
||
{% /Callout %}
|
||
|
||
### Step 3: Generate Materia
|
||
|
||
- **1 Step Deviation =>** theme provides Prime×Essence; choose ONE (take Prime or Essence)
|
||
- **2 Step Deviation =>** theme provides Prime×Essence; take both
|
||
- Tokens accumulate from all deviations into a single pool – the **Materia**
|
||
- *Materia* is the kindred's identity – what's dominant, what's secondary, where the tensions are
|
||
|
||
{% Callout type="example" title="The Galla – Materia" %}
|
||
Based on their themes, the Galla have a _Materia_ composed of
|
||
- **1 Body** _(Lithic)_
|
||
- **1 Spirit** _(Cauterized)_
|
||
- **1 Water** _(Cursive)_
|
||
- **2 Earth** _(Lithic & Accreted)_
|
||
{% /Callout %}
|
||
|
||
### Step 4: Drives
|
||
|
||
- **Drive =>** biological compulsion hardwired into the kindred;
|
||
- Instinct that flesh imposes, **NOT cultural value;** culture can suppress, channel, or celebrate drive, but can't eliminate it
|
||
- *Cage Test:* put kindred in a controlled enviroment without culture, language, or history – what behaviours emerge from the flesh itself
|
||
- *Reading the drive:* **Dominant essence** determines *WHAT* the compulsion is; **dominant prime** colors *HOW* it feels
|
||
|
||
#### Example Drives
|
||
|
||
##### Earth – Material Compulsion
|
||
|
||
- **Accrete =>** accumulates and refuses to release
|
||
- *+Soul:* every loss is a wound; lets go of nothing because releasing feels like dying
|
||
- *+Body:* the weight of what's gathered becomes the foundation; the hoard IS the home; remove it and there's nothing underneath
|
||
- *+Spirit:* collect scars, grudges, memories as much as objects; the accumulation is emotional as much as material; layered with things that should have been shed long ago
|
||
- **Brace =>** resists displacement disappropriate to threat
|
||
- *+Soul:* pride that won't bend; the resusal is identity; »I don't move« is who they are
|
||
- *+Body:* can't stop reinforcing; keeps adding weight, adding layers, adding strructure to what's already holding; stopping feels like collapse
|
||
- *+Spirit:* doesn't know what it's bracing against; the tension is permanent, purposeless; rigid against threats that may never come; anxious stillness
|
||
|
||
##### Fire – Consuming Compulsion
|
||
|
||
- **Hunger =>** seeks fuel even when sated
|
||
- *+Soul:* wants with the whole self; the craving is identity; »I want« is the only thought that feels real
|
||
- *+Body:* slow, inexorable consumption; not frenzied but relentless; still eating when the table is bare and the guests are gone
|
||
- *+Spirit:* the hunger is for something that doesn'T exist yet; feeds and feeds but the satisfication keeps dissolving; chasing a taste it imagined once
|
||
- **Flare =>** escalates past what the situation warrants
|
||
- *+Soul:* white-hot and personal; the insult burns; can't let it go because letting it go means the fire goes out
|
||
- *+Body:* anger outlasts the cause; grudge-fury; still seething about something three generations ago
|
||
- *+Spirit:* doesn't know what it's angry at; the rage is free-floating, attaches to whatever's nearest; wakes up furious at nothing
|
||
|
||
##### Water – Boundary Compulsion
|
||
|
||
- **Seek =>** orients toward absent stimuli; biological homesickness
|
||
- *+Soul:* heartbreak as compass; the absent thing is more real than anything; every joy is hollow because it isn't THAT
|
||
- *+Body:* keeps returning to the same place, the same name, the same absence; the faithfulness outlasts the memory of WHY
|
||
- *+Spirit:* homesick for something that keeps changing; every time it gets close, the longing reshapes itself; seeks something it could never name
|
||
- **Cling =>** won't release bonds; separation triggers crisis
|
||
- *+Soul:* love that suffocates; holds so tight it bruises; terrified that loosening the grip means losing everything
|
||
- *+Body:* the bond has become the structure; the relationship IS the organism's skeleton; can't separate because separation is amputation
|
||
- *+Spirit:* clings to one thing, then another; the attachment is desperate and transferable; not loyal to WHAT it holds but to the act of holding
|
||
|
||
##### Air – Expansive Compulsion
|
||
|
||
- **Probe =>** investigates novel stimuli before assessing threat
|
||
- *+Soul:* can't leave a mystery alone; the unknown is an itch; picks at secrets the way a tongue finds a broken tooth
|
||
- *+Body:* thorough, patient investigation that never concludes; still cataloguing, still testing, still mapping long after the question was answered
|
||
- *+Spirit:* the investigation unravels things that were holding together; probes until the structure comes apart; curiosity as inadvertent destruction
|
||
- **Flee =>** confinement triggers escape; any constraint, obligation, or enclosure demands immediate flight
|
||
- *+Soul:* can't tolerate being known; intimacy is a cage; the moment someone gets close, the organism bolts; every relationship is an escape route
|
||
- *+Body:* walls close in; obligations accumulate like weight; the organism endures and endures util one day, it simply isn't there anymore; quiet disappearance
|
||
- *+Spirit:* doesn't know what it's runnig from; the flight keeps changing direction; escapes one thing and immediately feels trapped by the next; freedom itself becomes the cage
|
||
|
||
##### Aether – Numinous Compulsion
|
||
|
||
- **Fixate =>** locks onto stimulus and cannot disengage
|
||
- *+Soul:* pattern is the only thing that matters; everything else dims; the fixation is a form of worship and a form of starvation
|
||
- *+Body:* can't stop repeating; the pattern demands completion; every cycle demands another cycle; the ritual grows heavier but stopping is unthinkable
|
||
- *+Spirit:* fiates with terrifying intensity then drops it completely; the obsession is total and tempoary; burns through fascination like fuel
|
||
- **Breach =>** pushes against material limits; testing boundaries and thresholds
|
||
- *+Soul:* daring instinguishable from self-destruction; crosses the line because NOT crossing it feels like cowardice; the forbidden is a dare the self makes to itself
|
||
- *+Body:* keeps pushing even when the boundary is already broken; the pressure never lets up; finds new walls inside the ruins of old ones; can't stop leaning against something
|
||
- *+Spirit:* picks at the seams of things; doesn'T just cross boundaries but dissolves them; leaves reality slightly less coherent wherever it's been
|
||
|
||
{% Callout type="example" title="The Galla – Drive" %}
|
||
Based on their materia, _Earth_ is the strongest essence, and while the primes _Body_ and _Spirit_ tie, their themes show a definitive weight towards _Sprit,_ so we choose **Accrete** through _Spirit_ as their drive.
|
||
|
||
Galla collect scars, grudges, memories as much as objects; layered with things that should have been shed long ago; the accumulation keeps transforming but never stops.
|
||
{% /Callout %}
|
||
|
||
### Step 5: Gifts
|
||
|
||
- is a **unique biological capacity** – some the Kindred can DO that baseline can't
|
||
- **Grammar =>** built by combining elemental tokens – *Primes* and *Essences* each carry their full elemental character into the combinations
|
||
- Combine tokens until Gift is described
|
||
- Each element used once per gift; **no stacking**
|
||
- **Minimum:** *1 Prime + 1 Essence*
|
||
- Combination is the description; elements tell you what the Gift does
|
||
|
||
#### Primes – Character
|
||
|
||
- **Soul =>** what burns; the spark; individual agency, desire, will, passion, the inner fire; the self as initiator; *what ignites*
|
||
- **Body =>** what remains; persistence, structure, endurance, weight; the material, the external, the collective; *what holds*
|
||
- **Spirit =>** what escapes; the volatile, the liminal, the transformative; what can't be pinned down; what crosses thresholds; *the medium through which change happens*
|
||
|
||
#### Essences - Character
|
||
|
||
- **Earth =>** heavy, material, foundational, dense, enduring, fertile, buried, crushing
|
||
- *+Soul:* tougher flesh; pain suppressed; instinct that digs in and won't yield; possessive grip; rooted and immoveable
|
||
- *+Body:* matter shaped, hardened or crushed; petrification; walls raised; bones broken; weight imposed; substance densified
|
||
- *+Spirit:* wards anchored in substance; the liminal given weight; bindings that hold; transformation frozen mid-step; the between solidified
|
||
- **Fire =>** bright, consuming, refining, revealing, urgent, purifying, forging
|
||
- *+Soul:* senses sharpened to a point; metabolism spiked; fear burned away; fever clarity; passion that consumed the self; the inner fire that won't dim
|
||
- *+Body:* breath weapons; venom; radiant heat; light that blinds or reveals; destruction that clears; purifying force imposed outward
|
||
- *+Spirit:* sacrifice that opens doors; the veil burned thin; what's hidden made visible; purification of the crossing; the threshold set alight
|
||
- **Water =>** flowing, deep, dissolving, adaptive, reflective, concealing, relentless
|
||
- *+Soul:* identity loosened; memory as current; the self that becomes what it needs to be; depth concealed beneath surface; the inner ocean
|
||
- *+Body:* acid; erosion; matter reshaped slowly; bonds formed or dissolved; barriers penetrated; structure loosened
|
||
- *+Spirit:* boundaries between states softened; the crossing eased or blocked; fate as undertow; transformation that flows rather than breaks
|
||
- **Air =>** invisible, expansive, swift, carrying, scattering, permeating, howling
|
||
- *+Soul:* senses extended past the body; voice that carries; awareness of what's distant or hidden; the self that reaches; presence that fills a space
|
||
- *+Body:* distance collapsed; flight; sonic force; atmosphere manipulated; signals broadcast; space stretched or compressed
|
||
- *+Spirit:* presence dispersed across space; the veil thinned wide; haunting; change carried on the wind; the between stretched thin
|
||
- **Aether =>** transcendent, numinous, sacred, alien, ordered, fated, veiled
|
||
- *+Soul:* innate magic; spirit-sight; prophetic dreams; the mind touching what it wasn't build to touch; inner sancticity or inner corruption
|
||
- *+Body:* sacred ground; blessed or cursed matter; relics; physical reality charged with the divine; substance suffused with meaning
|
||
- *+Soul:* the veil itself manipulated; doorway opened or sealed; the boundary between worlds; the crossing itself as territory
|
||
|
||
#### Building a Gift
|
||
|
||
1. Describe what the Gift does in plain language;
|
||
1. Identify the elemental **character** of how it works (*Primes & Essences*)
|
||
1. Spend those tokens from the pool
|
||
1. Name it
|
||
|
||
##### Example Gifts
|
||
|
||
- **Flight [Body+Air] =>** material body *(Body)* extending through space *(Air);* wings, hollow bones, light frames; biological flight
|
||
- **Levitation [Soul+Aether] =>** self *(Soul)* touching the beyond *(Aether);* no wings, no physics – organism just rises
|
||
- **Telepathy [Soul+Air] =>** self *(Soul)* extending awareness across distance *(Air);* always on psychic broadcast
|
||
- **Fear Aura [Body+Fire+Air] =>** intense *(Fire)* signal *(Air)* projected outward with persistent weight *(Body);* biological terror field
|
||
- **Petrifying Gaze [Body+Earth+Air] =>** material substance *(Body+Earth)* imposed through signal at distance *(Air);* eyes that turn flesh to stone
|
||
- **Skin-shifting [Spirit+Water+Aether] =>** liminal *(Spirit)* dissolving form *(Water)* across a threshold *(Aether);* organism doesn'T choose to change – crosses a boundary and flesh follows;
|
||
- **Regeneration [Spirit+Earth+Fire] =>** transformation *(Spirit)* of material flesh *(earth)* through consuming and refining damaged tissue *(Fire);* the wound is fuel
|
||
- **Venom Spit [Body+Fire] =>** destructive biological output *(Fire)* directed at external targets *(Body);* caustic secretion, always producing
|
||
- **Spirit Sight [Soul+Aether] =>** self *(Soul)* touching the numinous *(Aether);* ghost-sight, sensing magic, perceive the hidden
|
||
- **Emotional Manipulation [Body+Fire] =>** persistent itensity *(Fire)* directed at external targets *(Body);* amplifies whatever the target already feels; proximity-only
|
||
- **Compulsion Song [Body+Fire+Air] =>** Intense *(Fire)* signal *(Air)* broadcast outward *(Body);* irresistible broadcast
|
||
- **Environmental adaption [Soul+Water] =>** self *(Soul)* loosened and adaptive *(Water);* body conforms to its surroundings over time
|
||
- **Corpse Puppeting [Body+Earth+Water+Spirit] =>** Material substance *(Body+Earth)* penetrated and flowed into *(Water)* and transformed into something it wasn't *(Spirit);* colony inhabiting dead flesh
|
||
|
||
{% Callout type="example" title="The Galla – Gifts" %}
|
||
**Galla Curing [Spirit+Earth+Water] =>** Galla are able to direct their own mineralisation; harden a fist before strike, calcifying a wound shut, soften joints for precision; every use advances the curse
|
||
{% /Callout %}
|
||
|
||
### Step 6: Leftovers
|
||
- Unspent tokens flow downstream to *Calcination;* every token spent on gifts is a token culture doesn't get; every token saved for culture is a gift the species doen't have
|
||
|
||
{% Callout type="example" title="The Galla – Leftovers" %}
|
||
Every Galla heritage or ancestry autmatically receives **1 Earth & 1 Body Token.**
|
||
{% /Callout %}
|