Professional Documents
Culture Documents
ARCHELLUS
TERRINOTH EXOTIC SPECIES
CREDITS
CREDITS
DESIGN AND DEVELOPMENT INTERIOR ART
Giri Raman Some artwork copyright Claudio Pozas, used with permission.
Some artwork © 2015 Dean Spencer, used with permission. All
rights reserved.
PROOFREADING
Centaur Forest Spirit by Peter Temesi
Justin K. Sweet & Jennifer Van Boxel
Poison dagger by Bradley K McDevitt
EDITING Genesys Foundery ART
Justin K. Sweet & Jennifer Van Boxel
Publisher's Choice Quality Stock Art © Rick Hershey /Fat
Goblin Games
LAYOUT
Some artwork by Bob Greyvenstein © Grim Press, used with
Giri Raman
permission. All rights reserved.
CONTENTS
Introduction………………….………………………………3 Potions, Elixir and Poisons…………………………………..24
Exotic Species………………………………………………...4 Allies and Adversaries.................................………………….27
New Talents…………………………………………………12 Playing as an Exotic Species..........……………..…................36
New Gear…………………………………..………………16 Inspiration and Adventure Ideas....…………………..............37
New Weapons………………………………………………17
New Implements……………………………………………19
New Craftsmanship…….…….…….…………………….…21
This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and
character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry. All other original material in this work is
copyright 2020 by Giri Raman and published under the Community Content Agreement for Genesys Foundry.
2
TERRINOTH EXOTIC SPECIES
INTRODUCTION
INTRODUCTION
HOW TO USE THIS
BOOK
This book takes six Adversaries found in the REALMS OF TERRINOTH
Dice App
setting and expands them into playable Species while exploring available where
their rules and facets with an occasional tip for role-playing. In apps are sold.
addition, contained within these pages is a collection of new tal‐ GENESYS Core Rulebook and either the
ents and gear. GENESYS Dice or Dice App are required
to use this supplement.
While the species and examples in this book refer to the REALMS OF
TERRINOTH Campaign Setting, this information may be used for any
setting using the GENESYS Core Rulebook where more exotic
species might occur. Please note: references to either the GENESYS
Core Rulebook (GCRB) or REALMS OF TERRINOTH (ROT) are cited
where necessary.
3
TERRINOTH EXOTIC SPECIES
ARCHETYPES
EXOTIC SPECIES
DRAGON HYBRID 3 2 1 2 2 2
4
TERRINOTH EXOTIC SPECIES
ARCHETYPES
BEASTMAN MINOTAUR
B eastmen are most commonly found on the Broken Plains but
may be spotted elsewhere in Mennara. Scholars in Grey‐
haven have conflicting theories regarding the origin of these
D eep within underground mazes of the Everdark dwells a
solitary, enigmatic race called the Minotaurs. Some Mino‐
taurs are mighty warriors, while others wield twisted magic and
primitive, dangerous brutes. Some think their existence occurred chant dark words to long-forgotten gods. As solitary masters,
naturally, while others claim these creatures are the result of they live life exploring the powers of the ever-present blackness.
magic experiments or perhaps remnants of Ynfernal influence on While considered creatures of legend throughout Mennara, some
the tribes of the plains. They are constantly at war with Orcs out Minotaurs rebel against worshiping all-consuming darkness,
on the Broken Plains. seeking life on the surface instead.
Tribes of Beastmen tend to be nomadic, moving from place to Appearance: Much taller than the average human, these hulking
place following their prey. Known to eat anything or anyone, creatures have the head of a bull with solid horns and hoof-like
they are perfect hunters at their best when prowling at night feet with powerful hind legs to carry these strong creatures
while silently moving through forests. Cruel effigies and totems around.
mark their territories. Rumor has it among the Greyhaven schol‐
Society: While usually preferring a solitary existence, a Minotaur
ars that all tribes answer to a single Beastman Lord; however, such
can sometimes be seen in lands on the surface while seeking long-
a being has never shown itself. Nevertheless, there are infrequent
lasting friendships and worthy goals among the lesser races.
occasions when Beastmen have peaceful interaction with other
Sometimes Minotaurs gather in small packs, usually united by an
species. Stories of ‘tame’ Beastmen find their way back to more
even greater master.
civilized lands.
Appearance: The hybridization of humans and animals can yield
very different results in appearance. One common trait is that 3 1 2 2 2 2
Beastmen are bipedal and usually have large patches of fur or
hide. Some even have horns and can sometimes be mistaken for
Demons. Usually, in combat, the Beastmen attack with powerful • Wound Threshold: 11 + Brawn
natural weapons. However, they can make clever use of crafted
tools and weapons made from raw materials. A few Beastmen are • Strain Threshold: 9 + willpower
even capable of wielding powerful nature-based magic. • Starting Experience: 100 XP
Society: Living far away from other civilized species, the Beast‐ • Starting Skills: Minotaur's begin with one rank in Knowl‐
men live in small tribes fiercely war-like in nature. Beastman edge (Adventuring). They still cannot train Knowledge (Ad‐
warriors are bound in packs by a strong leader to hunt meat for venturing) above rank 2 during character creation.
the tribe. Due to living in isolation, some tribes have developed
a deeply spiritual society with customs seldom seen by the out‐ • Monstrous: Minotaurs are monsters of legend. A Minotaur
side world. add j to Charm, Deception, Leadership, and Negotiation
checks they make, but they add j to Coercion checks they
3 2 1 3 2 1 make. This does not apply when interacting with other
Minotaurs.
5
TERRINOTH EXOTIC SPECIES
ARCHETYPES
LIZARDMAN
M any centuries ago, the Lizardman Empire hosted mar‐
velous, massive cities, which now lie in ruin, hidden and
swallowed up by the Zanaga jungle. This ancient race once mas‐
2 2 3 2 1 2
6
TERRINOTH EXOTIC SPECIES
ARCHETYPES
3 2 1 2 2 1 2 3 1 2 2 2
• Starting Skills: Makhim begin with one rank in Discipline. • Starting Skills: Ventala
They still cannot train Discipline above rank 2 during char‐ Centaurs begin with one rank in Survival.
acter creation. They still cannot train Survival above
rank 2 during character creation.
• Four Armed: Makhim have multiple sets of arms. As a re‐
sult, They gain an additional free maneuver per turn. • Silhouette 2: Increase their encumbrance
Though they may still not perform more than two maneu‐ threshold by 4. They double their
vers per turn. encumbrance value.
Also, armor and clothes
• Jungle Adept: A Makhim adds j to Athletics and Coordi‐ cost twice the standard
nation checks they make. When in a jungle or forest envi‐ price.
ronment.
• Flank Fire: Ventala can perform a
second maneuver to move without
suffering strain. They still cannot exceed the
limitation of two maneuvers in a turn.
• On Hooves: A Ventala Centaur
adds j to all Coordination checks
and Stealth checks made indoors
or in urban environments.
7
TERRINOTH EXOTIC SPECIES
ARCHETYPES
ORRUKASI 3 2 1 2 3 1
8
TERRINOTH EXOTIC SPECIES
ARCHETYPES
ICE-BLOOD SURVIVOR • The Hot Blood: Sometimes the Rime Curse affects an Ice-
blood warrior again, and they must gain sustenance from
warm blood, no matter the source. If not, their blood be‐
V ictims of the Rime Storm and the reign of Scarsha, the hor‐
rid queen of the ice wyrms, these horrors walk the frigid
wastes in search of heat and hot blood to fill their empty bodies.
gins to freeze, and the Rime Curse slowly creeps back in.
Once per session, the GM may spend d from any check
an Ice-blood warrior makes to trigger this effect. While
Salvation comes to very few of these lost souls. Still, some families
affected by the Rime Curse, the Ice-blood warrior must up‐
or heroes seek the aid of ancient life magic from the lost Salish‐
grade all skill checks once, and the GM can spend addi‐
wyrd empire to restore the mind of one affected with the Rime
tional d to increase this penalty further, i.e., upgrading
Curse and free them from the bond Scarsha holds over them.
twice, thrice, etc. The effect lasts until their blood has
However, their bodies will remain forever ravaged by the cold.
warmed again through feeding.
Nevertheless, the magic of the ancient Salishwyrd is so strong
that even tormented ghosts can be brought back into the light ICE-BLOOD GHOST
and join the ranks that take arms against the white death.
Appearance: Ice-blood survivors look much like they did in their 1 2 2 2 3 2
everyday lives, although months or even years could have passed
while they lived under the curse of the white death. Forever
changed, their skin takes on a more pale hue, and the freezing • Wound Threshold: 9 + Brawn
blood in their veins stands out as thick blue strands covering their • Strain Threshold: 11 + Willpower
bodies. The air around them is slightly colder. Whether this is
due to an actual change in temperature or just unease at being • Starting Experience: 90 XP
near such a creature, who can say? Despite this ragged and cursed When the Rime Storm’s pain becomes too much, an Ice-blood
look, Ice-blood survivors' eyes glow with the powerful healing warrior passes on to the actual death. Unfortunately, some souls
magic that brought them back. This soft glow distinguishes them never see the peace they desire. They rise again as Ice-blood
from their cursed brethren and brings hope back to the people of ghosts to avenge their torment and unfinished business in life.
Isheim. Those that rise as ice ghosts appear as a ragged twisted But so powerful is the magic of the Salishwyrd Empire that even
version of what they looked like in life but take on an icy blue these spirits can be redeemed and allowed to seek the peace of
ghost-like form. their own free will.
Society: Ice-blood survivors do not have much of a community • Starting Skills: An Ice-blood ghost starts with one rank in
of their own. Upon ending the curse and having their free will either Discipline or Knowledge (Forbidden). They obtain
returned, an Ice-blood survivor usually lives with their kin and these ranks before spending experience points, and these
family. Perhaps they are welcomed back into their village or cities, skills may not be increased higher than rank 2 during char‐
or maybe they are shunned and mistrusted. Likewise, those icy acter creation.
ghosts that have passed on from their physical form usually dwell
• Incorporeal Undead: Your character lacks corporeal pres‐
by themselves. Some wander, seeking a purpose in their new (un
ence. When your character makes any Brawn- or Agility-
)lives, while others search search for a means to lay themselves to
based checks increase the difficulty by two. When a corpo‐
rest finally. Most times, a Ice-blood survivor will not find a peace‐
real character makes a Brawn- or Agility-based check target‐
ful existence. Their knowledge and power are called upon to fight
ing your character increase the difficulty by two. Your
against the white death and the forces of Scarsha.
character increases their soak by their Willpower (in addi‐
tion to their Brawn). Your character can move through the
ICE-BLOOD WARRIOR most mundane types of difficult and impassable terrain
without penalty (but cannot stop inside solid surfaces).
2 2 2 2 3 1
None of the preceding effects of this rule apply while your
character is wearing armor. In addition, your character does
• Wound Threshold: 9 + Brawn not need to eat, breathe, or sleep. They can survive under‐
water and are immune to poisons and toxins.
• Strain Threshold: 11 + Willpower
• A Strange Glow: Since Ice-blood ghosts are Spirits, they do
• Starting Experience: 90 XP not benefit from healing wounds with a Medicine check.
Warrior is the common term for all those who fall to the white However, they can heal wounds and strain naturally by rest‐
death, though far from all who are unfortunate enough to get ing. Ice-blood ghosts can also be "healed" by using the Heal
caught by the Rime Storms are actual warriors. While typically of spell or other healing magic. They can attempt to remove a
local Wiek descent, an Ice-blood warrior could come from any critical injury using the Discipline skill instead of the
land or warmblooded species in Mennara. Medicine skill or Resilience skill; doing this does not in‐
crease the difficulty but otherwise follows the rules on page
• Starting Skills: An Ice-blood warrior starts with one rank 116 of the GENESYS Core Rulebook. Ice-blood ghosts do not
in either Resilience or Survival. They obtain these ranks be‐ gain any other benefit when healing critical injuries.
fore spending experience points, and these skills may not be
increased higher than rank 2 during character creation. • Feared: Add j to Charm, Deception, and Negotiation
checks, but add j to all Coercion checks they make.
• Cold Resistance: An Ice-blood warrior reduces all damage
• Freezing Touch: Unarmed brawl attacks gain +1 base dam‐
from frost, icy or similar sources by 3 removing j when
age, a critical rating of 3, and the Stun 3 quality.
making skill checks in cold or arctic conditions.
• Freezing Touch: Unarmed brawl attacks gain +1 base dam‐
age, a critical rating of 3, and the Stun 3 quality.
9
TERRINOTH EXOTIC SPECIES
ARCHETYPES
ULFEN
2 2 2 3 2 1
I senheim is a land of beauty and natural power, yet many Ulfen
know that secrets hide beneath the ice and snow. When the
Gnome wanderers of the Onoit tribes first came to Isenheim,
they found a kinship with the Ulfen. This alliance has grown for
• Wound Threshold: 10 + Brawn
many years, and these allies now guard the lands of Isenheim to‐
gether. Tales of these strange intelligent canines are told all over • Strain Threshold: 11 + Willpower
Mennara, but few travelers have seen these creatures, and fewer
• Starting Experience: 95 XP
still have heard them speak and share their wisdom.
• Starting Skills: An Ulfen starts with one rank in either Vig‐
Appearance: The Ulfen are large canine creatures. While many
ilance or Survival. They obtain these ranks before spending
resemble wolves, their stature is greater, and they are broader
experience points, and these skills may not be increased
across the shoulders. Their fur can have many colors or a mix
higher than rank 2 during character creation.
thereof, usually in natural tones of brown, grey, black or white.
Rare colors like dark green or even autumn colors like reds and • On Four Paws: An Ulfen adds jj to checks they make
orange appear from time to time. Looking in the bright, intelli‐ that require fine manipulation. In addition, when they
gent eyes of an Ulfen, those familiar with animals can instantly make an unarmed attack, they can activate the Knockdown
tell that they are not dealing with an ordinary wolf or dog. Ulfen item quality for one less a than normal. An Ulfen pays an
speak their own language, and many of the other tongues spoken additional 50% for armor made to fit.
in Isheim or wherever they roam.
• Pack Instincts: When performing the assist maneuver, an
Society: The Ulfen are far removed from their wolf brethren and Ulfen adds jj instead of j.
have a complex tribal structure. They honor their elders and live
• Jaws of Ice: Unarmed brawl attacks gain +1 base damage
in tight-knit families alongside their Gnome allies. Ulfen society
and a critical rating of 3, while retaining the Knockdown
centers on their roles as guardians of the land. They guide lost
quality.
travelers away from the hidden dangers in the snow and keep
watch on the evil forces that serve the Rime frost. Occasionally • Low Light Vision: When making skill checks, an Ulfen re‐
an Ulfen will be struck by much the same kind of wanderlust that moves up to j imposed due to darkness.
comes over the Gnomes and will roam far and wide seeking
knowledge. Ulfen society centers on their roles of guardians. of
the lands. They lead lost travelers away
from the hidden dangers in the snow or keep a
watch on the evil forces that serve the Rime frost.
10
TERRINOTH EXOTIC SPECIES
ARCHETYPES
FAE-TOUCHED
I n some places, the veil between worlds is thin, and the chaotic
nature of the Aenlong seeps into the lands of Mennara.
Whether the Fae-touched are a result of exposure to other worlds
or favors traded with the Fae is unknown, but some individuals
are born with a hint of the chaotic nature of the Fae coursing
through their blood. OTHER FAE SPECIES
Appearance: The Fae-touched are as diverse as all the species on
Mennara. Almost all species have their tales of people gifted with
strange powers from birth. The faeries of Aenlong are fearsome T his species profile assumes a human base species
touched by the Aenlong.
and chaotic creatures whose goals and agendas are as alien as their The characteristic profile signals their chaotic but al‐
appearance. Regardless of what species a Fae-touched is born luring nature. At the GM’s discretion, the base
from, the legacy of Aenlong always shines through; perhaps it's species could be any species available in the setting.
an eerie glow in their eyes, a strange hair color, or a particular For example, a Gnome Fae-touched would follow the
scent. Some Fae-touched even sprout wings or grow sharp teeth. same exact profile except for having silhouette 0.
Society: The Fae-touched have no real community of their own.
The circumstance of their birth is random and chaotic, and when
many of them band together, it's rarely with much structure or a
long-term goal in mind. Some communities shun the Fae-
touched, believing them cursed, and force them to live in the
wilds. In contrast, other communities welcome Fae-touched and
regard them as any other members of society or even hold them
in reverence.
2 2 2 2 1 3
11
TERRINOTH EXOTIC SPECIES
NEW TALENTS
NEW TALENTS
TIER 1 TIER 2
ADAPTIVE BLESSING OF THE JATOK TEMPLE
Tier: 1 Tier: 2
Activation: Passive Activation: Passive
Ranked: Yes Ranked: No
For each rank of Adaptive, you can ignore the species prerequisite Your character must be of the Lizardman or Makhim species to ben‐
of one talent when spending XP to buy it. At your GM’s discre‐ efit from this talent. Your character can breathe underwater with‐
tion, specific species talents may not be available to your charac‐ out penalty and never suffers movement penalties for traveling
ter. through water.
12
TERRINOTH EXOTIC SPECIES
NEW TALENTS
Your character must be of the Dragon Hybrid species to benefit from WAILING CRY
this talent Your character can fall safely from any height and can
Tier: 2
glide over small gaps or distances while falling. Your GM has the Activation: Active (Action)
final say in how long your character can glide. Ranked: No
Prerequisite: Your character must be of the Ice-blood ghost species to
HEAD BUT
benefit from this talent. Your character may suffer 3 strain to make
Tier: 2 a ranged attack with the following profile. Discipline: Damage
Activation: Active (Incidental) 3; Critical 5; Range [Medium]; Blast 4, Breach 1, Slow-firing 2,
Ranked: No Stun Damage.
Your character must be of the Minotaur species to benefit from this
talent. Your character may use their battle horns in a combined
combat check. (See GENESYS Core Rulebook page 108). In addi‐
tion, they may use heavy weapons as part of this combined check.
13
TERRINOTH EXOTIC SPECIES
NEW TALENTS
DRAGON WINGS Your character must be of the Ventala Centaur species. Your charac‐
ter may use this talent to make a Brawl vs. Resilience check tar‐
Tier: 3 geting one engaged opponent. If the check succeeds, the target is
Activation: Active (Maneuver) knocked prone and immobilized.
Ranked: No
Your character must be of the Dragon Hybrid species and possess the
Glider talent. Your character can fly using aerodynamic flight
TIER 4
only; see page 100 of the GENESYS Core Rulebook.
POISON WEAVER
FAE WINGS
Tier: 4
Tier: 3 Activation: Active(incidental)
Activation: Passive Ranked: No
Ranked: No
As an incidental, your character may apply poison to a weapon.
Prerequisite: Your character must be of the Fae-touched species to The first successful hit that deals at least one wound causes the
benefit from this talent. Your character can fly using hovering target to suffer the effects of the poison. Once the poison has
flight; see page 100 of the GENESYS Core Rulebook. affected one target, it depletes, and another dose must be applied
as per REALMS OF TERRINOTH p 102.
RAGE OF THE CLUTCH
Tier: 3
Activation: Active (Maneuver)
Ranked: No
Your character must be of the Makhim species to benefit from this
talent.
While your character uses a Brawl weapon (or using their fist),
they may suffer 2 strain to use this talent. During the next Brawl
combat check, your character makes this turn; the attack gains
the Linked quality with a value equal to their ranks in the Brawl
skill.
SPIRIT BONDS
Tier: 3
Activation: Active (Action)
Ranked: No
Your character must be of the Beastman species and have purchased
the Animal Companion talent to benefit from this talent. Your char‐
acter may choose to bond with a spirit animal (see adversaries and
allies page 34), or your animal companion gains the Spirit Ani‐
mal Template. As an action, your character may see and hear
through the Spirit animal senses up to long distance. Your char‐
acter has a telepathic link to your bonded animal that works over
any distance. While your Character is experiencing the world
through their bonded animal, they become Staggered and immo‐
bilized, oblivious to the outside world.
14
TERRINOTH EXOTIC SPECIES
NEW TALENTS
TRANSFORM TO HUMANOID
Tier: 4
Activation: Active(incidental)
Ranked: No
Prerequisite: Your character must be of the Ulfen species to benefit
from this talent. Once per session, your character may spend a
story point to transform into a humanoid of the same silhouette
or smaller until the end of the encounter. Your character can
THE CURSE OF THE RIME
change back to Ulfen as an incidental anytime during the trans‐
formation.
The humanoid form uses the same characteristics as your char‐
I ce-blood survivors have potent weapons from the
rime-frost legacy coursing through their very be‐
ing. For example, when a living creature dies from
acter and always assumes a set appearance of your choice. Freezing Touch or Wailing Cry, a GM may spend d
to inflict white death disease, causing the body to rise
TIER 5 again as undead under the GM's control. In addition,
at GM’s discretion, other circumstances may lead to
the spread of the white disease.
DIRE FORM
Tier: 5
Activation: Active (Incidental)
Ranked: No
Prerequisite: Your character must be of the Ulfen species to benefit
from this talent. Once per session, your character may spend a
story point to assume Dire form. If they do so, increase the dam‐
age of the character’s unarmed attacks by three, their soak by one,
their wound threshold by six, and their silhouette by one. This
effect lasts until the end of the encounter.
15
TERRINOTH EXOTIC SPECIES
GEAR
GEAR
GEAR
T his section describes gear which may be found in the hands
of exotic species adventurers traversing the lands of Men‐
nara. ITEM ENCUM PRICE RARITY
Ancient mechanics manual 2 500 9
ANCIENT MECHANICS MANUAL
Camouflage Cloaks 1 90 6
These old manuals have been taken from the Lizardman Empire
and can be found in many forms: from hand-written tomes to a Survival gear 2 100 4
series of ancient tablets or drawings. When using these ancient Talisman Wards 0 1000 9
texts to construct a new item, you may add aas to the results.
Flare Crystal 0 50 7
CAMOUFLAGE CLOAKS Snowshoes 1 25 5
Survivalists craft them to replicate a specific environment like Ulfen Harness 3 400 8
forest or jungles. These cloaks are wonders of art and practical
Ulfen Saddle 1 100 8
garment. When making Stealth checks in that environment asso‐
ciated with the cloak, add j to the results.
TALISMAN WARDS
SURVIVAL GEAR Both Minotaurs and Beastmen are known for crafting wards
This kit contains minor medical supplies, herbs, a dry pouch for against the undead and supernatural. Whether using secrets of
flint and steel, basic sewing utensils, and skinning and fishing the underworld or consulting spirits of the plains for favors, small
tools. Some kits will even have written guides on flora and fauna spirits are bound inside jewelry or bones to ward off evil spirits.
in a particular area. The kit grants j on Survival checks and Re‐ While wearing a Talisman Ward, your character increases their
silience checks made to overcome long exposure to the environ‐ defense by one against undead opponents.
ment or natural occurring poisons or diseases in nature.
FLARE CRYSTAL
Onoit Shamans have enchanted these unique magical crystals to
temporarily hover in the sky while producing a colored flame.
Usually fired from a ranged weapon like a bow or sling, they light
up the sky, alerting rescuers to search for those lost in the storms
that rage across Isheim. Some tribes produce colors that can con‐
vey simple messages across great distances on the snowy plains
when fired in particular sequences. In addition to lighting a sig‐
nal in the sky, a flare crystal removes one j from darkness within ULFEN PLAYERS AND
long range. In structured time, their magic lasts for 3 rounds. MOUNTED COMBAT
SNOWSHOES
These attachments to footwear come in many different shapes
W hen an Ulfen is a mount, use the mounted
combat rules found on REALMS OF TERRINOTH page
83. If the Ulfen is a player character, use the rules
and sizes. The native Weik of Isheim make these by stretching found on REALMS OF TERRINOTH page 83 regarding attacks,
hide over a wooden frame. The frame helps distribute weight but the rider and Ulfen do not count as one charac‐
across snow and ice, making it easier to walk on those surfaces. ter. Instead, the Ulfen character acts on their own
Ignore all penalties for difficult terrain from snow or ice. initiative slot as per usual and spends maneuvers and
actions normally. The mounted character does not
ULFEN HARNESS require a maneuver to move, nor do they need to
spend a maneuver to direct their mount. In addition,
This war harness is made for Ulfen warriors to protect them in
the Ulfen spends the normal amount of maneuvers
battle. Usually made from cured hide or scales of native creatures
to move instead of counting one move maneuver as
from Isheim, it covers the Ulfen soft spots while allowing for
two.
movement on all fours. Ulfen harnesses come with hooks and
bags that can be used for storage, allowing an Ulfen to carry sup‐
plies and medicine with them to those lost in the wilderness. In‐
crease encumbrance threshold by 4.
ULFEN SADDLE
This particular saddle can accommodate small humanoids, usu‐
ally Gnomes, but some Dwarves or smaller humans might fit as
well. The encumbrance value of a character in the saddle counts
as half to the Ulfen carrying them.
16
TERRINOTH EXOTIC SPECIES
GEAR
NEW WEAPONS
RIMCHAKH (ARCANE LAUNCHER) gauntlet. Some Makhim warrior wears Doloch on two arms
while using slings with the other pair of arms. In addition, some
Called an arcane launcher by scholars, these ancient devices oper‐
tribes have developed a complex signaling technique, using col‐
ated by Lizardman, who still understand the archaic workings by
ored Dolochs in different hues.
some miracle. A limited few of these weapons have been brought
back from ancient temples and tombs by explorers. Very similar
SAP
in design to a hand crossbow, the Rimchakh consists of a disc-like
device mounted on a base on the forearm. The wielder charges Most commonly found in shady civilized parts of Mennara,
the disc with ancient energies by turning the handle in precise many members of the exotic races can find a Sap handy for slip‐
rhythmic patterns, eventually firing off the disc with high power ping past guards without leaving a trail of bodies behind. A small
and a deep coil whine to inflict significant damage upon its in‐ club made from wood and rugged leather, these weapons are best
tended target. Should the disc fail to hit its mark, your character against unaware foes. When used right, they knock out enemies
may spend aa on the roll to have it return to its mount. Ru‐ with excellent efficiency. When used against an unaware target,
mor has it that more elaborate devices of similar construction and the attacker may add ranks in Skulduggery to damage and add
firepower exist from the ancient era of lizardman civilization. the Concussive 1 quality.
BLOWPIPE
GREAT CLUB
Whether used by Beastman tribes on the plains, or Makhim and
Lizardmen in the jungles, the Blowpipe shoots a small, sharp dart Primitive and ancient cultures often use big wooden or stone or
with high velocity towards its target. While the damage from the wooden clubs. Many tribes adorn the heads with carvings of spir‐
weapon is negligible, adding poison to it before shooting it will its or skulls of their enemies.
either stun, maim, or kill its intended victim.
SUNSTAFF
BOLO NETS
These ancient devices are remnants of the Lizardman empire
A favorite weapon of the Ventala Centaurs, these small nets are technology. They can take many forms but usually appears as
fitted with round rocks or metal balls at the corners, hurled with huge two-handed melee weapons with technological features.
great strength at a target to catch them. Even if an attack roll re‐ While used outdoors in daylight, you can fire them with the fol‐
sults in failure, the user may trigger Ensnare by spending aaa lowing profile. Ranged; Damage 4; Critical 1; Range [Medium];
or t on the attack, Immobilizing the opponent. Breach 1, Disorient 2, Slow-firing 3. If used by night or indoors,
DOLOCH it gains the Limited ammo 1 quality until recharged by sunlight
again.
The Doloch is a dagger-like weapon used by Makhim warriors
and worn on the forearms mounted on a solid scaled leather
WEAPONS
NAME SKILL DAM CRIT RANGE ENCUM HP PRICE RARITY SPECIAL
Limited Ammo 1, Pierce 2, Vicious 1,
Arcane Launcher Mechanics 4 2 Medium 4 2 1500 9 Guided, Prepare 1
17
TERRINOTH EXOTIC SPECIES
GEAR
18
TERRINOTH EXOTIC SPECIES
GEAR
NEW IMPLEMENTS
CENSERS GREEN VALE STAFF
Deep in the underground of the Everdark, Minotaur sorcerers This ancient staff is made from a living Green Vale tree. The staff
perform strange rituals and magic, drawing upon the very essence carries magical properties that greatly enhance healing.
of darkness. This power has devastating effects on mortals spread‐
When your character casts a Heal spell, adding the Restoration
ing disease and draining both body and soul. To harness and
and Ranged effects does not increase the difficulty. Increase
carry with them this power of the Everdark Minotaur, sorcerers
wounds healed by 3.
have constructed magical Censers that can burn and release this
putrid essence with magic attacks. As an action, your character may plant the staff in the ground.
A strong tree quickly grows from the staff. The potent magic of
Censers are usually carried or hung from long staffs consisting
the Green Vale melts all nearby ice and snow and creates a warm
of bowl or disc that burns with magical fire, slowly releasing the
hospitable environment. This effect lasts until the wielder speaks
essence of the Everdark. But they can also be carried by hand on
a new command (as an incidental) and the tree reverts to staff
a chain. When your Character casts the Attack spell, they may
form.
add the Poisonous effect without increasing the difficulty (See
GENESYS Core Rulebook page 215). Attack spells cast by your char‐ In addition, when your character casts a Conjure spell, they
acter increase their base damage by three. may make a Hard (kkk) Primal check to transform the staff into
a Green Vale Guardian tree (see page 30). This functions as a
DIRE BONES Conjure spell with the Summon Ally effect, but does not require
a Concentrate maneuver to maintain.
When a Shaman wears this elaborate set of dire bones, it marks
their mastery of the wilds and the ability to defeat or soothe an‐ The Green Vale Guardian remains for the duration of the en‐
cient predators. counter, or until it has been defeated, at which point it reverts to
staff form. Any Critical Injury suffered by the tree will also dam‐
When your character casts the Transform spell, adding the
age the staff one step. While the staff is in tree form, it cannot
Dire Form effect does not increase difficulty. However, they can
function as an implement.
only assume the form of the animal from which their dire bones
came when using this implement. When worn as armor, dire
bones provide +1 soak and 1 defense.
EFFIGY DOLLS
An effigy is a doll-like representation of real creatures or persons.
These dolls can take many forms, from simple wooden statues to
idols made of bones bound with sinew. Many Beastman tribes
use effigies to mark territories or for some religious meaning.
However, some Beastman Shamans can bind powerful spirits in
these, animating them to do their bidding.
When the user casts the Conjure spell to summon an effigy,
adding the Summon Ally effect does not increase its difficulty. In
addition, the creature remains summoned until the end of the
encounter without your character having to use the Concentrate
maneuver.
If destroyed in battle while summoned, the effigy doll becomes
major damaged (See GENESYS Core Rulebook page 89).
FAE SKULL
Sorcerers and magicians can use the horrid skull of a True Fae to
enhance their spellcasting.
When your character casts the Curse spell, adding the Misfor‐
tune effect does not increase the difficulty. Likewise for adding
the Additional Illusion effect to the Mask spell.
Using the Fae Skull also increases the base damage of Attack
spells by three.
19
TERRINOTH EXOTIC SPECIES
GEAR
20
TERRINOTH EXOTIC SPECIES
GEAR
NEW CRAFTSMANSHIP
DRACONIC
T his section details special craftsmanship which can be found
in the hands of exotic species. These attributes can be applied
to weapons, armors, and implements.
Made from the scales of ancient dragons, only the bravest smiths
dare temper and carve these scales for fear of the dragons is still
close to the heart of many who dwell in Mennara. Fearsome to
ANCIENT MECHANICAL DEVICES behold and impervious to fire, scales from dragons mold into
Left behind by an ancient civilization that once thrived here, many types of armor. Carved or shaped draconic weapons from
these mechanical devices sometimes surface or are dug up from teeth, horns, or dragons’ bones can be light and fast. These
derelict icy ruins. Some crafters incorporate these gears and de‐ weapons retain their sharpness as if the deceased dragon thirsts
vices into armor and weapons, and scholars of from Greyhaven for blood beyond the grave.
University experiment with making magical implements from
Armor: Increase the armor’s soak and defense by 1. The wearer of
them.
the armor removes 3 points of damage from any source of fire.
Armor: Adds j to non-combat Brawn- or Agility-based checks
Weapon: Reduce the weapons Critical rating by 1. The weapon
and gains +1 defense.
gains the Pierce 1 quality. (If it already has Pierce, add 1 rank)
Weapon: Gains the Sunder and Vicious 2 qualities. Reduce the weapon’s hard points by 1 (to a minimum of 0).
Implement: When your character casts the Attack spell, adding Price: Cost x 20
the Destructive effect increases the difficulty one less than usual.
Rarity: 10
In addition, when your character casts a Conjure spell, they
Implement: Implements crafted from bone, blood, or tooth
may make a Daunting (kkkk) Magic Skill check to transform
from a Dragon carry ancient power that enhances spell casting.
the staff into a Mechanical Construct (see page 31). This func‐
Unfortunately, draconic magic is not for the faint of heart. Con‐
tions as a Conjure spell with the Summon Ally effect, but does
trolling the flames of dragon magic is only for the most skilled
not require a Concentrate maneuver to maintain.
wizards of Greyhaven.
The Mechanical Construct remains for the duration of the en‐
When your character successfully casts an Attack spell, they may
counter, or until it has been defeated, at which point it reverts to
add the fire effect without increasing the difficulty. Any imple‐
staff form. Any Critical Injury suffered by the construct will also
ment increases the base damage by +1.
damage the implement one step. While the implement is in con‐
struct form, it cannot function as an implement. When rolling a d while casting a spell with an implement made
with draconic material, their own spell always hits the caster in
Price: Cost x 5
addition to spending the d normal.
Rarity: 10.
Price: Cost x 2
CRYSTAL ICE Rarity: +3.
Forged from magical ice, armor and weapons made from this ma‐
terial glow slightly blue and are freezing to the touch.
Armor: Increase the armor's hard points by 1. However, the item
is now brittle; each time it takes damage, apply one additional
step. (See GENESYS Core Rulebook page 89). In addition, the
wearer can spend a maneuver to adjust the ambient temperature.
In sub-zero mode, every engaged character suffers 1 strain at the
start of their turn.
Weapon: Gain Ensnare 1 or add 1 to Ensnare rating and the
Stun 4 quality. The weapon becomes brittle; each time it takes
damage, apply one additional step. (See GENESYS Core Rulebook
page 89).
Implement: When your character casts the Attack spell, adding
the Ice effect does not increase the difficulty. In addition, when
casting in sub-zero temperatures, you may add a to the results.
Price: Cost x 2
Rarity: 8
21
TERRINOTH EXOTIC SPECIES
GEAR
22
TERRINOTH EXOTIC SPECIES
23
TERRINOTH EXOTIC SPECIES
GEAR
S ince exotic species often come from far away places and are
known to travel the fringes of the world, they bring rare ingre‐
dients, dangerous plants, and extracts. To some apothecaries,
• These effects last for 8 hours or until they become incapaci‐
tated.
While under the effect of, upgrade the difficulty of all social
these reagents represent a treasure trove, but to others, it’s best to
checks twice unless you are interacting with a Beastman.
watch what they serve you.
When your character reverts to their normal form, make a
PHEROMONE EXTRACT ELIXIR Hard (kkk) Resilience check upgraded once for each Critical
your character currently has. If successful, your character reverts
Spies and envoys favor these elixirs said to enhance social interac‐
to their normal form and suffers 6 Strain.
tions when seeking the favors of another species or kingdom.
They can appear either as a drink or a poultice applied to the If you fail, your character loses the potion’s benefits and suffers
body. 6 strain but does not revert entirely back. Continue to upgrade
the difficulty of social checks twice. h and d may extend the
When your character uses a Pheromone Extract Elixir, they
duration further.
upgrade any social checks they make once. This effect lasts until
the end of the encounter or scene. When the potion wears off,
your character suffers 4 strain. DRAGON BREATH
This potion is distilled from the glands of Dragon Hybrids and
DREAM MESSAGE ELIXIR mimics their unique, fiery breath. Your character may suffer 3
strain and make a ranged attack with the following profile: Re‐
In Everdark, darkness is a friend and ally. In these lands, the
silience: Damage 6; Critical 3; Range[Short]; Blast 6, Burn 1,
Minotaurs live solitary lives, rarely invading the homes of others
Prepare 1, Slow-Firing 2). This effect lasts until the end of the
unless provoked into a fit of all-out aggression.
encounter or scene.
When the wish is to communicate peacefully, they sometimes
wander the mazes of other Minotaurs leaving behind a Dream BLESSING OF THE JATOK TEMPLE
Message Elixir to convey their thoughts. This inky black elixir
Before the Nagas invaded the ancient Lizardman temple of Jatok,
can transmit a dreamlike message for the recipient. The interpre‐
Makhim warriors secured the old formula to a potion allowing
tation of the message is always up to the one who receives it. The
underwater breathing and enhanced swimming capabilities.
nature of the induced dreams can fluctuate as the power of the
Everdark is ever mysterious, sometimes turning them into night‐ This secret of the Lizardman empire makes them able to reach
mares. hidden and sunken temples widely considered lost to the jungle.
Over the centuries, the Makhim have found it a very popular
After consuming the elixir, the following evening of sleep re‐
trade good among the Foreign visitors to Herman’s Gulch. When
sults in the imbiber receiving a dream. The creator of the Dream
your character uses this potion, they can breathe underwater
Message makes an opposed Discipline vs. Discipline check. Suc‐
without penalty and do not suffer movement penalties for travel‐
cess means the imbiber received the intended message s,a and
ing through the water growing webbing between fingers and toes.
t can be spent as a social check see chapter 7 in GENESYS Core
This effect lasts until the end of the encounter or scene.
Rulebook. f, h, and d can cause physical or mental harm to
the victim as nightmares mix with reality leaving wounds, scars
and even Critical injuries when the victim awakens. DISTILLED FAE BLOOD
True Fae blood can be lethal and dangerous to mere mortals.
POTION OF BEASTMAN ASPECT However, some sinister Alchemist has found a method to distill
the blood of the Fae-touched into a highly addictive and potent
First developed by scholars in Greyhaven to study the mysterious
concoction that enhances your sensory input and social graces.
and violent Beastman tribes of the Broken Plains, this very dan‐
Those who partake of distilled Fae blood experience a rush that
gerous but powerful potion only sees use in extreme circum‐
sharpens their senses, making them highly sensitive to other peo‐
stances. Some scholars have lost themselves to the powerful
ple's emotions.
transformation and are still roaming with the tribes they went to
study. For the rest of the encounter, an imbiber of distilled Fae blood
counts their ranks in Vigilance as one higher. In addition, while
When your character drinks this potion, their body undergoes
making a social skill check, they may choose to reroll one blank
violent changes. Warping both body and mind, they sprout fur,
die. Finally, the GM decides on a new desire and flaw in secret.
sharp teeth, and claws.
Then, when any situation arises where these new secret motiva‐
• Brawn and Agility increases by one to a maximum of 5. tions would have benefited the character or caused the character
setback, the GM can upgrade the check instead of adding j or
• Intellect and Willpower are reduced by one to a minimum
j, revealing the new urges at that point.
of 1.
• +1 damage to unarmed attacks, and their unarmed attacks
have a Critical rating of 3.
24
TERRINOTH EXOTIC SPECIES
GEAR
LIQUID ICE
POISONS
With the right conditions, time, and materials, a clever alchemist
oisons follow the rules in REALMS TERRINOTH p.102 and
can extract the very essence of the Frozen North and its almost
magical ice. This concoction allows the imbiber to experience
P GENESYS Core Rulebook p. 156.
OF
Dragon Breath 1 200 6 Scholars in Greyhaven debate its origin or even what to call it,
but it is known by the nickname “White Death.” Only the most
Dream Message Elixir 1 200 7 skilled Beastmen combatants even dare apply white death to their
Nightworm extract 1 500 8 claws.
Pain of the White Death 1 300 6 Characters affected by this poison or within a poison cloud
must make a Hard (kkk) Resilience check as an out-of-turn
Pheromone extract Elixir 0 200 5
incidental or increase the difficulty of all Brawn and Agility
Sting of the Twikki Tree 0 300 6 checks by one for 3 rounds. The target also suffers 3 Wounds plus
The deep sleep of Aymhelin 1 300 6
1 Strain per h, and your GM can spend d to make them test
against the poison again at the start of their next turn, as it re‐
The gift of Arachne 0 400 8 mains in their system.
25
TERRINOTH EXOTIC SPECIES
GEAR
FREEZING POISON
Fluids extracted from creatures of the Rime Storms can be care‐
fully distilled into a deadly toxin.The blood of these monsters re‐
mains perpetually cold, staying constantly at sub-zero
temperature. Local Weik and Ulfen tribes don't take kindly to
adventurers crafting or using such poison. Weaponizing Rime
TWIK-TWIKKI TREE
Frost has been known to backfire, sometimes causing the victim
to rise as an Ice-blood warrior. F ound in many places along rivers and waterways
within the Zanga jungle, this tree blooms beau‐
tiful pink human-sized flowers that are extremely
The victim makes an Upgraded Hard (lkk) Resilience
check. If they fail, the victim suffers 5 strain. A GM can spend deadly and known for paralyzing its victims.
d to Stagger the victim and hhh to Immobilize. Both of these The delicate flower lures its victims in with a
effects persist until the end of the victim's next turn. If either of sweet smell and promise of shade. Unfortunately, a
these effects is triggered, the target must make another Resilience burst of deadly spores soon overcomes the victim.
check at the same difficulty at the start of their next turn or suffer However, the flowers and trees are solely dependent
the same effects. on symbiosis with a small carnivorous monkeys
called the Twikki by locals.
POISON OF THE GREEN LAND
The Twikki nest high up in the branches, immune
Herbs and flowers found only in the rare patches of green land in to the deadly flowers. Once the tree paralyzes a vic‐
the Frozen North are required to make this rare mixture. When tim, these primates descend on the unfortunate vic‐
mixed the right way, it creates a poison to which only undead are tim, feasting on their still-living bodies. Once they
vulnerable, despite their usual resistance to toxins. eat their fill, The Twikki feeds small meat parts to
When used against any undead, the victim must make a Hard the tree through the delicate flowers.
(kkk) Resilience check or suffer 4 wounds plus 1 strain per h.
d means the target must make another Resilience check at the
same difficulty at the start of their next turn or suffer the same
effects.
26
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
• Silhouette: 0
Equipment:
• Toothy Jaws: Brawl; Damage 3; Critical 3; Range[En‐
gaged]; Pierce 1.
Abilities:
• Venomous Bite: Enemies who are wounded by the Cave
Spider’s mandibles must make a Hard (kkk) Resilience
check as an out-of-turn incidental or suffer 4 additional
Wounds, and must check again on their next turn if the
check generates d.
• Silhouette: 0
Equipment:
• Mandibles: Brawl; Damage 4; Critical 3;Range[Engaged] 4 3 1 2 2 1
• Spinnerets: Ranged; Damage 1; Critical 6; Range [Short];
Pierce 2, Ensnare 3.
• Thick Carapace: +1 soak 5 19 0 0
27
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
28
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
• Inconspicuous: A Minor Ice Elemental in a natural envi‐ • Ice Limbs: Brawl; Damage 9; Critical 3; Range [Engaged];
ronment appears indistinguishable from an ordinary exam‐ Stun 6; Concussive 1.
ple of its element; a character can make a Hard (kkk) • Impaling Ice: Ranged; Damage 8; Critical 2; Range [En‐
Perception or Vigilance check to identify. gaged]; Pierce 3, Ensnare 3, Slow-firing 1.
Equipment:
• Ice Limbs: Brawl; Damage 6; Critical 3; Range [Engaged];
Stun 5.
• Impaling Ice: Ranged; Damage 7; Critical 3; Range [En‐
gaged]; Pierce 2, Ensnare 3, Slow-firing 1.
29
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
4 2 3 3 3 2
5 20 1 1
30
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
4 3 1 1 2 1
31
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
Equipment: • Glider: A ponaug flying squirrel can fall safely from any
height and can glide over small gaps of distance while fall‐
• Mandibles: Brawl; Damage 6; Critical 4; Range[Engaged]; ing.
Pierce 2.
• Shriek: Once per round as a maneuver select a target in
• Ichor spray: Ranged; Damage 6; Critical 4; Range short range must make a Hard (kkk) Resilience check, if
[Medium]; Blast 6, Slow-firing 3. the check fails the target suffers 3 strain and become Disori‐
ented for 3 rounds.
NIGHTWORM LARVAE (MINION)
• Silhouette: 0
Equipment:
• Bite and scratch: Brawl; Damage 2; Critical 4;Range [En‐
gaged].
32
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
3 2 1 2 2 1
4 3 1 2 3 1
4 12 1 1
4 18 0 0
Skills: Brawl 2 kll, Coordination 2 ll, Resilience 1 kkl,
Stealth 3 kll, Vigilance 2 ll.
Skills: Athletics 3 klll, Brawl 1 kkkl, Discipline 2 kll,
Talents: None. Resilience 3 klll, Survival 2 ll.
Abilities: Talents: None.
• Freezing Venom: A Snow Viper may spend t on a success‐ Abilities:
ful attack to Stagger its target for 1 round.
• Undead: Does not need to breathe, eat, or drink, can sur‐
• Opportunistic Predator: When making a combat check vive underwater and is immune to poisons and toxins.
targeting an Immobilized character, the Snow Viper deals 2
• Ghost Steed: This character ignores the effects of terrain
damage per s instead of 1.
and darkness and cannot become immobilized. Halve the
• Poison: A character wounded by the Snow Viper’s Fangs damage dealt to this character before applying soak, unless
must make a Hard (kkk) Resilience check or suffer 4 ad‐ the attack came from a magical source such as a spell or
ditional wounds. If the check generates d, they must make magical weapon.
another Resilience check at the same difficulty at the start of
• Silhouette: 2.
their next turn or suffer the same effects.
Equipment:
Equipment:
• Hooves: Brawl; Damage 6; Critical 4; Range [Engaged];
• Fangs: Brawl; Damage 5; Critical 3; Range [Engaged];
Burn 2, Knockdown.
Pierce 1; Ensnare 2.
33
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
SPIRIT ANIMAL TEMPLATE the sun as the last defense of the Lizardman Empire activates, des‐
tined to protect ancient secrets.
Ghostly animals protect the Beastmen tribes. Sometimes these
are actual spirits of animal sacrifices, bonded, or otherwise loyal Some Lizardman sorcerers learn to control and summon these
companions blessed by the spirits to follow their masters beyond creatures briefly but should be careful not to become the next tar‐
death. Apply this template to different animals to create a variety get of these defenders.
of spirit animals.
Reduce: Brawn by 1.
Abilities:
• Ghostly: May move over, or through terrain (including
doors and walls) without penalty. Halve the damage dealt to
this character before applying Soak, unless the attack came
from a magical source such as a spell or magical weapon.
Skills: Athletics 1 kkkl, Brawl 2 kkll, Cool 2 kl Melee
• Spectral Attack: Brawl; Damage 2; Critical 2; Range[En‐ (heavy) kkll, Perception 1 kl, Discipline 3 lll.
gaged]; Breach 1, Stun Damage.
Talents:
• Undead: Does not need to breathe, eat, or drink, and can
survive underwater; immune to poisons and toxins. • Adversary 1: Upgrade the difficulty of checks targeting this
enemy once.
EXAMPLE SPIRIT WOLF (MINION) Abilities:
• Mechanical: Does not need to breathe, eat, or drink, and
can survive in vacuum and underwater; is immune to poi‐
sons and toxins.
• Temple Aspect: Each Sun Guardian takes on different As‐
pect depending on the temple it protects. Select one Aspect
Skills (group only): Athletics, Brawl, Cool, Stealth. for each individual Sun Guardian.
• Time: May take a free maneuver as an Out-of-Turn
Abilities: Incidental at the start of an encounter. Once per en‐
• Dark Vision: When making skill checks, this adversary re‐ counter the Guardian may change the initiative order.
move up to jj imposed due to darkness. • Entropy: As an action select one target in Short range
and make an opposed Discipline vs. Discipline check if
• Pack tactics: Add j to all checks this adversary makes if successful, the target is immobilized for 1 round per s,
part of a group of three or more minions. and the Guardian may spend t to stagger the target for
1 round.
• Ghostly: May move over or through terrain (including‐
• Memory: The Guardian shows enemies random scenes
doors and walls) without penalty. Halve the damage dealt to
of doom and destruction of the Lizardman Empire. At the
this character before applying soak, unless the attack came start of their first turn in the encounter, all opponents
from a magical source such as a spell or magical weapon. must make a Hard (kkk) Discipline check as an Out-
• Undead: Does not need to breathe, eat, or drink, and can of-Turn Incidental. If they fail, they are immobilized until
the start of their next turn. If they fail with h, they are
survive underwater; immune to poisons and toxins. Staggered until the start of their next turn instead. If
Equipment: you’re using the fear rules (see GENESYS Core Rulebook
page 243), this counts as a fear check.
• Spectral Theeth and Claws: Brawl; Damage 2; Critical 2; • Crystal: The Guardian Soak decreases to 6 but their
Range [Engaged]; Breach 1, Stun Damage, Knockdown. Defense increases by 1. If hit by a critical hit the Crystal
Guardian causes Blast 8, Pierce 1 in damage to Engaged
SUN GUARDIAN (RIVAL) characters.
These automated mechanical sentinels guard the ancient Lizard‐ Other Aspects can be used at the GM’s discretion.
man temples. Some appear as simple, inert statues until awak‐ • Regeneration: At the beginning of its turn, the Guardian
ened to life by some ancient order or condition. automatically heals 3 wounds.
They may take many shapes but usually take the form of giant • Silhouette: 2
lizardmen or animals native to the jungle. Standing much taller
than the average lizardman, they appear to be stone-like on the Equipment:
surface, with visible crevices in geometric shapes all over their • Macuahuitl: Melee (heavy); Damage 8; Critical 2; Range
bodies. [Engaged]; Defensive 1, Viscous 1.
Some have tools or other items made from stone in each hand. • Solar Eye Beams: Range; Damage 6; Critical 4; Range
A bright glow comes from within when they animate, shining out [Medium]; Breach 1, Disorient 3, Linked 1, Slow-firing 3.
through their dark, stone skin. Their eyes burn with the light of
34
TERRINOTH EXOTIC SPECIES
ADVERSARIES AND ALLIES
Skills: Athletics 2 kkll, Coordination 3 klll, Discipline Skills (group only: Athletics, Brawl, Stealth.
2 ll, Survival 2 ll. Abilities:
Talents: • Amphibious: May breathe underwater and never suffers
• Dodge: 2. movement penalties for traveling through water.
Abilities: • Camouflaged Scales: This adversary adds jj to Stealth
• Flyer: can fly; see page 100 of the GENESYS Core Rulebook checks in (water) surroundings.
• Shriek: Once per round as a maneuver select a target in • Silhouette: 0
short range must make a Hard (kkk) Resilience check, if
Equipment:
the check fails the target suffers 3 strain and become disori‐
ented for 3 rounds. • Baby Jaws: Brawl; Damage 3; Critical 3; Range [Engaged];
• Silhouette: 2 Ensnare 1.
• Encumbrance Capacity: 14
Equipment:
• Claws and beak: Brawl; Damage 6; Critical 4; Range[En‐
gaged]; Knockdown.
35
TERRINOTH EXOTIC SPECIES
PLAYING AS A EXOTIC SPECIES
GROUP PLAY
Role-playing is a group experience and when developing a group, EXPLORING EXOTIC SOCIETY
consider the impact your species selection may have on the group Another option could be to reverse the roles of the exotic. Per‐
cohesion and ask yourself and the other players: Why are we to‐ haps most of the players are members of an exotic species, and it's
gether? Why are we here? Perhaps your character grew up in an‐ the common species that take the outsider’s part.
other society? Maybe explorers rescued your character, or you
Maybe a Gnomish explorer is taken deep into the jungle of
owe a life debt to another character within the group.
Zanga to meet a tribe of Makhim warriors to explore the ancient
Within a group of mixed species, exotic choices should be the Lizardman temples. However, to gain access, he must first be‐
minority. Otherwise, the unique flavor of that character will not friend the tribes who protect the area from the growing threat of
stand out. GMs should never forget that the world will con‐ Naga.
stantly remind the character that they do not belong there. While
Perhaps a cast-out elf is living among the Ventala Centaurs un‐
it has a mechanical effect for some species, it should always be
til they can prove their innocence. As with the standard races, all
present in the narrative, both for good and evil.
exotic groups playing these options offer a unique opportunity to
Always ask your GM if and when an exotic species choice will set the story in very different environments and tell fantastic sto‐
be appropriate for the story they want to tell. If the central part ries.
of the story takes place in civilized lands, take some time to de‐
velop a good narrative reason why your character is accepted. Are
they local heroes with a good reputation? Maybe they have
pledged service to a baron or other important entity or organiza‐
tion.
Seeing and experiencing the world through the eyes of an ex‐
otic species character can lead to some fun role-playing moments
as your character questions the obvious in society and holds com‐
mon conceit to perhaps more primitive or alien ideals. However,
while this is an excellent opportunity for role-playing, excessive
focus on your character may take away much of the attention and
spotlight of the other player characters at the table. Ignoring this
will likely make the species choice uninteresting from a role-play‐
ing perspective. Therefore, as a player, it is strongly recom‐
mended to seek balance and make sure all efforts at the table are
towards having fun.
36
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
37
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
38
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
AHUHN(NEMESIS)
MIST-CHILDREN
The keeper of the mist is the high priest of the Makhim. Hailing
from the sacred Nochaim swamp, the Nochaim Guardians guard Skills: Athletics 2 kkkll, Brawl 3 kklll, Cool 2 ll,
clutches of eggs brought from Makhim society to hatch among Discipline 2 ll,Knowledge (Geography) 2 ll, Perception 2
the mist. The milky-green orbs widely considered costly in Men‐ kll, Ranged 2 kll, Resilience 2 kkkll, Stealth 3
nara for their healing properties eventually hatch into the Mist- lll, Streetwise 1 kkl, Survival 2, kll, Vigilance 2 ll.
Children.
Talents: Adversary 1: Upgrade the difficulty of combat checks
They are trained from birth to fight the agents of Tarakhe, the targeting this character once.
Plague God (REALMS OF TERRINOTH p. 257), and to contain the spread
of his influence and disease. Mist-children spend their lives Abilities:
guarding the lands around the Noxious Glade and watching for • Swallow: Ahuhn may make an opposed Brawl check to
signs of the plague god’s influence in other lands. But the corrup‐ swallow an engaged target. If the check is successful, swal‐
tion of Tarakhe spreads far and wide, and thus Mist-Children are lowed characters are Immobilized and suffer 6 damage at
encouraged to seek out other species in search of signs of this evil the start of each round but can escape if Ahuhn is killed or
entity. by making a successful Hard (kkk) Athletics check.
In the City of Herman’s Gulch near the Weeping Scar River, • Silhouette: 2
travelers can find a Mist-child named Ahuhn. A proud Makhim Equipment:
warrior and blessed by Ravin, the Crocodile God of the Makhim.
Ahuhn has befriended many strangers in Herman’s Gulch, and • Bite: Brawl; Damage 8; Critical 3; Range [Engaged]; En‐
while he is genuinely curious about their society, his ultimate snare 2, Vicious 2.
mission is watching for the corruption of Tarakhe. There have Ahuhn will happily help a PC if they openly seek to destroy
been stories of an enormous crocodile roaming the streets of Her‐ Tarakhe’s corruption. Or can be a source of knowledge about the
man’s Gulch eating unfortunate souls told in many taverns as far tribes deeper in the jungle.
away as the docks of Orris. Ahuhn knows to keep a low profile
and hides his crocodile symbols while searching the filthy city for
more signs of Terakhes influence present on these foreigners.
39
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
THE SEEKERS OF He knows this game of cat and mouse cannot last forever and is
determined to find out the motivations of these strangers and
TENO’TEK stop them from finding...if only he could remember what it was.
For centuries the ancient living Ziggurat of Teno’tek has changed THRAKAXL(NEMESIS)
location with each passing season. The Lizardmen do not know
why an old order still stands guard at the Ziggurat following an‐
cient rituals no one remembers anymore. One such great ritual is
the rite of seeking. When the Teno’tek Ziggurat changes, seekers
move out into the Zanaga jungle to locate the great Ziggurat
again. Finding the location and gathering all the seekers again
sometimes take an entire season. As a result, for some years, the
Ziggurat is lost entirely.
While the seekers do not know the purpose of the Ziggurat any‐ Skills: Arcana 2 kkll, Cool 2 ll, Deception 2 kll,
more, they are far from defenseless and remain the Lizardmen's Knowledge (Geography) 2 ll, Knowledge (Lore) 2 ll, Me‐
most organized fighting force. Their members have traveled far chanics 3 klll, Melee(heavy) 2 kll, Perception 2 kll,
and wide in the Zanaga jungle and know many of its secrets. Ranged 2 ll, Stealth 2 ll, Survival 2 kll.
The Lizardmen have lost the power of the crystal seers (See REALMS Talents: Adversary 1: Upgrade the Difficulty of combat checks
OF TERRINOTH p. 257), but many of the seekers still have a small
targeting this character once.
amount of the arcane arts or perhaps broken pieces of the puzzle Enchanted strike: Thrakaxl may suffer 2 Strain on a Melee com‐
that always seems slightly out of reach. The seekers call them Ar‐ bat check he is making. And may choose to add modifiers from
cane Savants, and they wield strange mechanical tools and chan‐ the Attack spell, and increase the Difficulty of the check by the
nel arcane energy to defend themselves. listed amounts. Thrakaxl cannot choose to add the Range modi‐
Thrakaxl is an old and wise seeker of Teno’tek, having been fier or Close Combat effect to a Melee combat check.
among the blessed to have found the sacred Ziggurat several Abilities:
times. He has a jesting sense of humor, but he tends to forget
things. Being around him for a long time means you’ll hear the • Protector of the Empire; Once per encounter as an inci‐
same joke more than twice. In his hut are strange artifacts col‐ dental Thrakaxl can summon a mechanical guardian to pro‐
lected from his travels. He displays them in a giant puzzle he can tect the Empire’s secrets. He does not need to concentrate
never seem to finish. or use a Mechanical control device to do so.
Over the years, as part of the Arcane Savants, he has learned frag‐ Equipment:
ments of arcane knowledge. But, as he grows older, he is becom‐
• Sunstaff: Melee(heavy); Damage 5; Critical 3; Range [En‐
ing more concerned about frequent expeditions into the jungle.
gaged]; Defensive 1, Disorient 1.
Year after year, he watches Strangers with distinctive triple-skull
emblems searching for something in the wilderness. • Sunstaff Beam: Ranged; Damage 4; Critical 1; Range
[Medium]; Breach 1, Disorient 2, Slow-Firing 3.
Without understanding why Thrakaxl knows he needs to protect
his people's ancient secrets from them. So a long game has begun Thrakaxl is getting old and he desperately seeks help in stopping
for him setting out false clues. He even asked young Lizardman the expeditions to find the secrets of the old Empire. If convinced
or Makhim to guide them, sending them far and deep into the that a PC will not disturb the ancient wards set by the Crystal
jungle on false leads. Seers, he might be inclined to share his knowledge with them.
41
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
42
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
4 3 2 4 4 3 2 3 4 4 2 3
5 20 15 1 1 4 14 18 1 1
Skills: Athletics 3 klll, Brawl 4 llll, Charm 4 Skills: Arcane 3 klll, Charm 2 kll, Coercion 4 kkll,
klll, Coercion 2 kkll, Discipline 2 kkll, Knowledge Cool 2 kll, Coordination 2 kll, Deception 3 klll,
(Geography) 3 kll, Leadership 4 klll, Perception 3 Knowledge (Lore) 3 klll, Negotiation 3 lll, Stealth 4
lll, kkll, Stealth 3 lll Survival 2, kll Skulldug‐ klll, Streetwise 2 kkll, Skullduggery 3 klll
gery 3 lll.
Talents:
Talents:
• Adversary 1: Upgrade the difficulty of combat checks tar‐
• Adversary 1: Upgrade the difficulty of combat checks tar‐ geting this character once.
geting this character once.
Abilities:
Abilities:
• Mask of the Black Swamp Horror: As an action cause all
• Tactical Direction: May spend a maneuver to direct one who can see Berwort within medium range to make a Hard
friendly minion group within medium range; that group (kkk) Discipline check as an out-of-turn incidental. If
may immediately perform a free maneuver or add j to its they fail, they must spend all available maneuvers moving
next check. away from Berwort until his next turn. In addition they
suffer 5 strain, plus 1 additional strain per h. Berwort can
Equipment:
heal strain up to the same amount drained as an incidental.
• Mighty Flame Rune Jaws: Brawl; Damage 7; Critical 3;
Equipment:
Range [Engaged]; Burn 3, Knockdown.
• The Dark Lantern: Magic implement works as a Fae skull
THE TRIFLING INNOCENCE (see page 19).
Tamalier is home to many strange creatures and curiosities, none Spells:
odder than Berwort, a Fae-touched who runs a shady business
Berwort can choose any magic action allowed for the Arcane
called the Trifling Innocence. This three-story establishment is
skill, and may select an additional spell effects, as normal. The
not known for anything beyond the usual reputation of other
spells he uses most often are the following:
back-alley taverns. However, the owner, a weasel of a man called
Berwort, hides an awful secret in the basement below. There a • Whispers of Aenlong: Berwort chooses one target at up to
dark, dank chamber opens up into the earth. The veil between short range and make an Average (kk) Arcana check. If
worlds is so thin here that that one might hear the echoes of the successful, this magic attack inflicts 7 damage +1 damage
Aenlong if it wasn't for the rowdy entertainment upstairs. per s, with the Ensnare 3 quality.
Whenever Berwort can, he sneaks out and dons the mask of • Skull’s Mockery: Berwort chooses one target within short
the Black Swamp Horror to stalk the alleys and riverside docks, range and makes a Average (kk) Arcana check. If success‐
scaring people with his magic and taking their coin. He collects ful, until the end of Berwort’s next turn, each time the target
their fearful screams in a strange lantern with no glow. He does makes a skill check, decrease their ability by one. In addi‐
not want to do this, but the true power behind the Trifling Inno‐ tion, after the target makes a check, you may change one j
cence is a True Fae who calls herself The Mother of Fear. She reg‐ to a face displaying a h.
ularly appears in the basement's dark portal to collect her
payment and smiles fondly at Berwort each time. Meanwhile, his • Walking the Path of the Aenlong: Berwort can make a
fear grows. What will become of him or what other horror will Daunting (kkkk) Arcana check to turn invisible.
she unleash if he fails to meet a payment?
43
TERRINOTH EXOTIC SPECIES
INSPIRATION AND ADVENTURE IDEAS
LINVYRE AEGWYN
(NEMESIS)
1 3 4 3 4 3
5 14 18 1 1
44
TERRINOTH EXOTIC SPECIES
a s t d f h
A DIFFERENT KIND OF HERO
This book takes Adversaries found in the REALMS OF TERRINOTH setting and expands them
into playable Species while exploring their rules and facets. While this supplement ex‐
pands the lore of the Realms of Terrinoth setting these species can be used in any
Genesys Fantasy Game.
• 11 new species
• 31 New species talents
• New gear and runic attachements
• 7 New weapons, implements and 7 craftsmanship
• Species specific potions, elixirs and poisons
• 22 new adversaries and allies focusing on mounts and companions for your exotic
species
• Role playing tips on how to use exotic species in your campaign
• 11 story hooks and NPC’s to introduce exotic species in your game
Dice App
available where
apps are sold.
ARCHELLUS
GENESYS Core Rulebook and either the
GENESYS Dice or Dice App are required
45
to use this supplement.