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  1. Abilities

Illusion of Safety

Atavism

The Talassii know that the fear of confinement goes beyond just being kept in one place. The greatest fear comes when the victim knows that no matter how she escapes, or how far she runs, she’s never safe from the monster. Such victims become trapped within their own fears, to the delight of the Beast.

Action: Instant (Normal effect and Satiety expenditure), Reflexive (Low satiety)

Normal Effect: Few locks can keep Talassii at bay. By watch- ing an object or location, the Beast understands points of entry and how to defeat any protections. She gains understanding of (Lair dots x 2) rooms or compartments per turn of study — storage areas such as closets and wardrobes aren’t considered separate rooms. The Begotten’s understanding begins with the rooms closest to her and expands outwards as she continues to observe. She benefits from the rote quality (Beast: The Primordial, p. 161) for any roll to gain entry to a room she understands, including defeating locks or alarms, or simply smashing through the walls. This Atavism only provides information about entry points, locks, and alarms; it doesn’t provide information about the purpose of rooms or anything within them.

Low Satiety: Talassii usually delight in the chase, but the hungry Beast doesn’t indulge in letting the prey run. The Beast unleashes her Horror to twist and distort any door or window she can see. Anyone trying to open these must take an instant action to do so, rolling Dexterity + Larceny – Lair dots for those with latches, or Strength + Athletics – Lair dots to force open unlocked portals. The Beast can remove this resistance at will.

Satiety Expenditure: The Beast shreds the thin veil sepa- rating reality from dream. On spending a point of Satiety, the Beast transforms any portal within view into a Burrow to the Heart of her Lair. Those who succeed on a Perception roll feel an air of hunger coming from the transformed portal — Beasts and Heroes instantly recognize the Burrow for what it is. The Beast can keep the portal open for (Lair dots) turns, or have it automatically close when a victim moves further than (his Speed) yards along the Burrow.