The homeworld of the teskumeratu had different physics, but followed a secret-history high-inertia path until the Mongols reached China. The secret society Dongshouhui("The Frozen Hand Society") revealed themselves, bringing in high-powered alchemy on the Chinese side and repelling the Mongols; but while the techniques were difficult to invent, they were easy to master, and after a few interrogations the Mongols began building up their own alchemical repertoire. Both groups began conquering nearby "barbarian" areas, and then areas beyond them. Within a single generation the world was divided between the two, fighting a perpetual vicious war. Dongshouhui had developed many attack techniques, and created several species of bioweapon, but did not develop counters to their own techniques; as a result, the few (specialized) defenses in place were developed by the Chinese or Mongols during the war, and the only thing to stop most attacks was the mercy of their wielder. In 1232 Tolui-jin Jal-Chinua, a brilliant Mongol alchemist, created a new species of bioweapon, Arslan-Burilgi("lion-slayer"), a fluid-borne disease designed to penetrate all natural defenses. The ambitious plan was to devestate Africa from its rivers, sharply reducing Chinese access to gold, diamond, and platinum radicals, and completely cutting them off from the tanzanite radicals used by their latest weapon. But, while Arslan-Burilgi only infected humans(and a few other primates), it was capable of surviving in the fluids of many species, and the Chinese were able to quickly return fire with infected mosquitos and fleas. In the end, Arslan-Burilgi killed every human on the planet. But the story did not end there. Its strange alchemical nature rent forth a spirit from every death; these spirits remembered little of their life, and eventually developed a society of their own. They call themselves teskumeratu. They can mate in groups of three or more, instantly producing newborn spirits, which grow to adulthood at normal human speeds. Teskumeratu are normally intangible, invisible, and inaudible; they normally exist entirely within the spirit plane. They can see and hear the physical world normally. They require a living biosphere around them to survive; if they go somewhere without one, treat this as if they hadn't eaten since they left the biosphere. Other than this requirement, they are quite capable of traveling the infinite worlds - they appear to be related to the Cabal's magic. Magic Resistance does help against their abilities. Teskumeratu have a limited possession ability; they gain no control over the host, but sense the host's surface thoughts and perceptions. If the host is killed, they are ejected, with a Fright Check(unless they're sufficiently hardened to such things). They remain vulnerable to Affects Insubstantial attacks, and become vulnerable to exorcism. Individuals often learn various "techniques" based on their innate magic. Common techniques include depletion(draining the mind of a target), full possession(on a sleeping or depleted target), and translation(world-jumping). Individuals who know full possession often own an animal which they habitually possess; a few own a human slave for this purpose. Translation is the primary basis of their world-spanning empire, though for transporting physical objects(including possessed hosts), they must rely on portals. Common Techniques These are known to many teskumeratu, and can be known to teskumeratu PCs without UB. An individual who knows all three has a race+techniques cost of 500 points. Depletion: They can weaken the mind of another character. This is rather slow, and usually used as a prelude to full possession. It does not work on their possessed host, though they can Deplete other characters while possessing a host. A Depletion attack takes a Concentrate maneuver and a Quick Contest of Will vs Will, and has a 3yd range. Each successful hit drains 1 IT. Full Possession: They can truly possess a host; the host must be asleep(or Depleted to IT:0) first. They gain full control over the host's body, and the host's mind shuts down. Note that this has one drawback relative to baseline possession - they learn nothing about their host! If another teskumeratu is already in full possession of the host, the higher of the two Wills is used, and success ejects the prior tenant. A fully possessing teskumeratu is sustained by the host's body alongside its native spirit, allowing them to go to dead worlds(as long as they feed their host body). Translation: They can translate to another world! Translation rolls and FT costs are as follows: Known Q Roll FT Cost Yes Same IT 1 No Same IT-3 2 Yes ±1 IT-5 5 No ±1 IT-8 10 Y/N ±2 Advanced Techniques These are rarely known, and are either guarded secrets or rarely wanted; thus there is a per-technique UB cost. Manifestation: They can become visible as a humanoid patch of darkness, two feet tall, and audible as a harsh stage whisper. Advanced Depletion: They can Deplete faster; this increases the IT damage done by their Depletion. Life Drain: They can "eat" the life force of a living biological, in the absence of a biosphere. They make a Life Drain attack; this takes a Concentrate maneuver and a Quick Contest of Will vs Will, and has a 3yd range. Each successful hit counts as a meal and drains 1 HT. Teskumeratu: 246 points. Spirit meta-trait(261) with "biosphere" as the alternate energy source Insubstantial has Always On(-8) Invisibility does not have Usually On(-2) Possession(Spiritual(-20%), No Signature(Magical Trace, +20%), Living Biologicals Only(-0%), No Control(-80%), Thought Access Instead Of Memory Access(0%), 20) Cannot Speak/Vocalize(-25) Depletion: 69 points. Affliction(Attribute Penalty(-1 IT, +10%), Based On Will(+20%), Malediction(No Penalty/3yd Max, +100%), No Signature(Magical Trace, +20%), Affects Substantial(+40%), Cumulative(+400%), Living Biologicals Only(-0%), 69) Full Possession: 65 points. Depletion is strongly recommended, but not required. Possession(Spiritual(-20%), No Signature(Magical Trace, +20%), Living Biologicals Only(-0%), No Memory Access(-10%), Only If Host Is Asleep Or Depleted To IT:0(-35%), Can Switch Between Baseline And Full Configurations(+5%), 60) removes Cannot Speak/Vocalize(25) since possessed bodies can speak removes baseline Possession(-20) Translation: 120 points. World Jumper(New Worlds(+50%), Naked(-30%), Limited To ±1Q(-5%), Uses World Jump Skill(+5%), 120) Manifestation: 29 points. Invisibility has Switchable(4) removes Cannot Speak/Vocalize(25) Disturbing Voice(-10) UB: Advanced Spirit Training:+1(10) Advanced Depletion: 11 points, +1/level. Baseline Depletion is merely level 1; additional levels deal additional IT damage. Requires Depletion. Affliction gains Variable(+5%) and Affliction(Attribute Penalty) increases(1 + 1/level) UB: Advanced Spirit Training:+1(10) Life Drain: 68 points. It deals 1 points of HT damage each attack, which requires a Quick Contest of Will vs Will, and has a 3-yard range. Each successful attack also counts as a meal for the teskumeratu. Affliction(Attribute Penalty(-1 HT, +5%), Based On Will(+20%), Malediction(No Penalty/3yd Max, +100%), No Signature(Magical Trace, +20%), Affects Substantial(+40%), Cumulative(+400%), Living Biologicals Only(-0%), 68) UB: Advanced Spirit Training:+1(10)