Perfect—here’s the Tlaxcal Species Tree with 4 options per tier, fully embedding pheromonal mastery, blood magic, predator physiology, and jungle ambush into every level: Tlaxcal Species Tree Tier 1 (Tlaxcal 1+) (Free pick at character creation) Choose one: • Predator’s Senses – Your sight, scent, and hearing are razor-sharp; gain +1 die to Tracking and Observation. • Battle Pheromones – Once per scene, mark a die as Persistent; on success, your pheromones invigorate allies within 5m (+1 die to their next roll). • Ritual Scents – You may use sacred oils or resins to steady your state; ignore the first Slight you gain each session. • Jungle Stalker – You gain +1 die to Stealth in dense wilderness and may move through undergrowth at full Speed. Tier 2 (Tlaxcal 2+) • Sacred Beast Bond – You may bond with a jaguar or other great feline (or channel its spirit archetype); once per session, gain +1 die to Melee or Brawl when fighting alongside or in that state. • Blood Magic – Once per session, sacrifice 1 Injury or Fatigue to reroll all failed dice on a Rituals or Attune roll. • Pheromonal Mastery – You may use scents to sway emotions; mark a die as Effectful to grant an ally +1 die or inflict 1 Slight on a foe (fear or desire). • Hunter’s Grip – Gain retractable claws; treat unarmed attacks as weapons (1 Injury on hit) and gain +1 die to climbing and grappling. Tier 3 (Tlaxcal 3+) • Jungle Ambusher – When initiating combat from stealth, gain +1 die to your first attack and inflict 1 Fatigue on your target if you wound them. • Ancestral Guidance – Once per session, enter a trance using ritual scents; ask the GM one question about the present or immediate future. • Controlled Bloodrage – You may choose to enter a focused battle-trance; gain +2 dice to physical rolls for 1 scene, but take 1 Fatigue when it ends. • Pheromonal Overload – Once per session, mark a die as Risky; on success, flood the area with overpowering scents, forcing all enemies in 5m to Falter. Failure = you trigger uncontrolled Bloodrage. Tier 4 (Tlaxcal 4+) • Living Jaguar – Once per session, fully channel your sacred beast; gain +2 Speed, claws deal +2 Injury, and you ignore Wounded penalties for 1 scene. • Blood Price – You may sacrifice 1 Bond or 1 permanent Fatigue to negate all Injury or Fatigue taken in a scene for yourself or an ally. • Hive of Scents – Allies within 10m automatically gain +1 die on actions while they can smell your pheromones; enemies in range take –1 die to Spirit rolls. • True Bloodrage – Once per session, you may willingly enter a total bloodrage; gain +3 dice to all physical actions and immunity to fear/pain. At the end, roll Spirit vs difficulty 2—failure = attack friend and foe until incapacitated. Why It Works • Tier 1: Establishes predatory senses, scent-rituals, and jungle mastery as core identity. • Tier 2: Expands into sacred beasts, blood magic, and pheromonal social manipulation. • Tier 3: Turns the “Bloodrage” liability into a usable (but risky) weapon, with stronger ambush and vision powers. • Tier 4: Apex predator status, with mythic beast-channeling and devastating pheromonal or blood magic abilities. 🔥 Do you want me to add explicit Bloodrage triggers as a species risk (certain failures, overloads, or injuries can force a Bloodrage check)? Or should we keep that danger primarily opt-in at higher tiers, with only rare accidental triggers? And… move to Akumei next?