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''Yarnell of Kratas'' (Of Barsaive, in the Prime Material) =DISTINCTIONS= *Mystical Creature *Pilfered Past *Conjoined Spirits =AL'MI-RAJ= Exceptional Senses d10, Teleport d8, Enhanced Speed d8, Enhanced Reflexes d8, Magic Resistance d8, Weapon d6 *SFX: Horn - When making an attack with the Weapon power, add a d6 to the dice pool and reduce the highest die by one step. Step up Physical Stress inflicted. *SFX: Blink - Step up or double Teleport when being used in a reaction roll. Spend 1PP to do both. *SFX: Poison Immunity - Spend 1PP to ignore Stress or Complications caused by poison or toxins. *LIMIT: Tiny Quadraped - turn an AL'MI-RAJ power into a Complication and gain 1PP. Remove the Complication to restore the Power or spend a Transition Scene. =LEGENDARY THIEF= Enhanced Reflexes d8, Enhanced Senses d8, Invisibility d8, Telepathy d8, Water-walking d8, Sorcery Control d8 *SFX: Sneak Attack - Step up any stunt created on an opportunity, or step up Stress inflicted by any opponent that you are currently activating an opportunity in their reaction roll. *SFX: Trap Sense - Step down any Stress caused by a trap in an exploration scene. *SFX: Uncanny Dodge - on a successful reaction against an attempt to cause physical stress, convert your opponent's effect die into a stunt, or step up a LEGENDARY THIEF power for one action. *SFX: Slippery Mind - before you take an action using a LEGENDARY THIEF power you may move your Mental Stress to the Doom Pool and step up the power trait for the action. *SFX: Stolen Rings - Step up or double a LEGENDARY THIEF power for one action or spend 1PP to do both. If the roll fails, add a die to the Doom Pool equal to the power's normal rating. *LIMIT: Exhausted - Shutdown a LEGENDARY THIEF power and gain 1PP. Spend a Transition Scene to recover. =SPECIALTIES= *Skullduggery Grandmaster d12 *Scouting Master d10 *Acrobatics Expert d8 *Lore Expert d8 *Healing Expert d8 *Melee Combat Expert d8 =MILESTONES=
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