Editing The Gods Arcem Needs:Nemausus Segovia

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= Words & Gifts =
 
= Words & Gifts =
  
*Max Effort: 4
+
*Max Effort: 3
  
 
== Deception ==
 
== Deception ==
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== Fire ==
 
== Fire ==
 
*Inherent: Heroes with the Fire Word have an invincible defence against flame and smoke. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.
 
*Inherent: Heroes with the Fire Word have an invincible defence against flame and smoke. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.
**Consuming Gaze: Action - an object in sight up to 20 x 20 feet in size is consumed in flame and turned to fine ash, even if normally non-combustable. Larger objects may take a few rounds to to completely burn away. Objects carried by a person cannot be affected.
 
 
**Firewalker: Commit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. You cannot move more than one mile total in any one hour.
 
**Firewalker: Commit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. You cannot move more than one mile total in any one hour.
 
**Excellence of Fire: Charisma set to 18.
 
**Excellence of Fire: Charisma set to 18.
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*Inherent: Heroes with the Sea Word have an invincible defence against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.
 
*Inherent: Heroes with the Sea Word have an invincible defence against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.
 
**Body of Water: Your flesh flows around dangers and encapsulates toxins. Your natural armour class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. is AC isn't improved by shields or armour.
 
**Body of Water: Your flesh flows around dangers and encapsulates toxins. Your natural armour class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. is AC isn't improved by shields or armour.
**Secrets of the Deep: Commit Effort. You sense the exact position of all flowing liquids within 200 feet, including the blood in living veins. By touching a body of water and seeking a particular thing or type of object, you become aware of every place where such a thing is sunken, floating, or wave lapped within ten miles.
 
 
**Walking with the Tide: Commit Effort for the scene. Enter a body of water large enough to submerge you and emerge from any like body of water within a mile, exiting at the nearest suitable pool to your desired location. If the bodies of water are connected by waters wide enough to admit a creature of your size, the range increases to a hundred miles.
 
**Walking with the Tide: Commit Effort for the scene. Enter a body of water large enough to submerge you and emerge from any like body of water within a mile, exiting at the nearest suitable pool to your desired location. If the bodies of water are connected by waters wide enough to admit a creature of your size, the range increases to a hundred miles.
 
**Effort of Sea: 1 extra Effort.
 
**Effort of Sea: 1 extra Effort.

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