Difference between revisions of "Ragnin Sundarin"

From RPGnet
Jump to: navigation, search
(Created page with "(of The Brass City) DISTINCTIONS: *Young Efreeti Noble *Fiery Passions *For fortune and glory! =EFREETI= Exceptional Strength d10, Fire Blast d10, Fire Control d8, Enhanced...")
 
 
Line 1: Line 1:
 
(of The Brass City)
 
(of The Brass City)
  
DISTINCTIONS:
+
=DISTINCTIONS=
 
*Young Efreeti Noble
 
*Young Efreeti Noble
 
*Fiery Passions  
 
*Fiery Passions  

Latest revision as of 21:02, 7 December 2015

(of The Brass City)

DISTINCTIONS[edit]

  • Young Efreeti Noble
  • Fiery Passions
  • For fortune and glory!

EFREETI[edit]

Exceptional Strength d10, Fire Blast d10, Fire Control d8, Enhanced Senses d8, Enhanced Stamina d8, Flight d8

  • SFX: Heat - on a successful reaction roll against an attempt to cause you physical stress you may inflict stress to your opponent equal to your effect die, or spend 1PP to do so even if the reaction roll failed.
  • SFX: Pyromancy - When creating fire-based Assets, add a d6 and step up the effect die.
  • SFX: Plane Shift - Spend 1PP to shift planes.
  • SFX: Immunity - Spend 1PP to ignore stress or complications from fire or heat based sources.
  • LIMIT: Genie - turn any EFREETI Power into a Complication and gain 1PP. Remove the Complication to restore the Power.


NOBLE[edit]

Weapon d8, Enhanced Durability d8, Shapeshift d8, Growth/Shrinking d8, Transmutation d8, Sorcery Expert d8

  • SFX: Deadly - When attacking a single target with Weapon, you may add a d6 to the roll and step down the highest die in the pool. Step up Physical Stress inflicted.
  • SFX: Curses - When using Transmutation or Sorcery to cause Complications, add a d6 and step up the effect die.
  • LIMIT: Utility Magic - Transmutation and Sorcery can only be used to create Complications or Assets, not Stress.

SPECIALTIES[edit]

  • Melee Combat Master d10
  • Ranged Combat Expert d8
  • Mystic Expert d8
  • Diplomacy Expert d8
  • Intimidation Expert d8