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Reptilefused
Patient. Stealthy. Toxic. Reptilefused are ideal ambushers.
History
Humans made Reptilefused for the purpose of ambushing and flash attacks against the Dragons' minions that came to close to important locations during the Human Dragon war. They were also used to spearhead attacks into the elaborate tunnel networks where Dragons often lived.
After the war, Reptilefused had a very difficult time integrating into society. Seen as untrustworthy, they have a hard time being successful in respectable fields. Thus, they are often found in unrespectable fields. The criminal underground in many large cities have a dominating Reptilefused presence. Reptilefused have a natural enmity with the Rodentfused, who fill a similar social niche as untrusted criminals.
Culture
After the war, Reptilefused had a very difficult time integrating into society. Seen as untrustworthy, they have a hard time being successful in respectable fields. Thus, they are often found in unrespectable fields. The criminal underground in many large cities have a dominating Reptilefused presence.
Reptilefused have a natural enmity with the Rodentfused, who fill a similar social niche as untrusted criminals. Reptilefused, however, tend to work in small groups or alone. They value independence, but show favoritism to other Reptilefused.
Physicality
Tiny scales cover the bodies of Reptilefused. Narrow fangs adorn a long, pinched face with slits for nostrils. Their heads often resemble that of a snake, or snapping turtle. Their pupils are slitted, and their tongues are forked.
Physical Heritage
Reptile blood often imparts slitted eyes or a forked tongue.
"That's it, just a little closer.
-Seshash
Form
Gain +1 on Disguise and Stealth rolls. Treat Concealment you have against vision as 1 Tier higher.
With chameleons or other color changers as their animal influencer, their scales are lapped in much smaller bands and can change color to blend with their surroundings.
Form
Your tail gains Grab and Reposition and grows 1 size. You have no legs or feet and can move using only your tail. You can gain the benefit of exceeding the DL by 3 when using Heatsight.
Like the cavalry archetype, the Naga has a lower body that doesn't resemble their Human heritage at all. Rather, where other races have legs, their torso leads into a large snake body.
Form
Gain Aquatic. Have a starting Movement Pool of 4. Gain 1 Physical Reduction and 1 Element Reduction.
Often having animal influencers like snapping turtles, they have thick patches of keratin on their body, providing additional protection. These patches often grow on both sides of the torso and the forelimbs.
Trick
Make a ranged Strike with 3 range, Accurate, and Devastating to deal 1 Flowing Earth damage to Grit.
This variant's tongue contains a venom sac that can shoot at enemies. This variant is difficult to distinguish, but often has bands of color matching that of venomous snakes and prominent, angular bone structure above the eyes.
Aspect
Gain 1 + TT on Creatures Knowledge rolls.
Boost: If you exceed the DL on Knowledge about a creature by 6 or more, gain +1 on physical attack rolls when you Ambush them.
Aspect
Gain +1 + TT on Balance rolls.
Boost: Gain +1 + TT on defense against Hinder Movement.
Trick
Attack target creature in 3 + TT range with Guile to cause Tier 1 + TT/2 Unaware.
Boost: On success, deal 1 + TT/3 damage to Resolve.
Aspect
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by TT/2.
Aspect
Gain +1 + TT on Stealth rolls.
Boost: Req: Trained 2 Times - Your maximum benefit from Stealth is determined as if Concealment you are benefiting from is 1 Tier higher.
Response
After an Influence roll, roll Zeal to reroll, DL 9 - TT + prior successes.
Boost: On success, the Influence gains +1 + TT/2 damage.
Trick
Attack target creature in 3 + TT range with Guile to deal 1 + TT Emotional damage. The emotion causes fear of you.
Boost: Req: Trained 3 Times - Instead, remove any number of Tiers of Emotional from them to cause an equal number of Tiers of Slow and Stiff.
Aspect
Gain +1 + TT on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 4 Times - Gain + TT/3 Physical Reduction.
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