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Rising Legends: Reptilefused
Reptilefused
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain 1 Fire and Physical Reduction.
Form: Fangs and tail
Heatsight: Gain Heatsight.
Heat Tolerance: Gain 2 Fire Reduction.
Movement Types: Primary - Land / Secondary - Swim
Language: Draconic
SizeHeightWeightAdventure AgeOld AgeSage Age
0 4'11" - 5'8"95 - 145 pounds25 years50 years87 years
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
Root Abilities - If Reptilefused is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Body Shadow
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.
Body Senses
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.
Body Guardian
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.
Body Earth
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.
Species Abilities - If Reptilefused is your Primary or Secondary Species, you may learn these by assigning AP.
Mind Tactician
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.
Athlete Mobile
Aspect
Gain +1 + TT on Balance rolls.
Boost: Gain +1 + TT on defense against Hinder Movement.
Mind Trickster
Trick
Attack target creature in 3 + TT range with Guile to cause Tier 1 + TT/2 Unaware.
Defense Guile
Boost: On success, deal 1 + TT/3 damage to Resolve.
Body Shadow
Aspect
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by TT/2.
Shadow
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.
Mind
Response
After an Influence roll, roll Zeal to reroll, DL 9 - TT + prior successes.
Boost: On success, the Influence gains +1 + TT/2 damage.
Mind
Trick
Attack target creature in 3 + TT range with Guile to deal 1 + TT Emotional damage. The emotion causes fear of you.
Defense Guile
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.
Body
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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