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
Aspect - Form
Gain +1 on Disguise and Stealth rolls. Treat Concealment you have against sight as 1 Tier higher.
This archetype, surprisingly, has 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.
Aspect - Form
Your Tail gains Grab and Reposition and grows 1 size. You have no legs or feet. You can gain the benefit of exceeding the DL by 3 when using Heatsight.
This race, like the cavalry archetype, 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.
Aspect - Form
Gain Aquatic. Have a starting Movement Pool of 4. Gain 1 Physical Reduction and 1 Reduction against each Element.
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 attack with 3 range, Accurate, and Devastating. Deal 1 Acid damage.
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 - Wit
Gain 1 + TT/2 on Creatures Knowledge rolls.
Boost: For each 3 you exceed the DL on your Knowledge roll, gain +1 on physical attack rolls against a creature when you Ambush them.
Aspect - Finesse
Gain +1 + TT/2 on Balance rolls and defense against Hinder Movement.
Boost: Balance does not use an action.
Trick
Attack with Guile to cause Tier 1 + TT/4 Unaware.
Target 3 + TT
Guile
Boost: On success, deal 1 + TT/3 damage to Resolve.
Aspect - Finesse
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by 1 + TT/3.
Aspect - Finesse
Gain +1 + TT/3 on Stealth rolls.
Boost: Req: Trained 3 Times - You can increase the Tier of Concealment gained from Stealth by 1 more than the Concealment you are benefiting from.
Response
After an Influence roll, roll Zeal to reroll, DL 9 - TT/2 + prior successes.
Boost: On success, gain +1 + TT/3 damage with the Influence.
Trick
Attack with Guile to cause Tier 1 + TT/4 Frightened.
Target 3 + TT
Guile
Boost: Req: Trained 3 Times - On success, you can then remove any number of Tiers of Frightened from them. For each 2 removed, cause Tier 1 Paralyzed.
Aspect - Might
Gain +1 + TT/2 on rolls to reduce Trauma afflicting you.
Boost: Req: Trained 6 Times - Gain + TT/6 Physical Reduction.
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