>>21592
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Sienna Lore][Weapons Construction I][Magitech I]
Powers:
Bonusses:
-Magi-Engineer: As a magi-engineer and a tinkerer, you know many things about weapon design. Any time you roll to construct a weapon (assuming you have the materials necessary), you gain a +10 bonus to your roll. You may also reroll without the +10 bonus.
Eccentricities:
-Ignorant: Unbeknownst to you and your people, magitech is incredibly hurtful to the multiplanar reality, and your knowledge and use of such technology hurts your image among the residents of The Nexus. -20 to all social rolls while in The Nexus.
>>21597
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Gules Lore][Shifting][Interplanar Theory I]
Powers:
Bonusses:
-Ancient: You are an ancient race, which witnessed the turning of a plane. As such, your will is grand and you command the consumption of additional flame when you would gain it. You gain +1 flame any other time you gain flame.
-Fearless: You stayed to fight for your plane until your very end. As such, you fear very little. You take 1 less Will damage if it is inflicted by intimidation. (If 1 Will damage is dealt, you ignore it.)
Eccentricities:
-Saintly: You are a perceived justice by yourself, and it is very difficult for you to deal with the "wicked". As such, you take a -50 penalty to contracting demons/devils if you're going to break your moral code. Adversely, you can forego this penalty if you take 2 damage to your Will.
>>21615
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Savkovlakia Lore][Necromancy I][Magic I]
Powers: Necromancy (Good),
Bonusses:
-Lesser Royal: Whether or not you held major presence as a royal, you still had an upbringing as such and carry an air about you. People respond well to this and tend to treat you higher than you actually are. +20 to all Social Rolls.
-Necromancer: Once per turn, you may attempt to reroll a necromancy related action if the original roll is under 50.
Eccentricities:
-Virtuous Suicide: Because your death was suicide, it was by your own will that your original body was destroyed. As such, your flame weakens. When without a body, lose an additional point of flame every other turn.
>>21632
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Tingulon Lore][Magic I]
Powers:
Bonusses:
-Assassin Champion: You served as a loyal assassin with no instance of failure, and even went so far as to strike down your corrupt master. With such combat skills, you may reroll a combat roll once per turn.
Eccentricities:
-Quiet: You were an assassin, not a politician. Your job was staying quiet. -20 to all diplomacy rolls relating to asking for information or general conversation. (Meaning contracting demons or other specialty actions are not hindered.)
>>21652
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:["Hell" Lore]["Demon" Interplanar Theory][Anti-Magic Technology I][Nexus I]
Powers:
Bonusses:
-I Think I Know What's Going On: You have some semblance of understanding of the eternal flame and the Nexus. All rolls relating to gaining a new knowledge have a +30 bonus. If the first roll is under 50, you may reroll without the bonus
Eccentricities:
-Hellborn: Seeing as you are from "Hell", you lack the belief that you could make a contract with a real demon, and despise anything you perceive as holy. You are barred from actions relating to contracting demons and take a -20 penalty on all rolls relating to "holy" things.
>>21794
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Durandor Lore][Magic I]
Powers:[Regeneration, Good: Gain 1 point of health per turn when out of combat.]
Bonusses:
-Unitor: You have an uncanny ability to draw people to you. All rolls to gather followers gain a +20 bonus, and all social rolls gain a +10 bonus.
Eccentricities:
-Dense: You have problems with learning new concepts or ideas. All rolls to learning new knowledges or understanding more than a simple concept take a -20 penalty.
>>21797
Health:10(10) Will:10(10) Flame:10
Items:
Knowledges:[Alboro Lore][Magic I]
Powers:
Bonusses:
-Tyrant Warlord: You are fearless in combat, striking down all who oppose you. Gain +10 to all combat rolls.
Eccentricities:
-Mechanical: Your people have grown to shun magic, as such you have difficulty with it. -20 to all rolls involving magic use, with the exception of magitech.