RITUALS

DETECT ORES

DEEP SCAN

Bad Dog, No Treat!

Partial rituals (have the basis for but are not completed yet);

“Intent to harm” ward

Basically, you cast it, it lasts 1d4 turns, if anyone attempts to spy on you the ward triggers and alerts your leaders, allowing you a reflexive C&D or a bonus proficiency die if you already made one

May also have roleplaying consequences, as the ritual delivered is set to trigger on anyone "intending to do harm on the settlement or its occupants"

STUNTS

Fire for Effect

The Fire Elves have been known to use their natural resistances (fire) to great effect in combat, but doing so comes at a strong resource cost, as much of their supplies literally go up in smoke.

The Fire Elves can take 1 economic stress to upgrade a conventional warfare or special operations test.

Convection

Fire Elves are defined, if anything, by passion; the drive and energy that bore them through the Conflagration remains both a powerful motivation and an unrelenting force within their lives. Stresses that should break them bend in the face of it, and those who would push against them find themselves burned in return.

Any time the Fire Elves opt to take Consequences as a direct result of stress inflicted by another nation within the past turn, they may spend a Fate Point to inflict a 1d3 strength Consequence on the stress-inflicting nation. That nation does not recover any stress from taking this consequence.

Hot Gates

One of the few aspects of Blade Elf culture to survive the Conflagration was their skill at warfare. The Fire Elves, trained by scholars, engineers, and military experts from the back lines of the Blade Elves, and heat-forged into a unified force by the end of the Rebellion, have learned how to fortify any encampment in their favor, and turn the very field of battle against an opponent.

A dug in Fire Elf unit may choose to apply any Advantage (max 4) received on a conventional warfare skill on their current territory as Threat to an opponent's roll.

Red Gold

The Marr is a natural source of alchemical components, and the Fire Elves of Surt were quick to exploit it. By adopting some of these components into their currency (the base unit of which was the Firebird, a one-ounce piece featuring an unusual red tint), the Fire Elves made it possible for the currency itself to be used in spellcasting and magic item creation. 

Nations that conduct in Trade or Mercantilism checks within Surt gain a boost die to the next Research, Creation, Trade, or Mercantilism check involving magical or alchemical materials they make. This boost die expires within the next three seasons.

Current year:
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