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The Genasi

"... Don't play with fire."

 

It takes years to learn magic from tomes and tutors. The formulas, the rituals, the spells like recipes waiting for a chef to prepare them.

 

But you didn't choose to learn magic. It chose you.

 

Elemental power spills from you like water off a cliff, shrieking into the world in an unfettered torrent. You awaken a familiar with a blink of your eye and erase foes from existence when your temper slips its leash. You don't just cavort with forces of nature. You are one.

 

Learn to master your new powers quickly, before the world decides you're too dangerous to be left alone.

 

Genasi are people born with exotic elemental powers. Distantly related to Djinni, Ifreeti, and other elemental Genie, the Genasi spoken of here are the descendants of concubines once bred in exotic inter-planar palaces. Generations later, that power manifests itself unexpectedly and explosively - in you.

 

While hardly a match for the power of true Dao, Djinn, or Ifreet, Genasi have many wonderous powers and an affinity for the element that is marks them; body and soul. A Genasi may be of Human, Elf, or Half-Elf descent, but is obviously changed by their elemental ancestry.

 

Character Themes:

Wild Magic, Elemental Powers, Raw Magic, Tragedy

 

Requirements:

  • An Avatar fitting your parent race.

  • Some modding ability.

  • Elemental Features fitting your chosen element; 
        - Fire: Fiery Hair, glowing eyes, fiery cracks or scarification in the skin
        - Air: Blue skin, hair that is constantly wind-blown, a magical breeze
        - Earth: Bald, Stone-like skin, and gem-like eyes.

        - etc.

  • Read the lore for your character's base race.

Grit

Grit is 6.

Your carry weight is equal to STR+Grit.

Your hitpoints are CONx4+Grit.

Alignment:

Pick One as your alignment. Accomplishing this objective during RP allows you to Mark XP.

 - Chaotic

        Help an elemental font erupt in the heart of civilization.

 

 - Neutral

        Seek out an elemental font and commune with it.

 

 - Evil

        Use your power to destroy someone who stands in your way.

Sub-Race:

Pick a Sub-type. You get it's associated move as one of your starting moves.

 - Genasi Racial: Ifreeti Bloodline

When you channel your power into a fiery blast, roll+CHA.

  • On a 10+, deal 1d10 damage to someone caught in the blast.

  • On a 7-9, you deal 1d10 damage but lose control. Either overcharge the spell, or deal the damage to yourself, too.

 

 - Genasi Racial: Dao Bloodline

You get +2 armor.

 

 - Genasi Racial: Djinn Bloodline

When you ignore good advice and try it your own way, take +1 forward.

 

 

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Starting Moves

You start with all of these moves:

 

It's a Beautiful World

Your magic is wild, untamed, and inspired by the world around you. Choose a signature element (Fire, Air, Earth, Etc.) When you approach a font of that element - an out of control fire, a storm, tornado or hurricane, a deep dark cave or landslide, etc.

Choose one:

  • It expands and reaches out to you, enveloping you. You immediately vanish - but are unharmed.

  • It whispers it's secrets. Ask the story-teller one question that the elemental font would know.

  • It gives up its essence and begins to dissipate and will fade within hours; healing you 1d10 damage.

 

In My Element

You gain 2+DEX armor against your element.

 

Misunderstood

Your true nature frightens others. When you or your allies parley with someone who knows what you are, they won’t comply unless you perform a threatening display of power as leverage.

 

Tantrum

When your magic overcharges, you lose control of your emotions, your hair, eyes, and voice take on aspects of your signature element. Take +1 ongoing to the damage you deal and are dealt until you cool off. (When dealing damage to yourself, increase the damage by +1 total.) An overcharge otherwise has the following effects:

  • Ifreeti: Your spell deals 5 damage to you and everyone nearby.

  • Dao: Your body hardens, making it difficult to move. You are helpless until your next turn.

  • Djinn: Your spell turns into a vortex, trapping you and your targets in the center.

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Advanced Class Moves:

When you gain a level from 6–10, choose from these moves or the level 2–5 moves.

 

Pure Talent

Requires & Replaces: Raw Talent

When you deal elemental damage, deal +4 damage.

 

Archon

Requires: Genasi Racial: Djinn Bloodline

When you overcharge, you can fly and you always get +1 hold, even on a 6-, but every spell will overcharge until you calm down. You are helpless against ranged attacks while flying.

 

Drink the Rain

When you consume a trace of your element, heal 1d4 damage. You may do this instead of marking off a ration.

 

Dual-Lineage

When you take this move, choose a second signature element. The GM will tell you when your new power awakens and what tragedy occurs as a result.

 

Too Hot to Handle

When you imbue an object with your element, roll+CHA.

  • On a 10+, the object holds 3.

  • On a 7-9, it holds 1.

Anyone dealing damage with the object can spend its hold 1-for-1 to deal +1d10 elemental damage, but the object overcharges on them, and can damage the object when it runs out of hold.

 

Spellslinger

Requires: Genasi Racial: Ifreet Bloodline
When you cast you channel your power into a fiery blast you may choose DEX targets. Roll once and apply damage to all targets on a hit.

 

Putting Down Roots

When you have time and safety with a trace of your element, you may

develop it into a font, but there will be a repercussion chosen by the GM.

 

Dominion

Interrupt: When you encounter a spell that exhibits your element, you can dismiss or take control of the spell - redirecting it how you wish!

 

Multiclass Initiate

Get one move from another class. Treat your level as one lower for choosing the move. You may not choose the starting moves of a class.

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Class Moves:

When you gain a level from 2–5, you may choose from amongst these moves:

 

Raw Talent

When you deal elemental damage, deal +2 damage.

 

Power Overwhelming

When you transform yourself into an incarnation of elemental power, levitate a few feet off the ground and roll+CHA.

* On a 10+, hold 2.

* On a 7-9, hold 1. Spend hold 1-for-1 to choose from the following options:

  • Create a font of your element which also serves as a barrier.

  • Inflict your overcharge effect on someone you can reach.

  • Use energy to shield yourself completely from an attack.

* On a Miss or when you run out of hold, your form overcharges and ends.

 

Blink

Interrupt: When you teleport and emerge from a trace of your element, roll+DEX. On a 7-9, the trace overcharges on you. On a Miss the teleportation fails and overcharges.

 

Soul of a Thousand Pieces

When you encounter a trace of your element, you may treat it as a font. If

you do, it deals 1d10 damage to you.

 

Chain Reaction

When you roll a 2 or lower on a spell’s damage die, take +2 damage and re-roll your damage. Continue this until you roll higher than 2.

 

Go Big or Go Home

When you tell someone exactly how you’re about to beat them, take +2 forward against them but treat a roll of 7-9 as a 6-.

Better to Ask Forgiveness

When you make it up to someone you harmed, take +1 ongoing to parley with their community and you’re no longer misunderstood there; unless you repeat the preformance.

 

Forged from Fire

When you weild a weapon you shape from a trace of your element, increase your damage to d10 and use CHA to hack and slash.

Practice and Talent

Requires: Genasi Racial: Djinn Bloodline

You gain the ability to cast spells as a Wizard of two levels or lower than your current level.

Tough

Requires: Genasi Racial: Dao Bloodline

You gain +1 armor, and +1 armor against your element.

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