Player Name:Justin
Google Handle: praetuskhan
Character Name: Ferrax Inarros
Rank: Novice 2 Experience: 9 Advances Left: 0
Race: Altara Aberration
Iconic Framework: Shifter
Max PPE: 35
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 9 (5); Strain: 0
Skills:
- Fighting (Ag) d6
- Healing (Sm) d4
- K/Arcana (Sm) d6
- Notice (Sm) d6
- Persuasion (Sp) d4
- Piloting (Ag) d4
- Riding (Ag) d6
- Shooting (Ag) d6
- Spellcasting (Sm) d10
- Stealth (Ag) d4
- Streetwise (Sm) d4
- Throwing (Sm) d4
- Corruption: Many of the entities a Shifter might bring forth (with summon ally or force multiplication) have strong wills and a desire to corrupt the being who summons them. Each time the Shifter uses either power with a being the Game Master feels is evil or corrupt in nature, she might call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with other evil summoned beings suffer a penalty equal to the Shifter’s current Corruption; when a Shifter gains a number of Corruption points equal to half his Spirit die type, he’s become a slave to darker external powers (and no longer a playable character).
- Cybernetics: Such technology creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
- Enemies: Shifters are automatically enemies of the Coalition States and shot on sight. Even those CS soldiers who might have less zealous attitudes toward most casters will likely open fire if they know they're dealing with a Shifter. As with all arcane wielders, those Shifters who refuse to swear fealty to Lord Dunscon may well be enemies of the Federation, too.
- Instilled Ignorance: Altara Aberrations are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully under-educated and naive about the world at large. They suffer a −2 to all Smarts rolls.
- Heroic: This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
- Psychic Vampire: Aberrations must feed on 5 Power Points (PPE or ISP) a day or suffer a level of Fatigue. They starve to death after a week of being Incapacitated by lack of “food.” Each 5 PPE/ISP drained restores one level of Fatigue. Consumed Power Points cannot be used to fuel spells or psionic powers. Aberrations require very little food and water, a small piece of meat and a single cup of water a week is sufficient to sustain them.
The Aberration may target prey even if they have no inherent PP reserves, though doing so is less than ideal as the ‘taste’ is sickening. Feeding from a target with an inherent PP reserve is a relatively non invasive process. As an action, the Aberration must place their hand over the the intended victim or donor’s heart or brain, rolling their Arcane Skill (or Spirit if no Arcane Skill) opposed by the victim's Spirit (this can be waived if the PPE/ISP is being given willingly, but not from unconsciousness/incapacitation). On a success they drain 1d6 PPE/ISP or 1d8 on a raise.
If the victim has no inherent PP (or their reserve is exhausted) the Aberration must resort to a more barbaric means of feeding. The target must be touched in the same round the victim died to provide sustenance (this may be combined with a finishing move without a multiple-action penalty). This inefficient method of feeding does not grant the usual doubling of available PPE from non arcane sources. If used against a target with inherent reserves there is no foul taste, and both the points drained, and the maximum available are doubled (2d6/2d8 up to double remaining PP). - Storm Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.
- Wanted (Minor): Any Minion of Splugorth, including most other Altara Aberrations and Warrior Women, attack to capture or kill a rogue Altara in an instant.
Hindrances
- Vow-Oppose Slavery (Major): Has sworn to never tolerate slavery after his experiences with the Splugorth and other minions of Atlantis.
- Cautious (Minor): Ferrax has made mistakes in judgment in his past, namely choosing to fight with the Splugorth for so long, but they are often based on a desire to be sure of the outcome. He hates making rash decisions and prefers to take his time to plan before rushing to action.
- Vengeful (Minor): Your character always attempts to right a wrong he feels was done to him. If this is a Minor Hindrance, he usually seeks vengeance legally. The type and immediacy of his vengeance varies by character, of course. Some plot and scheme for months to extract what they see as justice. Others demand immediate results.
- Arcane Background (Magic): Gain Spellcasting d8, three Powers, and 15 PPE. Subject to Backlash.
- Backlash: When a wizard rolls a 1 on his Spellcasting die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.
- Clean Sweep: Light
- Clouded Clarity: Eternal Light
- Interdimensional Rejection: Banish
- Interdimensional Vortex: Banish the Horde
- Master of the Jade Realm Menagerie of the Megaverse: Summon Ally/Force Multiplication
- Mirror the Area: Burrow
- Mirror the World: Greater Burrow
- Reality Wrinkle: Obscure
- Spirit Lance: Drain PPE
- Spirit Siphon: PPE Thief
- Warp Storm: Greater Obscure
- Bind the Summoned: A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned). For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases the entities or they are Incapacitated. At that point, he recovers his PPE normally. Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
- Dimension Sense: With a successful Notice roll, a Shifter can determine relevant information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
- Exceptional Rapid Recharge: This edge increases the recovery of PPE to 1 Power Point every 5 minutes.
- Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
- Forced Education: Aberrations begin with Knowledge (Arcana) d6.
- Linguist: Speak a number of languages equal to Smarts die (10) and can make a Smarts roll at –2 to make himself understood in any language or dialect heard spoken for at least a week.
- American
- Chinese
- Demongogian
- Dragonese/Elven
- Euro
- Fairie Speak
- Gobbley
- Japanese
- Spanish
- Splugorthian
- Master of Magic: True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants many spellcasters exceptional might and capability with their magic. A Master of Magic gains the Mega Power option for each power he knows upon taking this Edge. Each time he takes the New Power Edge, he gains both the power and its Mega Power use as well.
- Master Summoner: All Shifters gain the summon ally power automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
- PPE Manipulation: All Shifters have the drain Power Points power (and the PPE thief Mega Power) automatically.
- Rift Mastery: Shifters gain a +4 on all efforts to open and manipulate Rifts. They also gain +2 when using the banish Power.
- Superior Senses: Aberrations begin with the Alertness Edge (+2 to Notice rolls), as all of their other senses are exceptional.
- Wizard: Each raise when casting a spell reduces its cost by 1 PPE (minimum 0).