Ferrax Inarros, Altara Aberration Shifter

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Ferrax Inarros
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Ferrax Inarros, Altara Aberration Shifter

Post by Ferrax Inarros »

Altara Aberration Shifter

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
Complications
  • 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.
Abilities/Edges
  • 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.
    1. American
    2. Chinese
    3. Demongogian
    4. Dragonese/Elven
    5. Euro
    6. Fairie Speak
    7. Gobbley
    8. Japanese
    9. Spanish
    10. 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).
Powers:
Clean Sweep 3 PPE
(Light)
Range: Smarts
Duration: 30 minutes (1/10 minutes)
This spell conjures a swirling breeze of purifying air centered on an object or person. This breeze clears an area the size of a Medium Burst Template of particulates, smoke, and other interference which aids Altaran vision and eases breathing. Those in the area gain +1 to Vigor checks related to smoke, gasses, breathing or choking, and on a raise increases Vigor by one die type. These benefits cease for a person as soon as they leave the area of the spell.
Clouded Clarity 11 PPE
(Eternal Light)
Range: Smarts x2
Duration: Permanent
This ritual creates a permanent effect that can be placed on any object or even a person if the target is willing. The ritual clears the all particulates, fogs, gases, and smoke while providing clear sight even in the darkest night despite casting no evident light. This negates any darkness/obscurement penalty up to -6 in an area equal to a Large Burst Template around the target. But while it provides clarity to the eyes, it clouds the judgement of those able to perceive the target. The target/or bearer of the item gains +2 Cha and on a raise Persuasion is increased a die type.
Interdimensional Rejection 3 PPE
(Banish)
Range: Smarts
Duration: Instant
A small swirling vortex barely large enough for the target to fit through opens next to them. Ethereal tentacles erupt forth and attempt to drag the target inside. This power which can only target beings not native to this plane, is an opposed roll of the caster’s Spellcasting versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its home plane of existence.

If the target is a Wild Card, a success causes a wound instead and a raise results in the target’s movement counting as Difficult Ground (1” costs 2”) on their next movement as they pull away from the tentacles and sucking vortex. If the target already has three wounds, it is then banished to its native plane, not slain.
Interdimensional Vortex 6 PPE
(Banish the Horde)
Range: Smarts x 2
Duration: Instant
A massive swirling vortex opens near the targets, as ethereal tentacles erupt forth and attempt to drag all summoned entities within a Large Burst Template inside. This is an opposed roll of the caster’s Spellcasting versus the each target’s Spirit roll. On a success, the target is Shaken. On a raise, it is sent to its home plane of existence.

If the target is a Wild Card, a success causes a wound instead and a raise results in the target’s movement counting as Difficult Ground (1” costs 2”) on their next movement as they pull away from the tentacles and sucking vortex. If the target already has three wounds, it is then banished to its native plane, not slain.
Menagerie of the Megaverse 4 or more PPE
(Summon Ally/Force Multiplication)
Range: Smarts
Duration: 5 minutes (1/5 minutes)
This spell pulls creatures and entities from all reaches of the Megaverse and binds them to the casters will. These summoned creatures are always more resilient than their normal brethren. When successfully cast, the summoned ally gains +1 Toughness and appears at any point within the range of the spell. On a raise they increase their Vigor die by one type and gain the Hardy Ability.
  • 4 PPE - Novice
  • 5 PPE - Seasoned
  • 6 PPE - Veteran
  • 7 PPE - Heroic
  • 8 PPE - Legendary
The caster may summon additional lower Rank allies instead, gaining one additional ally for each rank summoned below what was paid for. Additional allies may also be gained for every 2 PPE spent when the spell is cast. Allies summoned by a single casting must all be of the same type.
Mirror the Area 3 PPE
(Burrow)
Range: Smarts x2
Duration: 3 (2/round)
This spell allows the caster to step into a pocket dimension of their own creation. This dimension very closely mirrors the normal world, but is always slightly distorted. The caster can alter this world to his content with little more than a thought without affecting the normal world (making holes in walls, creating steps along a cliff, forming a bridge of ice over water, etc.). While in this mirrored dimension he can see the movements of the distorted people around him, but is unable to interact with them in any way. He may travel with a Pace equal to the range of the spell (Smarts x2) each round. Those in the real world can attempt to spot the caster as his presence creates small, rapidly closing cracks in reality. Anyone inside the mirror dimension increases their Stealth by a die type to avoid being seen (including when surprising a foe).

The caster can attempt to surprise a foe, bursting out of the pocket dimension. This sounds like a massive mirror shattering, giving his opponent the slightest of warnings. The caster makes an opposed Stealth versus Notice roll. If the caster wins, he gains +2 to attack and damage that round, or a +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual if they succeed on their Notice roll.

The spell may affect up to five additional targets, at the cost of a like number of PPE.
Mirror the World 6 PPE
(Greater Burrow)
Range: Smarts x20
Duration: 3 (2/round)
This spell allows the caster to step into a pocket dimension of their own creation. This dimension very closely mirrors the normal world, but is always slightly distorted. The caster can alter this world to his content with little more than a thought without affecting the normal world (making holes in walls, creating steps along a cliff, forming a bridge of ice over water, etc.). While in this mirrored dimension he can see the movements of the distorted people around him, but is unable to interact with them in any way. He may travel with a Pace equal to the range of the spell (Smarts x20) each round. Those in the real world can attempt to spot the caster as his presence creates small, rapidly closing cracks in reality. Anyone inside the mirror dimension increases their Stealth by a die type to avoid being seen (including when surprising a foe).

The caster can attempt to surprise a foe, bursting out of the pocket dimension. This sounds like a massive mirror shattering, giving his opponent the slightest of warnings. The caster makes an opposed Stealth versus Notice roll. If the caster wins, he gains +2 to attack and damage that round, or a +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual if they succeed on their Notice roll.

The spell may affect up to five additional targets, at the cost of a like number of PPE.
Reality Wrinkle 3 PPE
(Obscure)
Range: Self
Duration: 3 (1/round)
This spell creates an odd wrinkle in time and space where the caster and his immediate surroundings blink in and out of space, like the world is ‘glitching’. This makes the caster exceptionally hard to focus on or keep track of, inflicting a -6 obscurement penalty and granting a die increase to Stealth, two on a raise.
Spirit Lance 3 PPE
(Drain PP)
Range: Smarts
Duration: Instant
A lance of dark purple energy blasts from your hand striking the target’s reserves of mystical energy and blasting it away rather than causing physical harm. This is an opposed arcane skill roll, with the caster suffering a -2 if the target is of another Arcane Background.

With a success, the target loses 1d6+1 Power Points or 1d8+1 PP on a raise. The victim also suffers a -1 to their arcane skill rolls until the end of their next action as their reserves are thrown into disarray.
Spirit Siphon 9 PPE
(PP Thief)
Range: Smarts x2
Duration: Instant
A lance of dark purple energy blasts from the caster’s hand striking the target’s reserves of mystical energy and blasting it away rather than causing physical harm. This is an opposed arcane skill roll, with the caster suffering a -2 if the target is of another Arcane Background. If the target possesses PPE, the energy is instead siphoned off and transferred back to the caster in a pulse of red inside the lance.

With a success, the target loses 2d6+1 Power Points or 2d8+1 PP on a raise. The victim also suffers a -1 to their arcane skill rolls until the end of their next action as their reserves are thrown into disarray. Furthermore, drained PPE (but not ISP) are gained by the caster. This replenishes spent PPE but cannot take the caster above their normal maximum.
Warp Storm 4 PPE
(Greater Obscure)
Range: Smarts x2
Duration: 3 (1/round)
This spell opens a tiny rift to a massive, endless ley line storm located somewhere in the megaverse. It is impossible to predict exactly what comes through the rift, but there are some relatively constant elements. Howling hurricane force winds, colored lightning, gouts of flame, and iridescent multicolored fog make up the most common base. Other oddities, like slugs dropping from the sky, blood dripping up from the ground, exploding insects, virtually anything becomes possible. The bizarre storm creates a -6 obscurement penalty in a radius equal to the caster’s Smarts and movement is counted as Difficult Ground while inside the confines. Through a trick of dimensional magic, the caster is automatically immune to the spell’s obscurement penalty.
Last edited by Ferrax Inarros on Tue Oct 10, 2017 4:32 pm, edited 24 times in total.
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Ferrax Inarros, Gear

Post by Ferrax Inarros »

Gear
Adventure Survival Armor (TW):
  • +4 Armor
    Protects from adverse environmental effects (+2 related Vigor checks).
    No Strength Minimum. (5 lb)
Utility Belt: (4 lb)
Power bars (4, each can sustain a normal human for a day)
Knife Sheath Containing:
  • Survival Knife
    • Damage: Str+d6
Holster containing:
  • NG-33 Laser Pistol
    • Damage: 2d4+1, AP 2
      Range: 15/30/60
      Rate of Fire: 1
      Payload: 20
      Weight: 4
      Notes: Semi-Auto
NG-S2 Survival Pack
  • Extra Uniform x2, underclothes x4, and boots
    2 person tent, +20% water supplies
    Sleeping bag
    Flashlight w/knife; solar
    Inertial compass (+2 to Survival to navigate)
    Short range (5 mile) radio
    First aid kit (+1 to healing; 3 uses)
    Hunting/Fishing kit (+1 to Survival to forage)
    Three ‘saw wires’
    Fire starter
    Hatchet, wooden cross
    4 signal flares
    Climbing kit w/30 rope
    Soap and washcloth
    Canteen
    Power bars (10, each can sustain a normal human for a day)

Credits: 3,000

Contacts: None
Last edited by Lucius Draper on Wed Jun 28, 2017 9:37 am, edited 6 times in total.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Current Balance: 3
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Ferrax Inarros, Background

Post by Ferrax Inarros »

Ferrax_Inarros_Avatar.png
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Fleeing from a life he didn't choose, from the atrocities he committed before he knew there was another option, from the duty he was 'born' into, Ferrax Inarros has left his Splugorth creators and never looked back. His former masters however, they haven't stopped looking for him.

Ferrax is one of a dozen (that he knows of) Aberrations created by the Splugorth High Lord Lynnaccq. Trained from 'birth' to provide mystical support to his 'sisters' and their masters. It was a service he performed quite well for several years, raiding with a slave barge and protecting it's tentacled master and his 'sisters'. The raids wore on him though, wore against the indoctrinations meant to create absolute loyalty. There were times in Atlantis, after raids where he would see his brothers again, would think he saw hints of the same doubt in some of his brothers but to express such doubts anywhere was dangerous, to do so in Atlantis was suicide.

Her name was Ylena. She's the one who finally forged his resolve into cold hard iron. It wasn't her intent, she didn't even know Ferrax, didn't even know she had brothers now. It was her blood that quenched the blade of spite he had been nurturing, that solidified plans he didn't fully know he'd made. Ylena was a runaway Altara. One they'd heard of from a captured slave hoping to barter for his freedom. The man should have known better. Once they had her scent, it didn't take long for her still loyal sisters to track her. Ferrax and the others set upon Yelna and the small group she was with like they'd done countless times before, each time Ferrax questioned the worth, the cost, buy this time was different. He didn't question any longer, he knew the answer. As clear as day, as if it'd always been there he knew the answer. There was no worth or value in this, and the cost was his very soul...if a monster spawned abomination such as himself even possessed one.

The group put up a much fiercer fight than their overseer had planned on. Having never encountered a Glitterboy before he had discounted it, not to mention the burster they hadn't known about. The group was still being overrun, but it wasn't a clean sweep. Ferrax played his typical role, supporting and applying pressure to the flanks with his demons, but his heart was not in it and he knew something had to change. That was when he noticed Ylena had become separated from her allies. That was when he made his decision, the others were surely lost but maybe he could help her. Issuing commands to the throng of demons he fully cut her off from any chance of rejoining her allies while pushing her out of the small clearing and into the darkening forest. Casting a spell he crosses the distance between them in the blink of an eye, his demonic body guard following. She stopped short before she plowed into him. "Come with me, your friends won't make it" he held out his arms, palms up in what's supposed to be a calming manner. He started to continue, "Please, I just want to get you to safety." As the first word crossed his lips she had leveled the Big Bore shotgun in her hands and pulled the trigger. The demon protecting him tore her throat out before he had even hit the ground. Acting on the last orders and more likely its own malicious desires, knowing that Ferrax did not intend her harm.

As he rolled on the ground bleeding, he recited another incantation which closed his wounds. Standing he eyed the demon, a cruel grin showing its needle filled teeth all the confirmation he needed. With a thought the demon vanished, along with every other demon he had summoned. Perhaps Yelna's comrades could survive. He hoped so, hoped someone worthy survived this mess.

Casting another spell he once again stepped between spaces. He did so again and again, taking short rests until he could manage another. He knew full well the consequences of betrayal...he just no longer cared.

Eventually he found out he was in the eastern portions of a territory called Lone Star with deep tall pine forests. He wandered for some time, until he encountered a Exploratory Team from Castle Refuge. After a tense introduction they offered companionship and finally, a chance to atone.
Ferrax Inarros.jpg
Last edited by Lucius Draper on Wed Jun 28, 2017 5:17 pm, edited 7 times in total.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


Account EP Reference
Lucius Draper Ledger
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Current Balance: 3
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Ferrax Inarros
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Posts: 23
Joined: Sat Jul 01, 2017 3:14 pm

Ferrax Inarros, Advances

Post by Ferrax Inarros »

Advances
Please list all Edges and Advances taken for your character here

Strength: d4 -> d6 (Race)
Agility: d4 -> d6 (Race)
Vigor: d4 -> d6 (Race)
Smarts: d4 -> d8 (3)
Spirit: d4 -> d8 (2)
  • Boating (Ag)
    Climbing (St)
    Empathy (Sp)
    Driving (Ag)
    Fighting (Ag) d6 (2 SP)
    Gambling (Sm)
    Healing (Sm) d4 (1 SP)
    Intimidation (Sp)
    Investigation (Sm)
    K/Arcana (Sm) d6 (Race)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Electronics (Sm) (used for sensors and such)
    K/Engineering (Sm)
    K/History (Sm)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    K/Science (Sm)
    Lockpicking (Ag)
    Notice (Sm) d6 (2 SP)
    Persuasion (Sp) d4 (1 SP)
    Piloting (Ag) d4 (1 SP)
    Repair (Sm)
    Riding (Ag) d6 (2 SP)
    Shooting (Ag) d4 (1 SP)
    Spellcasting (Sm) d10 (IF + 1 SP)
    Stealth (Ag) -> d4 (1 SP)
    Streetwise (Sm) d4 (1 SP)
    Survival (Sm)
    Swimming (St)
    Taunt (Sp)
    Throwing (Ag) d4 (1 SP)
    Tracking (Sm)
Iconic Framework: Shifter
  • Arcane Background (Magic)
  • Bind the Summoned
  • Dimension Sense
  • Expanded Awareness
  • Master of Magic
  • Master Summoner
  • PPE Manipulation
  • Corruption
  • Cybernetic Intolerance
  • Enemies (CS and FoM)
Hero’s Journey
  • Magic & Mysticism (5): More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • Magic & Mysticism (13): Often, one crisis is quickly followed by another, and your caster needs to get his energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge if he already has the former.
  • Experience and Wisdom (16): (Wizard chosen) Life on the road, in the wilderness, and wandering the streets of the cities thatremain gave your character special insight and some key experience with aparticular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
  • Magic & Mysticism (5): More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • Magic & Mysticism (6): More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
Advances
  • Initial Advances: (From Hindrances): Improved Rapid Recharge, Exceptional Rapid Recharge
  • Novice 1 Advance: Linguist
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Lucius Draper on Wed Jun 28, 2017 9:38 am, edited 2 times in total.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Ferrax Inarros, Rolls

Post by Ferrax Inarros »

Rolls

Hero's Journey
Magic & Mysticism [dice]0[/dice] +5PPE
Magic & Mysticism [dice]1[/dice] Rapid Recharge
Experience [dice]2[/dice] Professional Edge-Wizard
Magic & Mysticism [dice]3[/dice] +5 PPE
Magic & Mysticism [dice]4[/dice] +5 PPE
Narrative Hook [dice]5[/dice]-The Evil that Men Do
Credits [dice]6[/dice]x1000
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Ferrax Inarros »

Altara Aberration
The Splugorth and their High Lords are always looking for any avenue to expand their power and surprise their enemies. When a project has shown as much widespread success as the Altara Warrior Women it is only natural to want to improve upon it. Aberrations were designed to provide a loyal subject capable of providing mystical support to their Warrior Women kin. For reasons no outside force has been able to fathom, the Aberrations have been seen which are male. It is unknown if female Aberrations exist as they do not stand out from other Altara the way the males did. Like their Warrior Women counterparts Aberrations are completely sterile and reproduce by a ‘natural’ cloning process.
  • Attractive: The Aberration goes through the same forced-evolution process administered to the Warrior Women. It includes genetically engineering them for beauty. Aberrations have a somewhat androgynous, uncanny valley appearance but they are no less alluring. Altara Aberrations have the Attractive Edge.
  • Culture of Violence: In an effort to exert tighter control over this new class of slave the Aberrations are indoctrinated into a violent culture designed to lessen the effect of witnessing/perpetrating atrocities and instill a sense of superiority. Altara Aberrations select either the Arrogant, Bloodthirsty, or Overconfident Hindrance. Those that rebelled from the hold of their masters (most PCs) may also chose Heroic if they are determined to right past wrongs.
  • Blind: Like all Altara, the Aberration is created blind, which is only a minor drawback, as they have a natural radar ability extending 1,200 feet (200") which compensates for the penalties. They cannot read, see colors, or otherwise detect purely visual information.
  • Forced Education: While ignorant about much of the world around them, Aberrations are instructed by some of the finest mages the Atlantis has to offer as all are intended to wield powerful magics in service of the Splugorth. Aberrations begin with Knowledge (Arcana) d6 whether they pursue an Arcane path or not.
  • Genetic Engineering: Crafted through bio-wizardry to be perfect warriors, Altara Aberrations begin with a starting Agility, Strength, and Vigor of d6. This increases their natural maximums in these attributes to d12+1.
  • 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.
  • Natural Arcane Affinity: Designed to provide mystical reinforcement to other Altara, the Aberrations have +5 PPE naturally, whether they pursue a magical path or not.
  • 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.
  • Superior Senses: Altara Aberrations begin with the Alertness Edge, as all of their other senses are exceptional.
  • 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.
Changes
  • +0. Removed Bad Reputation and replace it with Culture of Violence (choice of one major hindrance). It didn't make sense to me that they would be well known enough to have Bad Reputation.
  • -2. Added Dependency: Psychic Vampire.
  • +1. Arcane Affinity.
  • +1. K/Arcana d6
Last edited by Ferrax Inarros on Sun Sep 03, 2017 1:39 am, edited 2 times in total.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Ferrax Inarros »

Ready for review.

Comments/advice about Skill and Edge choices also welcome.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Freemage »

Racial Build First:

I admit, I'm wondering why a race of arcane support specialists are still getting genetic engineering to boost their physical traits across the board. Still, given their instilled cluelessness, making them artificially smarter doesn't seem likely, either.

With Re: Bonus PPE. For racial builds, +5 PPE is 1 point IF the points are tied to a specific AB. Personally, I doubt the Spulgorth would be so limiting--they'd want a servitor race with some versatility. In which case, it needs to be the Power Points Edge (and thus, a two-point racial ability). Ditching the free Knowledge (Arcana) would balance that out--and after all, the Spulgorth are only going to give that training to AAbs that are actually getting magical training of some sort.

On the Dependency thing, the most likely idea to occur to me still places a significant limitation on play--namely, "Must spend an hour in the company of an AWW." That would enforce their role as support to the AWW, and make it hard for them to break free from control (since they could ONLY do so in the company of an AWW). Denial of this "sibling bonding time" could even be used as a fairly reliable punishment.

That said, it would mean you'd HAVE to join a group with an AWW member. Still, if you get another player willing to go that route, it could make it interesting (and would mean you'd have to be careful about splitting up).

*******

On skills: Ditch Riding. Unless you're making a character with a Robot Horse, or a Simvan just waiting for the opportunity to train a Rhino-Buffalo, the skill is just not going to come up. (Personally, I think Hoverbikes should be allowed to use Riding, Piloting OR Driving as a skill, but that's just a personal quibble.) If you want to have a skill for the sake of having it as something you can do if the scenario calls for it, then go with Swimming, Climbing or Lockpicking--all of which fall in the category of, "Things you don't need until they're utterly vital." Alternately, take Knowledge (Arcana) at d4 to replace it from the above suggestion.

On Edges: Personally, I'm underwhelmed by the Recharge Edges, at least past Rapid Recharge, unless you're carrying around a significant amount of TW gear that needs charging up (in which case, those Edges become VERY important). It's rare to have close back-to-back combats, or really extended combats, that require huge amounts of PPts. (Not unheard of, mind you.)
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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by High Command »

Keep in mind he's a shifter, so he can summon and bind a creature as a mount. Also, the summons cost a LOT. and rebuilding from that quickly is quite advantageous.
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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Ferrax Inarros »

For the physical boosts, I didn't really think they were specifically engineered. More that they needed a base stock and they had the Altaras as a ready made loyal subject who's genetics they were at least somewhat familiar with. I also expect that increasing intelligence and willpower (Smarts and Spirit) on a genetic level is much harder than physical ability.

Though, I don't think their cluelessness is meant to represent a lack of intelligence, it's a lack of education. If the slaves need to know something they are taught it, outside of the need designated to them they simply haven't been exposed to much else.

For the bonus PPE, I viewed these guys as a early run. I'm assuming, whatever it is about a race that inclines it to one AB over another boosting both would be more difficult. The kind of versatility seems pretty advanced (hence the higher cost). Now, that doesn't mean they couldn't do it, just that they haven't yet. I considered balancing it with Restricted Path, but that just didn't feel right. It felt like it needed more.

Re: K/Arcana, the intent for this race (when under Splugorth control) is to train them as mages of some kind, they're created as a magical support shock troop for their raiders. Obviously it fits less if we switch to the Power Points edge.

Dependency, man that would be awesome. I worry that it turns the alteration into a mandatory pair (I guess you could take side kick) but personally I don't want to run two characters. The other side is that relying on another player in any game to that extent is very risky. It does give me the thought that it could be some reliance on contact with a critter they use in bio-wizardy, which I could manage easily enough with a summon, but it might be insurmountable for other IFs. I'll keep brainstorming right up until it hits IC as I really want to include it.

If they're deal breakers I could certainly make the changes, but that's the logic I was using when making the race. That being said, I tried to leave their specifics as open as possible. Some of that info is buried in his background, but Ferrax is only aware 11 other Aberrations. He has no way of know if if they're the only group or not. I intentionally left that door open, as well as the possibility that there are females and other types (ISP bonus with K/Psionics).

Regarding Riding I took the scale with the thought that there are plenty of creatures he can summon which can be ridden. The skill means he always has a faster means of travel. I agree that Piloting etc. should be more versatile (I'm not even sure what skill hovercycles use...hopefully Piloting). As for Climbing and Swimming, they were both on my rough build at d4, but that build had 22SP spent. Had to cut something, and ultimately I decided on those because I settled on Teleport as a power. I'll edit the powers in, but as of right now I'm looking at Banish, Healing (I'd like to pick up the Healer Edge early on), and Teleport.

I'm not 100% sure about investing so heavily into Rapid Recharge but, I figure since Force Multiplication could let me dump literally all of my PPE in a single action, I'm probably better off being able to get it back in more than 17.5hrs. Additionally, it will let me summon something and keep it around indefinitely and it won't be limited by rank like my Binding. I just learned that if Summon Ally is taken with Born a Hero it's maxed out S Legendary. So that means he can start each morning at max PPE (-Bindings), use 7 and get three Veteran level bodyguards who cost 1 PPE every 5 minutes to maintain, the same amount I recharge. It's my own personal goon squad. And it means if I am ever tapped, I can be back to full in about 3 hours.

P.S. Pictures added to Background post.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Ferrax Inarros »

So, had a thought for my Aberrations Dependence.

- Genetic Stabilization: The genetic manipulation of the Aberration, specifically that which provides their natural reserve of mystical energy, is unstable. Each day, an Aberration must spend an hour in a meditative trance focusing their energy on stabilizing this reserve. During this trance their normal PPE regeneration is halted, regardless of the amount they would usually recover. Higher recovery rates mean more strain on their mystical reserves so the excess energy is put into repairing that strain.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by hobo joe »

What's the status here?
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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Pender Lumkiss »

Ferrax Inarros wrote:So, had a thought for my Aberrations Dependence.

- Genetic Stabilization: The genetic manipulation of the Aberration, specifically that which provides their natural reserve of mystical energy, is unstable. Each day, an Aberration must spend an hour in a meditative trance focusing their energy on stabilizing this reserve. During this trance their normal PPE regeneration is halted, regardless of the amount they would usually recover. Higher recovery rates mean more strain on their mystical reserves so the excess energy is put into repairing that strain.
Maybe try going ppe vampire as a dependance instead like a psi-stalker. An hour worth of meditation is not enoigh of a hindrence.

While not having the same bad rep as the Females, you still need that distintive,d-bee 1 pointer as it can be hidden by hiding the eyes or lack of them.
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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by hobo joe »

I dig where this character is going. I think the PPE Vampire is a great idea. It is totally something the Sploogies would do, they'd probably make him feed of his friends and relatives (he's a clone so "relative" is relative!). PPE Vampire would be the Dependency. Second, I think an additional "outcast" kind of thing, as a result of this PPE Vampire deal, is that the regular AWW HATE the Aberrants. while they tolerant them on the field, they want nothing to do with them "off duty". I see this a a -4 type, but I'm just throwing out ideas...
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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by Ferrax Inarros »

I based the one hour of meditation off the one hour of sunlight or water suggested in the book.

That being said, I love the idea of a Psychic Vampire but I worry it's too harsh. With a few understanding party members with ABs it's not bad at all. Without, the could starve to death quite quickly.

Pender, I didn't add the Distinctive DBee because the base Alrarans don't have it. Also, even in the very likely event that there are more than the dozen that Ferrax knows about I don't know that they'd qualify as a Distinctive DBee. If anything he could just as easily be a human mutant, which should maybe still mean a penalty, but again it's not accounted for in the base race or my own build. I could add something, but that'd mean another point to spend on a benefit.

I stayed away from Outsider because 1: I don't want another character trying to build up Cha penalties and 2: I didn't want to stray too far from the base race as that'd be another 2 points. I could definitely figure something out if you think more is called for though.
Ferrax Inaros
Shifter
Pace: 6, d6 Run; Parry: 5; Toughness: 9 (4)
Wounds: 0; Fatigue: 0
Conditions:
  • None
Defenses/Abilities/Active Effects:
  • Bound Summon: Iron Drake
Current PPE: 35/35
Active Powers/Effects:
  • Clouded Clarity (Smarts x2 radius, negates -6 of darkness/obscurement, +2 Cha, +1 die to Persuasion, Permanent on ear cuff)
  • Detect Arcana (Free action, no PPE; Always on)
  • Summon Ally - Lash Bug(1/5min)
Edges:
  • Exceptional Rapid Recharge: Recover 1 PPE/5min
  • Wizard: Reduce PPE cost by 1 for each raise on Spellcasting roll.
Weapons: Current clip or in handnoted by asterisk(*)
  • NG-33 Laser Pistol - Hip Holster
    • Ammo: (20/20*); (20/20) - 2 e-clips
  • Survival Knife - Wrist Sheath
Credits: 3,000
Bennies: 3/3


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Re: Ferrax Inarros, Altara Aberration Shifter - Ready for Re

Post by hobo joe »

Hmmmm......
Good points. I think the complication of PPE Vampire is totally worth it, but I can see letting the other negatives go. I'm not adding up any points though!

There are a ton of AB things in the New West, so friendlies probably won't be the only supper.
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