Rules:Kaleshi
From AltWiki
- These are the character rules for the Kaleshi. For their story information, click here.
- Name
- The Kaleshi
- Conjugations
- Plural, Adjective: Kaleshi
- Author
- Icebreed
- Status
- NOT APPROVED, Semi-Open
Contents
Major Advantages
- Intelligence
- "Good" tech bias.
- Hemospectrum
- Kaleshi possess blood that can be differently colored between individuals. This blood color corresponds to their genotype, and confers certain benefits that tend to bias their development. Kaleshi character availability will also vary from one color to the next; the author has allotted a certain number of Kaleshi he will allow to each color (which may be altered later). Once a color's allotment is filled, no more Kaleshi may be created with that blood type until the author opens more slots for it.
- The hemospectrum, its bonuses, and their availability information is as follows:
- Violet (0 slots) (No characters) - Psionic techniques that compare PL count the character's PsiPL as double.
- Indigo (1 slot) (No characters) - 15% discount to all levels of Multitask (after bias).
- Blue (1 slot) (Dehlyth Silvershine) - Reduce the cost of any single original psionic technique by up to 120 base tech days. This does not have to be applied at creation; it can be saved for a later technique.
- Green (2 slots) (No characters) - Receive Good+ bias instead of Good. Only a single application of the plus bonus can be applied to any entire technique, which includes all of its upgrades.
- Yellow (2 slots) (No characters) - Gain 120 tech days credit, applicable only to a PhysPL template.
- Orange (4 slots) (No characters) -
- Red (4 slots) (No characters)
- Infravision
- Can see sources of heat and infrared, negating most visual camoflage. Sight pierces 100% TotalPL worth of visual stealth.
- Happiness in Slavery
- For each consecutive week a Kaleshi has been a slave to a particular master, they accrue a permanent, cumulative PL gain of 1% of the master's TotalPL, not to exceed half of their own normal TotalPL. This limit increases to 100% of their normal PL while the master is present.
Minor Advantages
- Biodiversity
- Techniques and miniskills included at creation can represent permanent physical mutations (such as gills for breathing water, extra limbs, et al.), which might ordinarily only be available in a character's race or PhysPL template. As techniques, these can also be made as negative traits, to permit for tech day credits.
Major Disadvantages
- Curse of Servitude
- Kaleshi constantly desire to serve others, and especially to find a master to serve exclusively, thanks to a powerful magical curse. If a Kaleshi character does not have a master, they may not take PL gains, and they may not apply Passive Training days to techniques (they can still be saved in the meantime). They must also seek to selflessly serve all characters (NPCs or not) in any way they can perceive, which means they will generally be penniless and will have only what is given to them.
- Once they have been bonded to a master, they no longer need to serve everyone they meet. Instead, their sole motivation and ambition becomes serving their master. Kaleshi may not refuse any request made by their master, if they can conceivably execute it, even if it takes a substantial amount of time. They may never take any negative actions against their master or themselves, unless ordered by the master to do so. A master can pass ownership of a Kaleshi to another person. A master can also simply end their ownership of a Kaleshi, but this results in a day of incap for every week the master owned the Kaleshi. If a master of a Kaleshi dies, there is a 50% chance the Kaleshi will also instantly die. Should they survive, they will suffer twice the normal incap penalty for losing their master.
Minor Disadvantages
- Active Metabolism
- If a Kelashi is incapacitated, they must be hospitalized in a place capable of serving non-human characters. If this cannot happen within three days, the character dies. Hospitals do not provide any extra benefit to incap healing.