Rules:Kaleshi

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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

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) - Once per day, a psionic technique that compares the character's PL(s) with something counts the character's PsiPL as triple normal. Times per day can be upgraded.
  • Indigo (1 slot) (No characters) - Character may either spend a slot to render a minor character (plot, adventure, DV, or tech minion), with less than the character's PsiPL in PL, unconscious. They can then be woken up through breaking their concentration threshold. The effect is delivered by touch, or can be piggybacked on any psionic ranged attack, so long as the damage does not also awaken them. Can be upgraded to maintain the slot and give the character control over the target. Starts at only being capable of controlling one minion at a time, but can be further upgraded to allow more. Each minion controlled always costs an additional maintained slot.
  • Blue (1 slot) (Dehlyth Silvershine) - Each psi-powered item the character simultaneously wears or uses cumulatively amplifies their psi power by 10% of base.
  • Green (2 slots) (No characters) - Receive Good+ bias instead of Good. Enlightenment starts at Level 2, if taken.
  • Yellow (2 slots) (No characters) - Once per day, character may add 100% KiPL OR PhysPL to the PL that the effectiveness of a buffing or restorative technique is derived from.
  • Orange (4 slots) (No characters) - *TODO* Something about enhancing senses
  • Red (4 slots) (No characters) - *TODO* Something brute forceish.
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. Meanwhile, the master receives a 0.25% gain loss when apart, and a 0.5% gain loss when the Kaleshi 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.
All for the Master
While bonded to a master, a Kaleshi loses every tenth day of Passive Training they redeem, which the master gains.

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.

Other Information