Malakai (Savage Sands)
...
Ancestry :: Shapeshifter (variant)
Ancestry Features: Charismatic || Arcane Background (Gifted) with Shape Change || Secret
Attributes
Agility || Smarts
|| Spirit
|| Strength
|| Vigor
|| Wealth
Derived Stats
Pace || Parry
|| Size
|| Toughness
(1)
Core Skills
Athletics || Common Knowledge
|| Notice
|| Persuasion
|| Stealth
Other Skills
Fighting || Focus
|| Healing
|| Riding
|| Thievery
Hindrances
- Can't Swim - Campaign
- Secret - Ancestry (Major) - A shapeshifter's true nature is rarely known - even to other shapeshifters. If they should ever be discovered by anyone but their closest allies they trade this Hindrance for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
- Cautious - Minor - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
- Loyal - Minor - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
- Pacifist - Minor - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
- Quirk - Minor - Malakai doesn't like to be touched.
- (2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))
Edges and Powers
- Charismatic (Ancestry) - You get one free reroll on Persuasion rolls.
- Arcane Background (Gifted) (15 pp) (Ancestry)
- Shape Change (Variant) As a limited free action you may use the Change Shape power.
- Free Runner (Free chargen) - Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles he can bound on, bounce off, or swing on, he moves at his full Pace on Difficult Ground when on foot. He also adds +2 to his Athletics rolls when climbing and in foot Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.
Advances
- First Advance: Smarts d6 ->d8
- Second Advance: Notice d6->d8; Athletics d8->d10
- Third Advance:
- Fourth Advance: New Powers:
- Darksight - Novice | Power Points: 1 | Range: Smarts | Duration: One hour
- Trappings:
- Farsight - Seasoned | Power Points: 2 | Range: Smarts | Duration: 5
- Darksight - Novice | Power Points: 1 | Range: Smarts | Duration: One hour
Equipment
Armor
Neat but worn and patched clothes
Good boots
Leather duster +1
Weaponry
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2
Gear
Carried
Canteen of water
Goggles
Backpack
Spare blanket
Spare clothes and boots
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1
Bio
When Malakai was a child a violent storm wiped out the settlement he lived in. By the time help came he'd been alone for several weeks, surviving on what he could scavenge from the ruins, or catch in animal form.
There was some disagreement on what to do with him. He had no known family and was obviously a mutant, but he looked as human as his rescuers. So he was passed into the dubious care of a group of do-gooders who were convinced that the magically-inclined could be normal productive members of society if only they'd forsake the weird powers the storms had given them.
While the Society provided Malakai with lodging and an education, any use of powers or "unbecoming behaviour" was punished. He learned how to tell the adults around him what he thought they wanted to hear, and to steal food when this wasn't successful. As an adult he has a foot in both worlds, and doesn't feel like he belongs in either.
Power Detail
- Shape Change available as a Limited Free Action
- Rank: Novice| Power Points: Special | Range: Self | Duration: 30 mins/5 rounds
- Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
- A character’s held and worn items are assumed into the new form and reappear when the power ends.
- While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
- Modifiers
- None
- Darksight
- Rank: Novice | Power Points: 1 | Range: Smarts | Duration: One hour
- Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
- Trappings: Cat's eyes
- Modifiers: none
- Farsight
- Rank: Seasoned | Power Points: 2 | Range: Smarts | Duration: 5
- Farsight allows Farsight allows the recipient to see in detail over great distances. He can read lips or read fine print up to a mile distant. With a raise, he also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range
- Trappings: Eagle eyes
- Modifiers: none