Starting Character Considerations

Starting Character Considerations

Everyone is brothers/sisters and are under the age of 21 to start. Coordinate with one another on youngest to oldest and whether or not any of you are twins. Personalities are going to be as widely varied as normal and encouraged.
Chiss as a race are an extremely private species, so protective of their society that they have managed to keep their existence largely unknown from the rest of the galaxy. They are highly evolved, taking great interest in arts and science and maintain a powerful military. When in an oxygen atmosphere their skin turns a shade of blue and eyes a blood red. Generally, they are described as pensive - contemplative, deliberate, and calculating - studying situations from every viewpoint.
When attacked, they fight with calm, intelligent, well-planned strategies.

Family: Seven families exist in secret within the Chiss society on the planetoid city of Evergem, among thousands of their own race. Secretly, they have evolved politically and have placed sympathetic Devoted followers in key positions. Of course, the threat of betrayal is met with consequences that are quite swift and brutal as well. These individuals enjoy great wealth but, strive for their master to give them the gift of immortality as well. That promise keeps them on a tight leash.

Evergem: ‘Daylight’ does exist on the city which resembles a mushroom with the planetoid at the top which has been mined for it’s rich ore, then left to be the protective head. Extending downward from it, the city has grown and expanded until a stoppage was dictated by the duke and his family. It contains a shipyard, repair skyhook as well as neighborhoods that fill the gaps between all the other manufacturing plants. Lighted vistas are nearly everywhere, allowing views of various parts of the city above and below.
The planetoid rotates giving the city it’s gravity. Sunlight from the star gives life to the hydroponic farms that dot the outer rings and levels which feed the city. Imported items from other planetoids within the immense asteroid field also allow for a variety in furniture and artwork as well as other luxuries.

Starting Abilities: Each individual chooses method of gathering life essence at the beginning. Some choose Drain Life Essence which as the user concentrates/meditates, they gather all the unused energies of one target chosen (Devoted) or an unknowing participant that is within 10’ during the meditated period. This use takes 10 minutes to give the gatherer what he needs for the day.
Others use the method of touch. This action with a willing participant gives the collector the desired life essence, gains prestige with the target and is normally desired among Devoted.
The last is the most intrusive and oldest way, that of direct draining of blood from a main artery. Some Devoted, depending on their personalities, actually enjoy this method also.

Spells: Mind Protection (List)
1) Tamper Warning - Warns the user ahead of time that someone is trying to affect him with an offensive mind ability.
2) Resist Fear - Adds +2D to Willpower to resist fear
3) Mind Games - Confrontational roll. If user successful, he makes the attacking user feel that his attack was successful and has the free will to ‘act’ out the effects of the attack.
4) Resist Possession - Helps the user to resist mind domination or possession with +2D to Mentalism for 1 rd.
5) Thoughtless - Allows user to appear blank to mind reading attempts for 1 rd/1D

Escaping Ways (List)
1) Lock/Unlock - Adds +2D to Security
2) Jam - Allows user to jam 1 door, causing it to swell and be unopenable without being broken down. Difficulty based on type of door: E - wooden door to H - blast door.
3) Augment Shadow - All shadows within 10’ rad/1D become darker, adds +1D to Hide, +3D if motionless.
4) Chameleon - Allows user to take on the background to appear invisible: +2D to Hide, +1D+2 to Sneak
5) Climb - Adds +2D to Climb

*** Instead of developing Control, Sense and Alter, these characters will use Mentalism instead. This option will make development cheaper and be in the place of Control for resisting other schools when confronted. Mentalism will also give the same bonuses as Control when using a Soul Blade, once the characters have passed the Test of Ascension and are gifted with one by their master. (Use Mentalism for adding to the hit as well as the damage if successful. Another list will be used to roll from to determine success/failure of using that bonus.)