The Unfated
You were meant to die last night.
A sudden unexplained vision seconds before your death occurred, warning you and saving your life.
You have avoided your preordained death and are now outside her influence, in effect immortal.
Death however hates being cheated.. and her servants are determined to make sure you meet your fate.
| Step 1: Age | ||
| Determine the character's starting age. Either he escaped the influence of death recently or he's been around a while avoiding her (roll on the table below). | ||
| 01-20 | 100 xD4 years | |
| 21-40 | 100 xD6 years | |
| 41-60 | 100 xD8 years | |
| 61-75 | 100 xD10 years | |
| 76-90 | 100 xD12 years | |
| 91-00 | 100 xD20 years | |
| Next decide his
background;
Where were you born? What was your childhood like? What was the reaction to your first miraculous recovery from death? Did you leave your home and family, or did you stay around and watch them grow old and die? If so, how did it affect you? (see the special Disadvantages section for more on this). Where have you been in the intervening years? Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously? |
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| Step 2: Attributes | ||
| Roll attributes as normal but then add +4 to WIS and CON. +6 on all psionic, control and possession saves. Hit points = CON +8, +8 per level. | ||
| Step 3: Skills | ||
Choose skills in the normal manner. Then for every 100 years alive select 1 additional skill. |
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| Step 4: Abilities | ||
All Unfated start with the following ability free; Undying Body - This character cannot die through normal means, no healing is involved because none is ever needed. The character is totally immune to diseases, gases, etc. Only one thing can kill him. See below. Additionally Unfated start with 20 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities. |
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| Ability | Cost | Notes |
| Actively Avoid Danger | 5 | The character receives precognitive flashes which can be used to determine correctly the procedure for overcoming a problem or surviving (eg. escape a trap, defuse a bomb, etc). |
| Death Sight | 5 | This allows the hero to determine the exact cause of death of a corpse. He can also see whatever the recipient corpse saw at the very instant of death with the intent of learning the identity of the murderer, or at least the location of death. |
| Diagnose | 5 | By carefully laying on hands, the character can sense the subtle currents of living energy within an organism. He can detect any flaws within this energy flow and diagnose ailments and injuries. |
| Medium | 5 |
This character can see and talk to spirits and ghosts.
Specifically he can; 1) Listen to and relate conversations with the departed. 2) Go into a trance and allow a spirit to enter his body in order to speak through it. 3) Sense the emotional state of the departed and whether they are being truthful. |
| Mental Wall | 10 | The character is totally immune to any form of possession, control or manipulation. |
| Passively Avoid Danger | 5 | Whenever there is impending danger to the character he avoids it by not noticing its there. He becomes distracted by a passing pretty girl and avoids a punch. He bends over to pick up the shiny pebble and dodges a bullet, etc. Gain +1 willpower save per 5 WIS, and +1 every 2 levels. |
| Precognition | 5 | The character can see up to WIS x1 minute ahead. If rebought he can see up to WIS x5 minutes ahead. If rebought again then WIS x10 minutes ahead. Then WIS x30 minutes ahead. WIS x1 hour ahead. WIS x1 day ahead. WIS x1 week ahead. WIS x1 month ahead. And finally WIS x1 year ahead. The visions only relate to the imminent death of others. This could be used as a tool by the GM for possible adventures. |
| True Sight | 5 | Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful). And can also see a death's head image over someone whose death is imminent. |
| Step 5: Careers | ||
| Whatever the character likes, though he may need to keep on the move to avoid cultists. | ||
| Step 6: Disadvantages | ||
| Gain
1 Psychological Limitation Insanity per 100 years alive due of the trauma of
outliving so many friends and loved ones and having to constantly avoid
death. Speaking of which.. Hunted; by the Cult of Kali. A cult who are in tune with the entity of death and try to act as her hand when those who were meant to die escape her influence. These people are devoted to her and will use special mystical blades to kill anyone who defies her and continues to live. Note that this is the only way the character can now be killed. They will begin hunting him at +10 points which means only the occasional one will turn up. As the character goes up in levels however, he will be seen as more and more a living affront to their mistress of death and their actions will intensify until reaching +20 points where they will be continuously coming up with major plans for trapping and killing the character. Someone reaching 20th level will be on the absolute top of their list of people to slay.. |
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