The Eril Adepts

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Tanndai Techknights

Remembered Much is still being discovered about the Tann. The greater population is what the alliance has come to know about them and their people. Born out of necessity, a race that rushed too quickly into their Technological revolution. A revolution that some how spawned this race that believes in a balance of ‘Sentient’ and ‘Machine’. The Techknights being the most notable; but not all things are the same, nor do they all develop the same. Splinter cultures are tested by time, weeding out the week or unlucky, or becoming pray to a larger group, or so many other possibilities. Now we learn about one such different group of Erilian that have survived and thrived, and a miracle it is at that.

Variant on a Theme: The Adepts of Eril.

As is often the case, when more then one person is involved, not all scientist believed or agreed on how to deal with their dying world. The group that evolved into cyborg’s believed, some where in there, that only machine had the strength to survive and by becoming one with machine, they as a people would survive, technology was their only hope. The adepts of Eril also believed that Technology was their hope, but instead of becoming one with it, they using it to discover Truths, Truths that could be used to help their people survive and save them. The idea that technology is a tool, and like any tool, can be used for many things. That the better the tool the more that one can get done, the more functional, the more useful. They believed that technology and science could be used to discover the secrets about themselves, their environment, and the universe around them. They saw it as a force of intensity, of efficiency. As a manifestation of their inner being almost.
They too are, in part, are rooted in old ways. The closer their society came too losing everything, the more this group tried to preserve the old ways, but improved by their knowledge. The dynamic was not to rely on tools, by themselves, but To learn to master the tools created by beings. Being that beings are faulty, so are the tools. So, Always know yourself, The Tool of Tools. The better the tool maker, the better the tool! There is nothing more that a mind can make, then a mind can imagine, and it’s use is no more complicated, as it is already in the mind that imagined it. What greater challenge could their be then to master a tool another has created.

There were lots of challenges faced by this social cluster. The tools only did so much to filter the noxious environment. The tools did only so much to supply the needed food. More was needed, from the beings themselves. The tools began to be used to help discover ‘par-up’s’ for a selective breeding process, that would help build in the needed resistence’s needed for survival and expand on the quality of The Tool of Tools. A breeding process formulated in that it would make a better, stronger, more resistant Sentient. Better sentient equal better machines therefore better tools as well. It all worked quite well when it got going... when it got going.
The next challenge came upon them being discovered by others. Luckily, the Techknight society hade evolved more into what it is known as today. Their own culture had a massive debate, but in the end they were not wiped out of existence. To the Techknight society these Adepts are seen as lower citizens and primitives. The fact they actually breed through physical means and that they don’t use cyberware makes them weeker but still they are.
The Eril Adepts believe passionately in Not using cyberware, and will go to all lengths to avoid it, but do not persecute others for using it.

The Adepts of Eril learned more to control their own strengths. To reach inward and uncover their desires and potentials, then to shape themselves to achieve all they can. The Tools are there to be mastered, as are the body and mind. The tools can help guide or light the way, if need be, but the greatest pride is set into those who can achieve more inwardly.
The Meet: unlike their brothers, the Techknights, the Eril Adepts are not identified, at birth or anytime, for what their meant for, whether they would or would not be better for one thing or another is irrelevant. Instead they are cultured in all thing from birth, which gives time for the infants to learn where their passions lay. Then they are free, and encourage, to peruse their interest.
They appear far more like Humans, which is closer to the base race before their world changed so much, so drasticly. They are driven, by their cultural beliefs, to learn and accumulate knowledge of every sort. Since their world has been uncovered, by species from other worlds, the Adepts of Eril have been eager to learn more about other sentient’s, their ways, and technologies. The young are often anxious to get out to explore, then return to share what they have learned. These are the ones the alliance worlds are starting to see. The Eril Adepts are still small in number, but some are starting to be sent out to discover what is OUT THERE, so that all can learn. You have probably seen or even worked with one, you just didn’t notice, as they look like everyone else who is human.

Character:

Str:+4, MD:+4, IQ:+4, AG:+4, CO:+4, Agg:+4, Int:+4, Cha:+4, (Plus they have 40 discretionary point to place as they choose into their Vital statistics. Max Varies. Base Racial Max is Str:120, IQ:120, AG:126, Con:120, but then these change base on distribution of discretionary points. Max. 150)
TK:-15, ML:-10, Per:-10, Bar:-10,
Che:45, Bio:60, Poi:60, Ele:40, Aci:50, Rad:45, Men:50, Son:35, Fire: 35 Cold: 50
BP:4+d10, Move:10/10/75, Height:69+3d6, Weight:169+(3d4x10), Attacks:2, 2damT
Vision:+10, Hearing:+10, Smell:+10,
Planet of Origin: Eril
Starting Cr: 6d6x1500 (No 50,000 for cyber)

Skills: Start with 2L Etiquette, 3L Hand to Hand, 2L Body Equilibrium
Starting Skill Points: 50

Special Abilities

  • Feature-1: Adepts of Eril pay -0.5 skill points less per level, for All Skills, and learn in -0.25 (-1/4) the time. In a Single Area (and it’s related fields) they pay -1.0 skill point less for skills purchased and learn in -0.5 (-½) the time. This represents their active roll and ability to learn.


  • Feature-2: Unique Matrix; The Adepts of Eril are matrix users of every type...kind of. They do Not however, Split Experience or Advance as Matrix users! Instead it is similar, to some degree, to a Jezzadic Priest... It is more like an active condition-programing that awakens and sets the knowledge within the Eril Adepts mind. The Eril Adept needs to have the power points and a teacher. If the teacher is of a different race it is very difficult, because most others don’t believe it is possible for the Adept to learn, usually the Eril Adept has to travel home to find a mentor among his or her own people, but they are always interested in learning from others and will try very hard to do this, if they want to learn a matrix.PP come from Experience Points and IQ Bonus. It is like purchasing skills, once the points are spent they are spent. The Adepts of Eril convert Experience at a rate =to '5000exp' = '5skill points' = '1PP', that then can be used for the training/conditioning of Matrix. The cost to train is simple, A First Energy Bracket Power cost 1PP, 2nd =2PP, 3rd =3PP, 4th =4PP, and so on. Once burned in they can then generate the matrix once per day. When the point is set, it is gone and can’t be reset. The Eril Adept can, however, generate the matrix additional times a day, if he or she has unspent power points, generating cost the same increment as the power to be generated , ie. A 3rd EB power burns 3 PP and can be used 1/day + 1 per 3 expendable PP used to generate it again... This also provides the Eril Adept with some interesting abilities and options. Since they don’t have levels, they are not limited to what level they can learn, which is regulated by the spending of PP. Of course to get those PP means less skills, in the end it is like splitting experience, even though they don’t. I mean, a 5th EB power cost 5PP, which is 25,000 exp which is one power once a day, initially. Also, One can Not use starting skill point to purchase powers, as the points represent the other training the Eril Adept received while growing up and Martrix take much more time and energy.The other thing to this is Jezzadic Priest Powers, the Adepts of Eril can learn them but be warned it takes double on average... follow me... to learn, let say Enhance Damage 2, it burns 4PP to learn, but to generate it it burns 4PP each time used! wow! that's a lot of PP, of course it can be of great benifit if one is wise how they work this, though costly to skills which miss-out.


  • Feature 3: The Eril Adept can burn (Permanently Spend) PP to permanently increase Vital Statistics. 1PP= +3% to the desired score(which is 5 Skill Points= 5000exp). It take about the same amount of time as learning a first level matrix 2-5 wks, as the Eril Adept channels the energies of his mind into the area, exploring, learning, and training. Concentration is needed in changing and enhancing the area (score). Note:[Strength skill cost 3 skill point and gives a +3 to the score... the Adepts of Eril are about the same but for any vital statistic...) Limit = Racial Max.

The Eril Adept NPCs

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