THE FISHMAN:
Smaller and more Intelligent than normal. Found a way to run from its Ternasect Master.
More information on The Fisman later on.
(The Ternasect have suppressed other Felorms memories of his escape, as to make it seem such a behavior is not possible. Otherwise, he would probably have contacts and enemies within the colony. The contacts that are introduced are only so if he manages to free them and of those, only the Allies are deemed as worthy of such a risk. This however, could very well be something he will ask The Hybrid Pirates to help him with, possibly even gaining new additions for the crew. There is also a distant possibility to liberate the Felorm Colony/Colonies and form a seafaring nation under the Hybrid Pirates flag.)
NAME:
AGE:
GEOGRAPHICAL BACKROUND: Felorm
SOCIAL BACKROUND: Felorm
EDUCATION: Felorm
OCCUPATION: Felorm (11 CP), Pirate (6 CP)
ADVANTAGES: Felorm (2 CP), Claws (0 CP), Natural Armor (0 CP), Amphibian (0 CP), Sharkbond (0 CP), Keen Senses:Underwater Smell (0 CP), Sensitive to Sound (0 CP), Natural Environment:Ocean (0 CP)
DISADVANTAGES: Enemy:Ternasect (+1 CP), Phobia:Ternasects (+2 CP)
MUTATION: -
ATTRIBUTES: 3 CP
STRENGTH: 17
CONSTITUTION: 17
COORDINATION: 17
ADAPTATION: 16
PERCEPTION: 14
INTELLIGENCE: 10
WILLPOWER: 16
PRESENCE: 2
REACTION: 14
STUN THRESHOLD: 17
KNOCK THRESHOLD: 27
MELEE DAMAGE: +3
DAMAGE RESISTANCE: -4
NATURAL RESISTANCE: -3 (-3 for Drugs)
LUCK: 15
CONTACTS: 4 (Pirates), 12 (Old Felorm Colony)
OPPONENTS: 4 (Pirates)
ENEMIES: 1 (Pirates)
IMPORTANT ENEMIES: 1 (Ternasect)
ALLIES: 1 (Pirates), 2 (Old Felorm Colony)
FAME: 16 (as a pirate)
SAVINGS: -
GEAR: Lance, Crude Knife, Underwater Bag, Hydrating Armor
6 Acrobatics/Manouvering (COO/COO) = 12
10 Armed Combat (STR/COO) = 16
11 Athletics (STR/COO) = 17
6 Endurance (CON/WIL) = 12
11 Hand-to-Hand Combat (STR/COO) = 17
11 Hunting/Tracking (PER/ADA) = 16
12 Knowledge of Environment:Oceans (INT/ADA) = 16
9 Knowledge of Nation/Organization:Ternasects (INT/INT) = 11
3 Knowledge of Nation/Organization:Pirates (INT/INT) = 5
10 Language:Ternasects (INT/INT) = 12
7 Language:Neo-Azuran (INT/INT) = 9 (Root:Azuran 3+2 = 5)
11 Martial Arts:Wrestling (COO/ADA) = 17
11 Observation (PER/WIL) = 16
10 Language:Ternasects (INT/INT) = 12
12 Sharkbond (WIL/WIL) = 18
11 Stealth/Silent Movement (PER/ADA) = 15
6 Survival (ADA/WIL) = 11
FELORM: -2 to Intelligence, -8 to Presence for a minimum of 2, +2 to Strength, +3 to Constitution, +2 to Coordination, Amphibian, Natural Environment:Ocean, Claws, Natural Armor, Keen Senses:Smell Underwater, Sensitive to Sounds, Sharkbond.
Amphibian: Felorms are amphibian creatures and do not suffer any penalties on any actions underwater. They can only remain outside water for around two hours and suffer -3 penalty on their actions within the first hour, and -5 penalty within the second. This amount that can be stayed outside water can be extended with use of Hydrating Armor.
Natural Environment:Ocean: Felorm are Oceanborn by native and treat -3 Knowledge of Environment:Ocean skill as Knowledge of Environment:Ocean (without the -3) but treat Knowledge of Environment:Underwater Cities and Stations as -3 Knowledge of Environment:Underwater Cities and Stations instead (with the -3).
Natural Armor: Felorms body is coated with fish like scales, providing them with Natural Armor of 5.
Keen Senses:Smell Underwater: Felorms have the Keen Senses:Smell ability that only works on underwater environment.
Sensitive to Sounds: Felorms are sensitive to sounds, and have the Keen Senses:Hearing outside of water, but suffer -3 on their Damage Resistance and Shock Threshold against Sonic Weapons while outside of water.
Sharkbond: Felorms can develop a special ability called Sharkbond (-3 WIL/WIL) for normal cost. It can be used in the same way than Eloquence/Persuasion, Socializing/Seduction or Intimidation when the target is of any species of Shark.
FELORM BACKROUND: +5 to Knowledge of Environment:Oceans, +3 to Knowledge of Nation/Organization:Ternasects, +3 to Language:Ternasects, +3 to Athletics, +2 to Hand-to-Hand Combat, +2 to Stealth/Silent Movement, +2 to Hunting/Tracking.
The enslavement by The Ternasect left The Fisham with a fobia, and he would never dare to think about rising against a Ternasect. At least, not by himself...
INDIVIDUAL GOAL 1: Free an ally from his former Felorm Colony.
INDIVIDUAL GOAL 2: Free his former Felorm colony from the suppression of Ternasects.
INDIVIDUAL GOAL 3: Form a thriving Felorm nation under several freed colonies.
Will spend his first 5 EXP on +1 to Strength. Then improving on Acrobatics and Endurance and maybe Strength again.