Previously we have covered the first three archetypes of Fading Suns characters – Noble, Priest and Merchant. Now we come to the last of them – Those Who Differ. The Aliens.
There are a number of alien species in the Fading Suns universe, but only three of them are an option in the core rulebook, those of the Obun, Ukar and the Vorox.
The Ur-Obun and the Ur-Ukar are technically the one species who followed and worshiped the mysterious Anunnaki long ago. There was some kind of schism or war between the Anunnaki and the loosing side took the Ukar from their homeworld and planted them on a harsher desert world millennia ago. Technically they are elves in space.
The Obun are a peaceful, philosophical race with a natural talent towards psychics. While most alien species are not well treated by humans, the Obun are generally respected as advisors and councillors, and one is a trusted advisor to the Emperor. They even have their own sect of the Church. So, yeah, your typical elf.
The Ukar are different. They are a warrior race, raised on a harsh world, only to fall foul of the humans and lose the following conflict with them. Embittered, divided and with long running feuds between clans, they are generally seen as violent, murderous thugs, assassins and criminals. It isn’t always without reason either, and those skills are valued. Think dark elves – and they even live underground as well.
The last of the alien races are the Vorox. Think of a cross between a lion and a bear with six limbs with poisonous claws, and just as big, all with the ability to think. Considered big dumb brutes with unwavering loyalty and trained as elite shock troops by many. They remove their poisonous claws to show their civilised nature, all except for the nobles who are allowed to keep one as a mark of their rank. Very much murder machines.
I’m not a fan of your typical elves, who have been overused and worse, which rules out the Obun. And while Vorox are fun (and borderline broken) we don’t need another combat specialist. So that leaves the Ukar, a race of embittered and touchy criminals and assassins, and that sounds fun.
Our character is going to be one of those sort; Vasaati the Ghost is a killer and criminal who fell in with Lady Isabel. Surprisingly she found a human that actual somewhat understood her people and could speak her language, and a person that had use for her skills.
All Ukar have the same Upbringing, which modifies their characteristics slightly from those of humans. They have a base of 4 for dexterity and tech and a maximum of 9 for both strength and endurance. Their upbringing gives them Strength +1, Dexterity +1, Perception +2, Passion or Calm +1, Psi 1 and Urge 1, Fight +1, Sneak +1, Knavery 1, Speak Ukarish, Speak Urthish and Survival 1. They have the blessing of Sensitive Touch (+2 Perception to discern touched objects) and the curses of Bitter (-2 Calm when dealing with humans) and Ostracism (Mild.) For Vasaati we go with Calm as I see her more as a cool and calculating type.
Next we come to her Apprenticeship. Ukari can join a guild her, going down the Merchant route if they wish. Otherwise they can choose between Chieftain or Warrior/Outlaw. I don’t see Vasaati as being the type who leads so for her it is Warrior/Outlaw. That gives her Strength +1, Dexterity +2, Endurance +1, Passion or Calm +1, Dodge +1, Fight or Melee +2, Impress +1, Shoot +1, Knavery 2, Lore (Poisons) 1, Stoic Mind 1 and Survival 1. For her we choose Calm again and also Fight – Vasaati prefers using her hands to knives.
Early Career has the same two choices so we continue down the Warrior/Outlaw line. That gives her Strength +2, Dexterity +1, Endurance +2, Perception +1, Extrovert or Introvert +1, Passion or Calm +2, Faith or Ego +1, Dodge +1, Fight or Melee +2, Impress +1, Shoot +1, Knavery 1, Lore (Poisons) 1, Stoic Mind 1, Survival 1 and Benefice: Family Ties (3pts). They also choose between Jox Kai Von Kick Boxing (Martial Fist, Martial Kick, Martial Hold) or Kraxi Knife Fencing (Parry, Thrust, Slash). Vasaati goes with Introvert, Calm and Ego – continuing on with the cold and calculating route, but with a strong sense of self. Once more they choose Fight and take the martial arts options – Vasaati is deadly without weapons.
For her two extra stages, Vaasati goes with the Cohort Tour of Duty followed by Another Tour of Duty. That gives her 4 points to put into characteristics and 21 to put into skills. For her characteristics, she puts 2 points into Wits, 1 into Perception and 1 into Ego. For the skills she goes Sneak +4, Observation +3, Knavery +2, Search +4, Streetwise +3, Inquiry +3 and Lore (Poisons) +2.
For her two Worldly Benefits, the first is Promotions and Rewards (1000 firebirds rank increased by 1 level) and the second is Friends (choose 4pts from Ally, Contact, Gossip Network, Retinue, Passage Contact or Refuge). Vaasati puts 2pts into Refuge (the equivalent of a small farm), 1 point into Contact (a weapon and poison supplier) and 1 point into Ally (a Decados knight). One thing to note is that the core rulebook does not show the ranks that aliens can gain
She spends her starting money on a dirk (4 firebirds), a heavy revolver (250 firebirds) with 30 rounds (30 firebirds), studded leather armour with plastic studs (15 firebirds), a squawker (50 firebirds), 3 doses of plox blade venom (75 firebirds) and 3 doses of grixi poision (150 firebirds). That gives her 426 leftover firebirds. The plox blade venom can paralyse those struck by it, while grixi causes excessive bleeding in its victims that is hard to staunch.
Vaasati’s final character looks like this;
Attributes: Strength 7, Dexterity 8, Endurance 6, Wits 5, Perception 7, Tech 4, Passion 1/Calm 7, Introvert 4/Extrovert 1, Faith 1/Ego 5, Psi 1, Urge 1, Wyrd 7, Vitality 11.
Natural Skills: Impress 5, Melee 3, Charm3, Observe 6, Shoot 5, Dodge 5, Sneak 8, Vigor 3, Fight 8.
Learned Skills: Knavery 6, Survival 3, Lore (Poisons) 4, Stoic Mind 2, Search 4, Streetwise 4, Inquiry 3, Speak Ukarish, Speak Urthish.
Blessing: Sensitive (+2 Perception to discern touched items).
Curse: Bitter (-2 Calm when dealing with Humans), Ostracism (Mild).
Benefice: Cohort Charter, Rank (3pts), Family Ties.
Equipment: Dirk, Heavy Revolver with 30 rounds, Plastic Studded Leather Armour, Squawker, 3 x Plox Blade Venom, 3 x Grixi.