Weaver

WEAVER: The enigmatic, aquaric weavers, are a alteration of the original Aldrath. This race is made up of the Aldrath that had keen interlect and technological savy. They willingly mutated themselves in a last effort to save their beloved empire. Though half succesful, the effect left them in a cronic state of celldehydration, as a consequence they must emerge themselves in water regularly to sustain themselves.



Though Weavers are free to pursue their own adventure and explore, the bigger part join The Seekers, who are predominantly made up of Weavers.



The Weavers are known to seek higher tech levels and together with the Praetorians, they wish to understand technology, but respect and adhere to the code, laid out by the Custo Remnants. If the Remnats are the muscle of that alliance, the Seekers are the brain.

Weavers stand 6-7 feet tall on average, and have slender builds. Their skin have a pale blue color, and their eyes slither as they constantly moisterise their eyes. The race is in general polite, but can seem aloff of the “lesser” races, and generally frown upon petty insults and violence, as they cherish keen interlect, science and the power of the mind.

Weavers can be adept Psionics, but more often than not lean towards science.

Nickname: Blue-ones.


 * Keen interlect: Weavers are genetically superior interlectually than other races and start with a d8 in Smarts, they may raise it to d12+1.
 * Dehydrated Cells: Weavers cells begin to break down if they are not submerged in a body of water 1 hour out of 24 hours.
 * Natural Weaponry: Weavers have retractable quills that does Str+d4 in combat, they can be shot with athletic skill. If shot, regenerate quills once per day.
 * Mutated physiqe: Unplanned mutation, have left the race more frail than others, the cost for increasing Vigour is x2.
 * Atuned to water and cold: The Weavers receive a +2 to resist cold effects. They also devoloped gills, and can breathe underwater.
 * Natural Swimmer: Weavers Swim with a pace of 10 and a d8 running die when submerged in water.
 * Curious: The Weavers have a hard time, letting high or unknown tech go, without first researching and understanding it. They must make a Spirit at -4, to not be distracted of strange tech and “magic”.