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The Alien Wars 6:
Fall of Eden

This race is native to the Delta Quadrant. They hang out around the Kumen Colony primarily, and rarely are seen on the Geyze. They are shapeshifters and can turn into any race or person, gender or age. Their normal look is quite awful to look at, with a terrible looking shade of red hue and bulbous ears, and their face is wrinkled. Their eyes are red as well. The males and females are both bald and have no gender distinctive parts. The strange part is when they change races, they take on the genetic traits of that race. However, extreme damage, being knocked unconscious, and whatnot reverts them back to to their normal appearance unless they have certain items to prevent it. (Stimilant packs to keep their body awake, etc).

They are physically weak but one trait they do have is to stretch out physically, almost like Mr. Fantastic Four. They cannot do all the tricks he can, but they can stretch their arms and body up to 4 feet. As well as their legs. They are able to resist extreme colds as well due to their genetic traits. When they take on another race, though, they take on their weaknesses, but not their powers.

The race is known for being mercenary like and taking jobs as assassins, taking on the looks of other people to frame them. They use their shapeshifting to get into places and then turn on the people who think it is a loved one or a friend. As such they are not well liked and have to use collars that inhibitant their powers.


Moral Center: Neutral, "Some what Bad, Bad, Closed Off

Age: 500

Meisters: They make horrible Meisters

Recommended Classes: Shadow Thieving, Transformation Warrior Class

Mod Starting Capacity: 15

Unique Character Trait: Shifting

Due to their shifting abilities, they can use it to improve on their moves, and their attacks and special moves. This unique character trait is one of their best weapons to use against other characters.

1 Shifting Move: Allows a Ske'ral to shift their hands about to examine objects to look for clues that other species cannot detect. (works in conjucture with Perception Stat)

3 Shifting Move: Allows a Ske'ral to maintain their form even in unconscious if activated in a session before knock out.

5 Shifting Move: Allows a Ske'ral to make their hands into various weapons to clobber an enemy. Can be used as Beginner Level Weapons until the Ske'ral gets stronger.

7 Shifting Move: Allows a Ske'ral to detect and disable another Ske'ral's shifting ability by letting out a certain vibration sound.

9 Shifting Move: Allows a Ske'ral to shapeshift 3 other people with them to get past certain people. This only lasts for 15 turns; can spend Action Points to last longer.

 

 

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