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The Alien Wars 6:
Fall of Eden

Entry Level Stats:

Inflitrator Runner - 5 Intelligence, 3 Mind

Samurai Runner - 4 Intelligence, 4 Strength

Steam-Punk Runner - 6 Willpower, 4 Intelligence

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The Inflitrator Runner is a Tech-Runner that focuses their mods and augmentation more toward hacking, inflitration of places, and Net Ops. They are great at espionage moves and mods, and are designed with attack moves and special moves that are geared toward in and out strikes. This does not mean they cannot fight, and do not have hidden weapons and strikes. It just means when you make your moves, hacking and espionage moves will have less burn time/go time than your attack moves.

They are great at detecting people if they have the right mods, hacking into cameras, and getting into Corporate HQs if you build them up right with mods and moves. While they are more balanced to aid and strike from afar, or draw people into their true battleground - The Net, it does not mean they cannot fight dirty. But like Samurai Runners, they need places with Complete Synch to do a good job. Places like Geyze without technology leaves them vulnerable and weakened without Synch Drives to charge them up.

Their attack and special moves reflect more of a player who is into fighting with low-key weaponary and using hacking as their main main go-to button, like Asarar Cypher. They can cause massive damage using the world around them on their opponents, but that does not mean they cannot hold up well in a fight if needby. They are augmented just enough to hold their ground long enough - but their augmentation does make them weak so mental attacks, so that is why they often try to throw people like Psions into the Net to get rid of them.

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The Samurai Runner is a Tech-Runner that focuses their mods and augmentations on combat and style. Their cyborg body has been augmented toward defense and battle, making them tougher and harder to kill. They are the types to have long trench coats, sun-glasses, and swords to come out of their arms to slice and dice you. Well, that's just a possibility.

They are able to use their attack moves and special moves to do more damage, strike harder and faster, and are able to use inhuman strength and power to reach hard to get places. They are possibily able to take a fight to a Fighter easily if not for a few key weaknesses Tech-Runners have (See the link above for for details). They are able to minimal hacking.

One of the top tier fighters after Warrior Monks and Fighters, their augmentation is also their weakness since they need to be in Synch heavy worlds to perform their best and if they are out of their element their performance levels drop heavily. If they are in Complete Synch, they can conceiveably fight, if they are augmented heavily enough, at high speeds. However, various weaponary like EMPs or other things that affect their augs and mods can make them lose their functionarily, which means they have to overcome their weaknesses and it is something players need to consider when building their character.

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The Steam-Punk Runner is a Tech-Runner who is completely different from the other two. Much like the Bullet Mage is for Kumen, the Steam-Punk Runner is for Geyze. Designed to run off Spirit power, aka, Spirit Fossils or Spirits, the Tech-Runner's augmentations and cyborg parts are built after the capital city of the Hapians' steampunk style. This means the Runner can use Spirits if they can summon them to power their body to do their attack moves and powers, or if not, use Spirit-Fossils.

Steam-Punk Runners are a combination of Inflitrator and Samurai Runners, having a little bit of both their abilities. Since they are made off Spirit-Tech, there are limitations in both areas and they need to be in Spirit Rich areas, so they cannot operate in barren life areas, such as Kumen, without Spirit Fossils.

Unlike the other two, they are stronger in Spirit areas, and so they become weaker in the exact opposite, and EMPs do not affect them and weaken their augmentations. Which is a high advantage. Instead, weapons of death that destroy the spirits and/or burn up the Spirit Fossils, blowing out those augmentations are what is their danger point. Otherwise, they are much alike compared to them and work much like a little of both.

As far as summoning goes, they need to have the moves for summoning in your attack moves/special moves to use them to power, and they must be Lesser Spirits only. They can call, if they meet them, 1 Great Spirit only of their element to power their body and make their augmentations stronger as an attack move, boosting their powers and strength as an attack move, but they cannot use the Great Spirit as a companion like Summoners do.

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Below is the Tech-Runner bonuses as well as suggestions if you wish to pick them - note you do not have to follow the suggestions.


Moral Center: No suggested Moral Centers

Meisters: They make poor Meisters except for the Steam-Punk Runner.

Recommended Races: Human, Biotects, Asmos for the first two, many races for the latter.

Action Points: 8

Mods: They get 2 free Tech-Runner mod points.

Weapon/Armor Level: Beginner

 

 

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