Overview
Expanding Universe Design Theory
Character Creation
Skill Lists
Trait Lists
How You Perform Actions
How Combat Works
About Arms & Armor
Damage & Healing
Invention Design
How Magic Works
Spell Design
Spell Klutz Table
Character Growth
Fear
Penalties List
Alien Presences
Five Inhabited Worlds
Maps
Outer Dimensions
Sentient Inhabitants
Technology
World Of Jarro
World Of Drallion
World Of Kamande
World Of Latoura
World Of Ornico
Action Table (PDF) rev.4
Basic Character Sheet (PDF) pg.1
Basic Character Sheet (PDF) pg.2-3
Basic Character Sheet (WP) pg.1
Basic Character Sheet (WP) pg.2-3
Blank Experience Sheet (PDF)
Shopping List (PDF)
GM Expectations
Legacy
Silver Spider
Sinister Academics
Personalities
Rumors
Timeline
Contributing Authors
Inspirations For Zamani
The Pulp Avengers
Wiki Style Info
Advanced Wiki Style
General Research Wiki For RPGs

This work is licensed under a Creative Commons
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It is copyright 2006 By Joseph Teller unquietsoul@gmail.com & Kiralee Mccauley dancingkiralee@gmail.com.

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The Fasika are humanoids of the 6th dimension, where time distorts, and are one of the species that apparently can mate with the various mortal beings.
To have Fasika as one's Mystic Heritage generally manifests itself in specific ways. The eyes of such a being are always golden colored and slightly larger than is normal (by about 25%) than is normal for their main heritage. Their body is generally shorter in the torso, longer in the limbs than is normal, with a slightly longer neck.
Characters with a Fasika heritage get a +2 their maximum Dexterity possible for their other species, and can use Growth points to increase their Dexterity if it is not at this maximum during game play until they reach the maximum. Dexterity points bought this way cost 10 Growth points each.
All Fasika heritage characters get a +2 Ranks to their Defense against all Ranged Attacks, both conventional and magical. This is because they are not quite firmly entrenched in time as others and in conflict situations this becomes more obvious.
When moving distance, especially in combat, Fasika do not conventionally cover the intervening distance - a Fasika that is taking an action as Full Movement (not a half move and attack/act) is impossible to hit at all with conventional attacks as they become naturally out of phase time-wise. This impossibility to hit does not apply to area effects (like grenades) or to magic based attacks that don't need to physically touch them, but these do get the normal +2 ranks of defense vs them if they are ranged.
Fasika heritage characters should always take the Mystic Sense smell.
Many Fasika have a Bottomless Stomach, Visions And Portents or Fast Reflexes, but not all. Some have Longevity or Ever Young while others have Short Lived.
Fasika cannot take the traits Absolute Time Sense, Mechanical Genius, Cadaverous Looks, Brutish, Cannibal and of course cannot take any other Mystic Heritage.
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