ERRO

Bio-Energy Construct (+4)

As a construct, Erro do not need to breathe or eat, they are immune to poison and disease, and they are unable to heal wounds naturally. Wounds must be healed using the Repair skills, which is treated as the Healing skill, but with no Golden Hour.

Primary Drive (+2)

Erro are constructed by other Erro. When they are created, a “culture memory” is uploaded into their data banks, giving them all the basic information needed to live. As they progress through a basic “school” system, they are given the chance to determine their own purpose. They may choose their own upgrade, taking the form of increasing an Attribute die by one type or taking a d6 die in any skill.

Innate Augment (+2)

As part of determining their function and purpose, Erro are outfitted with augments at “birth”. They receive the Cyberjack augment (Science Fiction companion, pg. 30) and one other 1 Strain value augment of their choice. The Cyberjack augment does not count against their total Strain value.

Outsider Hindrance (Minor, -1)

Erro are treated with mistrust, paranoid, and sometimes hostility by toppers and on the surface. This leads them to generally remain in their subterranean homes, minimizing the impact of bigotry on their lives.

Inorganic Biology (-2)

Because their bodies are not biological, the Erro can never take the Linked or Psiology Arcane Backgrounds, and may never be positively affected by Linked or Psiology Powers. They may still take the Psionics and Synthesis Arcane Backgrounds, as their mind is formed of Kori energy.

Dependency (-2)

Erro must replenish their Kori energy to survive. Regardless of what form of Kori they are powered by (solid, liquid, gas), they must recharge or interact with a substantial source for at least one hour every day. They suffer one level of Fatigue for each day that passes without recharging, and this can lead to death. The Fatigue recovers at a rate of one per hour when recharging.

Environmental Weakness: Electricity (-1)

Although Erro run on Kori, electricity can be catastrophic to their circuitry nervous systems. They take +4 damage from electrical sources and suffer a -4 penalty to resisting electric effects.

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