Adventurers Of The Anomaly – “Zin”, Seeker Of Refuge

The invaders – formless, writhing, corruptive, tumors in the fabric of reality which inverted life into something even more malignant than mere undeath with simple contact – had driven many mad by their mere presence. Their arrival distorted space and time, surrounding Karresh with a dimensional maze of twisted reality. Nevertheless, with great courage, sacrifice, and heroism over a time distorted and thus inconsistent and unknown… the people of Karresh had driven them back.

It had not sufficed. Behind them they left the Withering – sometimes known as the Cinghalum. Whether it was a weapon of the invaders, or if their touch alone was enough to infect the world is unknown – but the Withering slowly spreads into any solid unliving matter – poisoning, draining, and eventually consuming any living beings within its domain.

Massive barriers of life energy were set up to contain the corruption – but while those barriers are holding for now, the Withering/Cinghalum constantly strains against them, growing stronger by feeding on its cage. All too soon the containment barriers will inevitably fail and the Withering will be set free to fulfill its mindless purpose.

A solution – or a refuge – was needed, but the remaining heroes, mages, and artificers of Karresh were fully occupied in containing the Cinghalum – and all their lore, theories, and experiments failed in the face of the Withering. Yet, in facilities across the world there were large numbers of now-redundant but nearly-finished war golems.

They were re-purposed. Tough and durable, they could pass the dimensional distortions that still roiled about Karresh without the mighty efforts that sustaining larger, safer, gates would require – to seek among the myriad alien worlds of the Dragon’s Scales a solution or refuge. Their purpose of destruction rewritten to seek out an alien solution to the Withering – or a suitable refuge for Karresh’s remaining inhabitants to retreat too. Each golem was sent to a different possible world with two objectives: gather information about the local environment to determine suitability for colonizing and search for something that could cure or stop the withering

And so Seeker 21N / “Zin”passed into the Anomaly.

Karresh World Laws:

  • Mystic Mechanisms: you may build and take the equivalent many items of of d20 Modern and Future (Tech Level 6+) Gear as equipment, at the usual 1 GP = 20 Credits equivalence (Immunity to Tech Level Restrictions, Common, Minor, Epic, 18 CP).
  • Power Storage: May store (Con) generic spell levels, using them to either power equipment or to power quick spells (Power Words, Specialized and Corrupted for Triple Effect / only to store generic spell levels, may only be channeled into other abilities, 6 CP).

K’areshian Seeker Probe Golem (31 CP / +0 ECL Race):

  • Golem Body: Immunity To Metabolic Effects: Seekers do not suffer further damage for being at zero or negative hit point totals regardless of activity, need not sleep, eat, or breathe, do not age, and are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening effects, and energy drain. That’s (Very Common, Major, Great), Specialized and Corrupted/Seekers do not heal naturally, can be affected by spells that target constructs, metal, or wood, gain only half effect from magical and psionic healing effects, cannot use beneficial drugs (alchemical bonuses), and – even if they do not need to sleep – must rest at least four hours a night and for eight hours to regain spells and such as usual (10 CP). They are, however, “alive”, do have constitution scores, and are entirely vulnerable to unlisted effects as any other character would be.
  • Sensor Suite: Shaping, Specialized for Increased Effect and Corrupted for Reduced Cost / only to generate level zero divination effects (4 CP). Such effects include Detect (Magic, Psionics, Poison, Disease, Time, Location, Dimensional Disturbances, Ores, Nutritional Value), Find (Fish, Game, Forage, Campsite, Water, Oil, Gold, Personal Items), Know (Diagnosis, Direction, Numbers, Age, Origin, Creature Classification, Plant Classification, Immediate Past, Weather), Assay (Purity, Creature, Plant, Literature), Link (set a short-term “bug”, “camera”, or “tracer” on something touched), and speeding up a search (Sift). A Seeker is equipped to analyze new worlds and their creatures so as to seek out a realm suitable for colonization.
  • Technomagical Body: Innate Enchantment. A Seeker comes with up to 11,500 GP worth of built-in gear and enhancements (12 CP).
    • Core Enchantments (5730 GP):
      • Durable Construction: Immortal Vigor I, Personal-Only (x,7) (1400 GP).
      • Librarian’s Zeal (1400 GP): Personal Haste (x.7, +30′ to movement, but instead of an additional attack the user halves the time required for searching, studying, gathering, writing or sorting).
      • Micro Thopter Foundry: Summon Bird (L0, produces a reasonably obedient small bird (in his case hummingbird ornithopters) which will remain for 2d4 minutes. These have no significant abilities but can fly and swim at 30′. The user may not summon more than five at a time (x.9) = 900 GP. (These are usually combined with a couple of links from his sensor suite to do remote scouting).
      • Compact Design: Reduce Person (Personal only x,7, cannot be deactivated x.7, 980 GP) All Seekers were reduced in size to make them less conspicuous/threatening.
      • Reconstruction: Repair Construct (Light) (50/week recharges 15% per day, 800 GP) Allows for self repair and maintaining equipment.
      • Reconfigurable Hands: Traveler’s Any-Tool: Universal masterwork tools (250 GP)
    • Built-In Technomagical Devices (1800 GP):
      • Adamant Framework/Main Body: Boost Armor with Gravlight (Max Dex +1, Armor Check -2), Improved Defense II (+2 Armor), and Increased Range of Motion II (+2 Max Dex), Rigid (+1 Armor Check Penalty). Total +7 (+3 Improved Defense = 10) Armor, +4 Max Dex (+2 IRoM, +1 Nimbleness = +7), Armor Penalty 3 (+1 Rigid -2 Gravlight -2 Nimbleness = 0), Speed +10, +4 Str, +2 Reflex Saves. (1000 GP). Net: +9 Armor, Max Dex +7, Speed +10, Str +4, Reflex Saves +2
      • Aegis/Force Shield (225 GP): DR 5/- and General Energy Resistance 5 (a set of Energy Shields and a Personal Force Field). In theory this has duration restraints, but in practice those won’t matter much.
      • Lens of Lingering Twilight (200 GP): Multioptics Band: Low-Light, IR, Ultraviolet, Telescopic/Microscopic Vision x60, +2 to Perception, Computer Link.
      • Memory Crystal Familiar (200 GP): Computer, HUD, Audiovisual Recording, Printer, Software (Various, more is added as Equipment).
      • Skyshaper (33 GP): Jetpack.
      • Storage Compartments x 3 (40 lb capacity each, 15 GP). Normally one for hardcopy reports, one for sample storage, and one for miscellaneous storage). The original design called for extradimensional spaces – but the only real advantage of those versus internal compartments is reducing encumbrance. Given that this design includes +8 Str, a little extra encumbrance should not matter.
      • Thief’s Bane Orb (20 GP): Motion Detector, effective through modest thickness of normal construction materials.
    • Minor Items (107 GP Total): Advanced MedKit (+2 Bonus, 3 GP), Bolt Cutters (2 GP), Basic Electrical and Mechanical Toolkit (35 GP), Fire Extinguisher (4 GP), Flash Goggles (25 GP), Grappling Tether (5 GP), Microtorch (Arcwelder/Cutter, 2d10 Fire Touch Attack, 10 GP), Portable Environment Generator (Only works in relatively livable environments, 14 GP), Power Backpack (Micro-Fusion Generator , 4 GP), Tactical Flashlight (3 GP), Universal Communicator with Satellite Datalink (3 GP).
    • Occult Weaponry (610 GP):
      • Concussion Rod: 2d8, Crit 20/x3 (45 GP)
      • Laser Sight (+1 with Ranged Attacks, 25 GP),
      • Solar Lance: Laser Rifle with Heavy Stun option (3d8 Fire, Crit 20/x2 OR DC 18 Fort save or 1d4 rounds Stun, 80′ Range Increment, Semi-Automatic/Full Automatic, 450 GP)
      • Tidal Bolt: Concussion Rifle with Heavy Stun (Fort DC 18) Module: 2d10, every 5 throws back 5 (90 GP)
    • Runic Skeleton (Cybrenetics, 3290 GP):
      • Artificial Twitch Fiber II (Cyberscape) / +4 Dex (600 GP).
      • Artificial Muscle Fiber II (Cyberscape) / +4 Str (600 GP)
      • Data Archive: All skills are class skills, +4 to Knowledges (Arcana, Engineering, Religion, and Scholar) (375 GP).
      • Feat Plexus with Four Feats (2250 GP)
        • Hypercognition I/Augmented Bonus, Adds Dex Mod to Wis-Based Skills,
        • Hypercognition II/Augmented Bonus, Adds Dex Mod to Int-Based Skills,
        • Fiberoptic Nerves I/Augmented Bonus, Adds Dex Mod to Con Mod for Cybertolerance Purposes.
        • Fiberoptic Nerves II/Reflex Training (Combat Reflexes Variant).
      • Miniaturized Antishock Implant (75 GP). Removes special vulnerability to electrical attacks.
      • Neuron Boosters II (Cyberscape)/ +4 Int (450 GP)
      • Proverb Chip (Cyberscape) (100 GP): +2 Wisdom
      • Redundant “Organs” (Systems) (Cyberscape) (325 GP): +4 Con
  • Basic Programming: Immunity (any need to purchase proficiency with their racial built-in gear). This does not provide proficiency with external gear of the same type (Common, Minor, Minor, 4 CP).
  • Resilient Enchantment: Immunity/Dispelling and Antimagic effects on personal enhancement spells. Specialized/ Only for racial innate enchantments. Seekers are well built and are reinforced against having their core enchantments disrupted (Common, Minor, Major, 6 CP)
  • Still A Golem: Incompetent (Social Skills): War golems are overly stoic and generally have a hard time understanding social situations resulting in -3 to social skills (-3 CP).

The Seeker Racial Template is quite literally exploitative. It’s using the Warlock Exploit – the fact that high-tech gear is extremely cheap for what it does when mixed with a fantastic monetary system based on dragon-horde sized heaps of gold, combined with the rarely-used “innate mundane items” application of Innate Enchantment, and an (18 CP) immunity to the normal technological limits of the setting – to basically be Iron Man or a video-game super-soldier.

On the other hand, the Anomaly IS pretty much a “RIFTS” style setting – and this really has noplace else to go; these bonuses are already about as good as technological equipment gets, can’t be readily modified, and generally won’t stack with external gear. Given the nature of the Anomaly, a Seeker will fit in well enough there – although I wouldn’t try to use it in a normal setting. For that… try an Ironclad or a Clockwork Ranger.

Low-Level Adventurer Template:

Everyone on the Anomaly gets either the NPC (adjusted for people who just want to live quietly) or the Adventurer version of the Template for Characters in a Low-Level World. Not too surprisingly, this character is getting the “Adventurer” version. To summarize it’s effects:

  • A -3 penalty on unskilled skill checks.
  • Slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active psionic or magical skills. These are, however, considered to be natural skill ranks.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents or “knacks” appropriate to their home universe – one Class-A (roughly equivalent to the effects of a first level spell or power) and one Class-B (roughly equivalent to the effects of a cantrip). His are +2 Dexterity and a +1 Universal Damage Reduction.

Skill List:

  • Characters will be using the Condensed Skill List, complete with the various skills special functions. These may, however, be adjusted for world or origin; Sci-fi characters rarely spellcast, but often have other special talents. Skill Checks are normally made on 3d6, and characters may “take 15″ instead of “20″. They are normally assumed to get a “5″ for passive checks, such as to notice something in passing.

“Zin” – Repurposed War Golem / “Seeker 21N ” Advance Scout Golem

Available Character Points: 72 (Level Two Base) +28 (Experience, just starting level Four) +8 (Duties: Search for an answer to the withering and gather information about the local environment to determine suitability for colonizing. Make contact periodically to report, get new orders, and send important samples back) +3 (Disadvantage / Outcast (blatantly obvious construct)), +12 (L1 and L3 Bonus Feats) = 123 CP.

Basic Attributes: Strength 11 (-2 Size +4 Enh +4 Cyber +1 Level = 18), Dexterity 16 (+2 Size, +2 Knack, +4 Cyber = 24), Constitution – 14 (+4 Cyber = 18), Intelligence – 14 (+4 Cyber = 18), Wisdom – 12 (+2 Cyber = 14), Charisma – 12 (Pathfinder 25-Point Buy).

Basic Abilities (53 CP):

  • Hit Dice: 6 (L1d6, 2 CP) +12 (L2-4d6, 6 CP) + 12 (Template) +12 (Immortal Vigor) +32 (8 x Con Mod) = 74 HP.
  • Skill Points: 6 (Purchased, 6 CP) +8 (Fast Learner from Level One, 6 CP) +28 (7x Int Mod) = 48 SP.
    • Adept x2 (12 CP): Buys Perception, Solar Flare Martial Art, Stealth, Survival, Arcana, Engineering, Religion, and Scholar for half price.
  • BAB: +1 BAB (6 CP), +2 BAB Specialized /Ranged Attacks Only (6 CP).
  • Saves:
    • Fortitude: +1 (3 CP) +4 (Con) +1 (Mor) +1 (Comp) +1 (Res) +1 (Luck) = +9
    • Reflex: +1 (3 CP) +6 (Dex) +2 (Eq) +1 (Mor) +1 (Comp) +1 (Res) +1 (Luck) = +13, +19 for Block.
    • Will: +1 (3 CP) +2 (Wis) +1 (Mor) +1 (Comp) +1 (Res) +1 (Luck) = +7
  • Proficiencies: As derived from his internal systems (0 CP).
  • Initiative +7 (Dex) = +7
  • Move: 30 +30 (Enhancement) +10 (Armor) = 70,
  • Armor Class: 10 (Base) +7 (Dex) +9 (Boost Armor) = 26

Usual Attacks:

  • Solar Lance: +17 (+3 BAB +7 Dex +3 Comp +1 Morale +1 Sight +2 Martial Art), 3d8+1 Fire Damage, Crit 20/x2 OR DC 18 Fort save or 1d4 rounds Stun, 80′ Range Increment, may fire on full automatic for any one of 1) +4 to the Attack, 2) Hit 1d4 members of a group, or 3) Do double damage/require two saves against double any applicable DR.
  • Tidal Lance: +12 (+3 BAB +7 Dex +1 Morale +1 Sight), 2d10+1 Force Damage and Knockback OR Knockback and DC 18 Fort save or 1d4 rounds Stun, 80′ Range Increment
  • Concussion Touch: +6 (+1 BAB +4 Str +1 Morale), 2d8+1, Crit 20/x3,

Other Abilities (70 CP):

  • Universal Damage Reduction 2/- (Totaling 10/- with Force Fields, Knack, and Martial Arts) (3 CP).
  • Innate Enchantment (up to 5500 GP effective value, 6 CP): All effects Personal-Only (.7)
    • Inspiring Word: +1 Morale Bonus to Attacks, Damage, Saves, and Checks (1400 GP)
    • Ward of Heaven: +1 Luck Bonus to AC and Saves (Personal Only, Saves Only x.7 = 980 GP)
    • Sidestep: +1 Competence Bonus to Saves) (1400)
    • Resistance: +1 Resistance Bonus to Saves (700 GP)
      Weapon Mastery (Solar Lance): +3 Competence Bonus to BAB with Solar Lance (700 GP)

Defense Mastery (35 CP):

  • Block (Melee), Block (Ranged), and Block (Arcane), with one level of Multiple for each, all Specialized / Maximum of two Blocks per round (18 CP).
  • Bonus Uses: +6 Attacks of Opportunity per round (Total: 14 after Combat Reflexes) (9 CP).
  • Blessing with Multiple, Specialized for Increased Effect (Up to Charisma nearby targets, which normally includes himself) and Corrupted for Reduced Cost / only for defensive abilities, those in the immediate vicinity, no lingering blessings, uses up his own AoO, only as described below (8 CP).
    • Zin can protect those nearby – essentially loaning them his ability to Block incoming attacks, up to three of his Attacks Of Opportunity, and his Reflex Save Bonus to each of those nearby. In practice, he simply gets to roll up to three blocks per turn on behalf of each nearby friend or ally – at least until he runs out of Attacks Of Opportunity. Secondarily, if someone under his protection is subjected to a combat maneuver such as Trick, Grapple, Trip, Disarm, etc, he may roll to resist it if they are unsuccessful and everyone he is protecting shares his (Universal) Damage Reduction / Energy Resistance of 10 points.

Modular Artificer (6 CP):

  • Double Enthusiast, Specialized for Increased Effect (4 points) and Corrupted for Reduced Cost / only for creating Relics (4 CP).
  • Create Relic, Specialized and Corrupted / only for personal use, only for use with points from Double Enthusiast, above, requires a workshop change, 2 CP relics maximum (2 CP).

Current Relics:

  • Warding Bracers: +6 to Reflex Saves, Specialized / only for Block (1 CP as a Relic).
  • Inertial Damper: Anime Master, Specialized and Corrupted for triple effect / Does not allow for the use of larger weapons; only provides bonuses for resisting grapple and overbear, against which the user is treated as being three sizes larger (1 CP as a Relic).
  • Gem Of Fortune: Luck with +6 Bonus Uses, Specialized in Saving Throws (1 CP as a Relic).
  • Rune Of Gaian Harmony: Advanced Improved Augmented Bonus: Adds (Int Mod) to Dweomer Skills, Specialized / only gains half the total benefit (effectively +6) (1 CP as a Relic).

Where relevant, these bonuses are already included in his statistics.

Minor Dweomerist (20 CP).

  • Thaumaturgy/Dweomer (Healing) (6 CP). Skill Mana Option (Currently +4 Mana, totaling 12)
  • +2 Base Caster Levels, Specialized in Dweomer for Reduced Cost (6 CP).
  • +2d6 (8) Mana, Specialized and Corrupted for Reduced Cost / only for Dweomer, only for non-harmful effects (4 CP).
  • Rite Of Chi with +4 Bonus Uses, Specialized and Corrupted for Reduced Cost / requires at least fifteen minutes per die, only to recharge the mana pool purchased above (4 CP).

Skills:

  • Dweomer Healing Skills
    • Environmental +7 (7 SP) +6 (Rune) +1 (Mor) = +14
    • Mental +1 (1 SP) +6 (Rune) +1 (Mor) = +8
    • Physical +1 (1 SP) +6 (Rune) +1 (Mor) = +8
    • Spiritual +1 (1 SP) +6 (Rune) +1 (Mor) = +8
  • Other Skills:
  • Arcana +7 (3* SP) +4 (Int) +7 (Dex) +4 (Data Archive) +1 (Mor) = +23. Provides seven minor rituals:
    • Diplomatic Pouch: transfers information and small objects to and from his creators.
    • Hearthwarding: brings a household good fortune and improved health for year and a day.
    • Marriage Ceremony: ensures compatibility and fertility (if that is at all possible).
    • Prosperity Blessing: Increases the wealth level a farm, business, or similar provides by one for a year and a day.
    • Radiant Seal: creates a minor, or reinforces a major, positive energy seal.
    • Tame Beast: trains an animal.
    • Ward Settlement: warns those within a settlement of attacks, disasters, and other dangers as they occur for a year and a day.
  • Engineering +7 (3* SP) +4 (Int) +7 (Dex) +4 (Data Archive) +1 (Mor) = +23. Provides 7 Gadgets. For conveniences sake, this is currently being treated as 5 Charms and 2 Talismans:
    • Charms: Alchemist’s Flask, Astrolabe, Automatic Writer, Blessed Symbol, Wraith Gauntlets.
    • Talismans: Helm Of War (4 Charges), Rubydraught
  • Heal: +3 (3 SP) +2 (Wis) +7 (Dex) +1 (Mor) +2 (Kit) = +15. DC 15/25/35 check to reproduce the effects of a L1/L2/L3 curative spell up to four times daily.
  • Linguistics +3 (3 SP) +4 (Int) +7 (Dex) +1 (Mor) = +15. Speaks 15 Languages.
  • Martial Art/Solar Flare Style: +7 (3* SP) +7 (Dex) +3 (Tem) +1 (Mor) = +18
    • Abilities (9): Toughness II (Total 10), Attack II, Assistant (Combat), Block Upgrade II (Deflections), Assistant (Combat), Inner Strength.
  • Perception +7 (3* SP) +2 (Wis) +7 (Dex) +3 (Tem) +1 (Mor) +2 (Optics) = +22
  • Persuasion +3 (3 SP) +1 (Cha) -3 (Race) = +1
  • Profession/Administrator: +7 (3* SP) +2 (Wis) +7 (Dex) +3 (Tem) +1 (Mor) = +20 (+23 with Colony Administration), Provides (Bonus/2, rounded up) Political Position Points when the user runs an organization.
  • Religion +7 (3* SP) +4 (Int) +7 (Dex) +4 (Data Archive) +1 (Mor) = +23. Grants access to one level of Clerical Spellcasting (3 Cantrips, 2 L1 Spells) and the Community Domain (Calming Touch heals 1d6+1 and removes the Fatigued, Shaken, or Sickened conditions 5/Day), Domain Spell: Bless.
  • Scholar +7 (3* SP) +4 (Int) +7 (Dex) +4 (Data Archive) +1 (Mor) = +23 Provides +4 levels in the Favored Foe ability: He currently gains a +2 Bonus to Attacks, Damage, Perception, Survival, and Knowledge Checks versus Lovecraftian Horrors / Creatures Of The Cinghalum .
  • Stealth +7 (3* SP) +6 (Dex) +3 (Tem) +1 (Mor) = +17. Has a built-in Handy Haversack Effect, May become Invisible (as per Improved Invisibility) for 7 rounds per day, activating it from round to round as a free action.
  • Survival +7 (3* SP) +4 (Int) +7 (Dex) +3 (Tem) +1 (Mor) = +22. Gains Endure Elements, may learn Animal Languages, leaves no trail, movement is not hindered by overgrowth or terrain.
  • +3 Skill Specialties: Profession/Administrator (Colony), Diplomacy (First Contact) (2 SP Total).

Solar Flare Style Martial Art (Dex)

Whether it is you or your allies who land the final strike is not important; it only matters that it is done with as little loss to your side as possible. To distract, stun, or momentarily blind a foe or to defend your allies is as or more useful than any indecisive strike. The Solar Flare style focuses on the defense of your allies, on deflecting incoming attacks, on using the radiance of your attacks to bedazzle and blind the enemy, and providing covering fire so as to allow someone to get in a decisive strike.

  • Requires: The inherent ability to use energy based attacks that produces light.
  • Basic Techniques: Attack 4, Defense 3, Toughness 3, Strike
  • Advanced/Master Techniques: Blinding Strike, 2x Block (Ranged, or any one Block Upgrade), Assistant (Combat)
  • Occult Techniques: Inner Strength, Ki Block, Overburden, Wrath (Positive Energy).

Zin is basically a proactive priest – focused on preventing damage rather than on healing it after the fact. In the usual tradeoff for taking on a dull job that no one else wants… he’s frighteningly good at it – capable of preventing an average of nearly eight hundred points of damage per round – at least provided that it comes in fourteen sixty-point chunks from a reasonably well-distributed mixture of powerful but individually-directed ranged, melee, and magical attacks against him and his companions. He’s far less effective against lots of minor attacks (especially if they’re of only one type), area effects, or really overwhelming individual attacks – but no one is perfect.

Like the other Adventurers of the Anomaly, Zin is extremely powerful for his level – a consequence of using high technology, a highly optimized custom race, gaining the benefits of a set of free world laws, and the low-level adventurer template on top of character optimization.

5 Responses

  1. A very impressive write-up! Given that several abilities are focused on nurturing and stabilizing communities, this seems like a character that will be more focused on putting down roots rather than traveling around (or at least, until they can find a suitable place to put down roots). Hopefully that won’t be a problem where the more itinerant members of the party are concerned.

    I should note that Zin’s Strength score seems slightly off. If he started with a base score of 11, -2 for reduce person, +4 from his built-in armor, +4 enhancement bonus from cybernetics, that’s a total of 17, not 19.

    • Well, at the moment he is trying to find a suitable place for his builders to settle or for a solution to their problem. Until he finds either of those, I don’t think Zin will be settling down any time soon.

      As for the rest of us, well, we’re not going to hold it against him when the time goes for him to go, and we will probably even try to lend a hand at some point.

      • And besides, Karresh seems to have the most advanced magitech that they’ve seen so far. Star Trek has better once-off technobabble miracles, Battletech is better at assembling their stuff out of pretty much anything that’s available, and Star Wars is by far the best at scale and resources – but Karresh is sending out fully sapient probe droids with personal force fields that they can manipulate to withstand anti-ship weaponry, superb skills, freeform spell casting, and the ability to self-improve and to design new capabilities for themselves.

        And Karresh is LOSING.

        Once they get a full explanation, the Withering/Cinghalum may become a substantial concern for all of them.

    • Ah yes, I forgot to put in the +1 for level four and take out the -2 for level. Thank you for proofreading and pointing that out! I fear that there is always something that slips through.

      Zin is striking a balance; While the Anomaly may or may not be infinite, it’s close enough to infinite for anything mortal, and so there is doubtless an ideal spot somewhere. Karresh, however, has a limit to its time and resources – but also does not want to risk importing the Withering to someplace that is undoubtedly a dimensional nexus. They want to live, not to doom the multiverse.

      Ergo, explore and hunt for solutions for a while before taking the plunge. They’ll probably send some more probes first, if only because the Anomaly really looks too good to be true.

  2. […] Zin – A magical golem from the World of Warcraft Ethereal homeworld of K’aresh in search of a new homeland for his creators […]

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