This race of beings is, in all physical ways, identical to Humans. However, their minds set them apart from other humans. Some people mistakenly believe they are some sort of half-elven race, humans from another dimension, or even a clan of True Atlanteans. The Erutan say they have always been here, even before the Altlanteans; it is just that they only permit certain extraordinary beings to have knowledge of their existance. Despite their arrogance about their origins, they treat other humanoid races fairly; almost as if they were dealing with a younger, but well-loved brother.
a) Supernatural Mental Endurance and Mental Affinity: +15% to Pick Pockets, and all skills of Interrogation, Deception, Leadership & Slight of Hand.
b) Fathomless Id: This ability not only makes the Erutain totally immune to psionics (including someone targetting him with Kinetic Powers!), but anyone who attempts to use psionics to contact his mind in any way (i.e. empathy, telepathy, biomanipulation, empathic transmission, hypnotic suggestion, possession, mind bleeding, etc.) will not only automatically fail, they lose � of their current I.S.P. and must save vs. insanity with � bonuses. If they fail, they gain a random insanity and are forever afterward -6 to save vs. the horror factor of Any Erutan. Anyone who uses indirect psionics on a Erutain (i.e. see aura, levetation, sense P.P.E., healing psionics) will find him psionically opaque (they are unable to fix on them).
c) Choose one of the following abilities (plus one more at level 8):
1. Turn Blades: This is the ability to, with a word (actually Avert! in the Erutain language) and a hand gesture, turn any weapon away from himself. Roll as a parry (natural roll, plus a bonus to parry based on their M.A., as if it was P.P. e.g. an M.A. of 25 can "Turn Blades" with a +5 to parry). This action does not take an action, but one hand must be free, and the Erutain's autoparry and/or paired weapon attack is cancelled this round. This power works on any weapon, including hand-held weapons, volleys(!) of missles, and bursts of bullets/flechettes. It does not work on energy attacks or bare handed or mecha Hand to hand combat. Note, the weapon weilder (or the weapon itself in the case of projectiles) must be actually able to "see" the Erutain.
2. Fade: This is a form of "Social Invisibility". It only works in groups of people, or in places where people are expected to come and go (i.e. at checkpoints, security desks, registrars, etc.) If successful, the Erutain will appear to the target to be a person who "belongs" there. (in other words, at a Coalition States checkpoint, you will seem to be a superior officer, their replacement, etc.) and he will react accordingly (allow you to pass, give you information, or shatever reasonable request you make of them). In a crowd, the Erutain will be indestinguishable from the rest of the crowd. Not even Extraordinary Smell, electronic tracking or magic will reaveal the "invisible" Character.
System: Roll character"s TRUST/INTIMIDATE ability, -2% for each point of target's I.Q.. Roll for each person you wish to "fade" from. You can only perform Fade once per melee, but it can last as long as you are in the target's presence, and can even be done if the target is currently watching or paying attention to the character; they simply forget they saw you as anything other than the illusion (hence the name "FADE").Even psoinics are vulnerable to this insidious power; however, they can save vs. psionic to become aware that they are being manipulated in some subtle way (the power still works on them). Of course, if the psychic uses psionics on the Faded Erutain, he will have to face his Fathomless Id.
3. Gather The Fallen: The Erutain with this power will NEVER be attacked by animated dead. Infact, he can command. the dead to do what he wants. If the magician or creature that animated the dead is present, he can continue to command the dead as long as his spell lasts, but the dead will obey both him AND the Erutain. When the spell ends (or the mage is gone) the dead will only obey the Erutain, even if a new spell is cast. The Erutain can keep the dead animated as long as he wants, or order them to rest (breaking the animation spell instantly). Even mummies, zombies, golems and Maxipary Shamblers can be commanded to rest, permanently. The Erutain does not have any ability to animate dead on his own. The Erutan with this power are also immune to all powers of a Vampire, including the slow-killing bite (but not the damage of said bite).
4. Star of the Erutan: This is one of the rarest of the Erutan powers, and can ONLY be taken at character creation, and those who take the star only get � the S.D.C. bonuses from physical skills. The Star is actually a tiny third eye set in the characte's forehead (about 2 cm wide). When closed, it is all but indetectible. However, when it opens, it emits an incredibly intense, pure white light, so that the Erutain looks as if he has a star on his forhead (although impossibly bright, the light only blinds vampires and others like them.) When open, the Star has the following Abilities:
a) Horror Factor is increased by 6, and those that fail must save vs. insanity as well, or they will flee in terror for 1d4+1 minutes (if possible, otherwise they will cower as far from the Erutain as possible).
b) Allies who see the star are filled with hope and good spirits. They are +10% on all skills, and +1 to strike, parry and dodge so long as they can see it.
c) the Star illuminates up to a 100 � 100 ft. area, and allows the Erutain to see the invisible (including "faded" Erutan).
d) the Star holds vampires at bay like a Globe of Daylight (but they need to see it). It works similarly on witches, the demonically possessed, supernatural evil intelligences (including Splurgoth) and werebeasts.
