The Anuh
An Anuh is a symbiotic entity that requires a host to be conscious. However it also is immortal though its hosts can be killed. Once its host dies the entity seeps into a surrounding rock or tree residing there until the next host can be found. The entity can sense a suitable host i.e.. same alignment, attitude, capabilities and when that host touches the rock/tree he/she immediately drops into a coma. The rock/tree envelops the new host encasing them in the material. After about a weeks time the material crumbles away and the host emerges though altered in appearance and abilities. Though he still retains the memories of his life before the bonding and his own consciousness the host also feels the entities presence within him/her and thus remembers the memories and feelings of past hosts. This does not mean that the new host remembers skills or past abilities these must be learned and acquired anew instead the new host receives impressions of experience of the past hosts as if they had happened to him. This allows he/she when encountering a thing/person/place to receive an impression of it from the memories of the past hosts i.e.. overwhelming fear in a room, caring about a person, excitement over an object. However because the process of bonding is traumatic and it is hard to keep multiple lives straight the new hosts mental endurance is reduced. Through the bonding process also energy bonds are created throughout the body and intensely to the brain making increased learning abilities as well as exceptional sensual awareness and physical stature. The bones in body become thicker and lighter making one look huskier also muscle mass is increased as well as dexterity. Around the neck is created from the base of the head to the shoulders a structure of interlaced bone plates providing protection and making it difficult to cut off the head. Also from under ears down the spine blue markings are formed. Overall the character is not easily distinguished from others unless close attention is paid to them. During the bonding process the PPE of the character is expended leaving them with little left, but the host now registers as a magic being. He/she radiates a low potential energy field to those sensitive. Also because of the intense mental focusing between the host and the Anuh pscionics are not possible. Those who under go this bonding process after emerging feel extremely empowered yet overwhelmed from the wealth of feeling and information coming into them. This is likely to cause them to be a little scatter brained and overemotional mainly at first, but might relapse in moments of trauma or peril. After emerging the host takes on a whole new life often feeling that he/she can't relate to the past life he/she was living and can't deal with the pressure put on him/her by his/her past loved ones because he/she is acting different. This makes the new host usually become a lone wanderer to start out into a whole new life. Truly the host has become a new person although retaining past memories the flood of multiple lives and experiences causes the host in sense become a whole greater entity thus the new host usually chooses a new name for him/herself ( the true name of the host also changes because of the bonding with the Anuh taking on new first name always followed by the Anuh's name.) The enhancements of the host varies slightly according to which race is being the host. The same basic changes always occur though. The Anuh also selects only younger people as they have greater potential energy then older beings.
Attributes and bonuses for Anuh host Elf
IQ 3d6+5,ME 2d6,MA 2d6,PS 3d6+4,PP 4d6+2,PE 3d6+3,PB 3d6,Spd 3d6+3, PPE 1d6,SDC +20,HP + 5
Track scent: 20% + 4% per lvl experience
Keen hearing: + 2 initiative
70' night vision also exceptional day vision
Save vs. relapse: Roll save vs. insanity (although doesn't mean he/she going insane!!!) must be over 13 to not relapse for a moment. There is + 1 to sv. vs. insanity per 2 lvls of experience for this type of specific roll only, not for use against normal sv. vs. insanity rolls, however usual bonuses to sv. vs. insanity do apply. If one has a failed roll than the host suddenly has a relapse into a emotional impression/thought that he can't control and looses concentration on his current focus thus loosing an attack/action. Must roll again the next attack/action to see if he/she is able to refocus. Once one successful role is made the lapse is over and will not be repeated for that encounter.
Please do not publish this material without contacting the author.