Alfreidian

## Physical Description

HS2: 4000lbs - 5000lb

HS2: 22'7" - 35'0"

Alfreidians are medium humanoids that are ALWAYS seen wearing their **Limiter Armor**. If they aren't wearing this armor, someone may have destroyed it and forced them into battle. Most people that actually see Alfreidians' true form die. Alfreidians, like Hyōbans and Sanshōuo, have their own Horrific state. During the day, Alfreidians can, if pushed to the extreme, transform their body into a significantly stronger being. They can also become an absolutely destructive force if they enter their HS2.

* **Equip Load:** The starting **Equip Load** stat for an Alfreidian is 50lbs
	+ Doubled in Horrific State.

* **Item Burden:** The starting **Item Burden** stat for an Alfreidian is 90lbs

* **Horrific State:** +2 to all stats while active and an additional +2 to your STR base stat, but take .45 Exhaustion point per turn while active. You gain 50% temporary health while active. (Free or Reaction to Activate). An extra action dice DMG for Melee weapon.
	+ You lose 1/30th of your lifespan
	+ If your Limiter Armor is destroyed, you have no choice but to activate Horrific State.
		- For each, real life, half hour you are missing Limiter Armor, you take an extra 1/30th of your lifespan as penalty.
		- If you are fast traveling, you automatically lose 1/30th for a day of travel time (does not reset ever, and you must keep track of this at all times).
* **Horrific State 2:** +5 to all stats while active and an additional +4 to your STR base stat, but take .75 Exhaustion point per turn while active. You gain 150% temporary health while active. (Free or Reaction to Activate). Three extra action dice DMG for Melee weapon. You gain resistance -12. You crit on the top 3 dice numbers for your action dice.
	+ You lose 1/15th of your lifespan.

## Culture

**NOTE:** Only one person can play an Alfreidian per campaign. If yours party's Alfredian dies, this race becomes locked and can no longer be played.

Alfreidians used to be a proud and powerful race, but things changed when the Second Hyperspace war occurred. Seeing the Álainn as invaders to their way of life, the Alfreidians joined forces with the IPU, close trade partners and friends of the Alfreidian Royal Conglomerate (ARC), to attempt to fend off and ultimately counter the Álainn. These people were a force of nature on the battlefield, and were the direct cause of some IPU ground victories. This was especially significant since a single seasoned Álainn warrior can easily slaughter one hundred Midians, or more, by themselves. Coupled with their advanced technology, a single Alfreidian legitimately stood a chance when facing Álainn tactical squads.

During the latter end of the Second Hyperspace war, the Álainn were legitimately at risk of losing and took some drastic measures. The LCS sent in the ARC an ultimatum. The LCS gave the ARC the choice of unconditional surrender, or complete destruction by hands of Vyair Hellfyre. From the Alfreidian's perspective, they were winning the war and thought there was no conceivable way that one woman could turn the tide of war. When the ARC responded to the ultimatum, they chose wrong. Vyair Hellfyre destroyed their home planet of Alfreide. She, the Second Hellfyre Queen, was sent there as a Holy Agent, whose sole mission was to wipe out all Alfreidians who resided on that planet. She sacrificed herself for the cause and completely obliterated the entire surface of Alfreide with a Mystical cold spell of unimaginable power. Afterwards, fueled by the sacrifice of their Queen, the bannermen of House Hellfyre quickly destroyed the remnants of the ARC.

For the reasons above, there are now less than 1000 Alfreidians left in the Galaxy. The ones that are left have either teamed up with the IPU or are isolated and are trying to live the rest of their days in peace. Either way, they are still actively hunted by the LCS to this day.

## Traits

Physically, Alfreidians can out muscle almost any other race in the Galaxy.

* ***Ability Score Increase:*** +2 to your Strength base stat.

Alfreidians are but a myth to most people, but seeing one is almost certainly a scary experience. To most, they may be afraid for their lives.

* ***Ability Score Increase:*** +1 to all rolls related Intimidation (does not apply to Álainn with Faith or Mysticism stats over 16).

Even though it is very short, Alfreidians have a very powerful life force.

* ***Ability Score Increase:*** +3 to your Fortitude Stat.
* ***HP Restriction:*** You may reroll HP boosting rolls when leveling up if you roll less than 3.
* **Age:** Alfreidians mature at the age of 4 and live to the age of 12. However, they age at 1/12th the speed when wearing their Limiter Armor.

Alfreidians scorn the Gods and Powers that destroyed their once prosperous nation.

* ***Ability Score Decrease:*** -2 to all rolls related to Faith, Mysticism, and Arcana. -2 to your Faith, Mysticism, and Arcana stats.

Even though Alfreidians are generally on the run, they will not sink to the depths of trickery to survive. They will still try and maintain the prideful people that they once were.

* **Disadvantage:** You must roll for Trickery at disadvantage.

Alfreidians need to know the languages of their allies. They cannot afford to not speak to their friends should they stumble upon them.

* **Languages:** You can speak and read Common, Albesh, Midlandian, and Gremlyn.