Aannra___Blake's page

104 posts. Alias of Captain Wombat.

Full Name



HP 30/30; Initi+7; Darkvision 60ft; Fort+4/ Re+11/ Will+7; AC 34* / T29 / FF 15*; CMB +10; CMD 25; Speed 60ft; 17/25PP


Elf (Replicant) Monk L4 /Psion -Egoist L4


Acrobat +17, Climb +6, Heal +8, Kn(All) +6/+10, Escape Artist+17 , Perception +8, Sense Motive +11, Stealth +15, Survival +10


5'10" 72lb



Special Abilities

Imprinted (Clone)








Human, Robotica, Elf, Telepathy V Item


Cambat Medic

Strength 15
Dexterity 24
Constitution 10
Intelligence 22
Wisdom 16
Charisma 12

About Aannra___Blake

Aannra Blake

Image here
Sex Female Race Elf (Replicant) Class Monk (L3) / Pison (L3) Age: 15 days Local

Aannra is a Replicant, Built as one off for Pandora.
She has Eridian Alien DNA in her mix and is able to inter-great with
Eridian Artefacts.


LN Medium Type (Subtype)

Init +6;
Senses Sight +DarkVision 60' (light sensitivity); Perception +8
Speed 50' [40 un-focused]


AC 22/26*27***29[2/m], touch 22****, flat-footed 14/18*/19**/21*** (+7 Dex, +0 armor +1Feat +4Class)
*Inertial-armor [4hours] +4AC
**Thicken Skin +1NA 4mins free
***Minor Metamorphosis, NA+2 4mins 1pp

HP 30 (1d8+0) +4 FC-Levels.

CMD [26]10+2str+10dex+4class+0size

Fort +4, [+4 class +2other]
Ref +11/+12*, [+4 Class +7Dex] +power
Will +7 [+4class +3Wil]

Cold 5 [Eridian/elf race]
Monk: +2 bonus on saving throws against enchantment spells and effects.
Eridian Blaster, Fire Resistance +5 [Wile Held*]

Powers Running

Movement modes

Land Speed 50ft/round.

Teleport Step (Su) [at land speed] [50'/40'] recharge 1d4+1/r

with use of power Metamorphosis, Minor 4 mins 1pp
Swim Speed of 20 feet.
Climb speed of 20 feet.
Burrow speed of 15 feet.'


CMB [6] +4monk +2 Str

Unarmed Strike TH+10 1d8+2 X2
Flurry of Blows Attack Bonus +2/+2

Cold Iron Dagger TH+10 DMG 1d4+2 [Range 10' 1d4+2] 19/20/x2
MW Steel Short Sword TH+11 DMG 1d6+2 19/20/x2

Alien Blaster +1 TH +11 [RTA 1/r] DMG(1d10 cold/fire/Electric/force DMG+1)+(+1d4 force DMG] 19–20/×3 120 ft. 36 shot Energy-Mag, 1PP cost to reload 12 shots. Mag 36/36

Cold Iron Dagger TH+10DMG 1d4+2 19/20/x2 [Thrown]
Sling TH+10 1d4+2 20 x2

Adamantine Rope Dart TH+10 [Monk] DMG 1d4+2 20 ×2 Range 20 ft.

Space 5 ft, Reach 5 ft


Micro Psychoport (Su) [Fay DNA ] [at land speed] 1d4+1/r
Can Psychoport up to land speed as a move action.
This ability can be used once every 1d4+1 rounds

Bio-Micanical Brain
+2 Skill (Autohypnosis)

Eridian Artefact intergeneration.
Able to link to Eridian Artefacts and get powers ability's from them.

[semi-advanced Elf DNA ]
Str 15,+2 Dex 24,+7 Con 10,+0 Int 22,+6 Wis 16,+3 Cha 12,+1

Base Atk +3;
CMB +9 (misc mods +3 Class);
CMD +26 (10 BAB+3 +2Str +7 Dex + 0 size +4Class)

Feats + Traits:

1: Weapon Finesse (Combat) [Elf DNA ]
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

2: Speed of Thought [Psionic]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. You may expend your psionic focus to increase the insight bonus to your speed to 30 feet for your turn.

Monk [Elf DNA ]
Dodge +1AC
Evasion (Ex)
Deflect Arrows/Bullets (Combat) 1/Round [Not scatter rounds]
From Common Forearms.
Improved Unarmed Strike

Psion [blue DNA ]
Psicrystal Affinity Psionic
Improved Evasion.-> [wile Psicyrstal is close]

[Replicant Race]
Advanced firearms

1: Mutant-eye [Eridian Artifact]
Benefit: +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

2: Nomadic [Replicant Imprinting]
You have lived many places and know how to provide for yourself.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

3: Rich parents [Corp funds]

1: Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.


Skill Points (4+5)x4 36

+14 Acrobatics(+7dex, +4rank +3Class) <
+6 Appraise(+6int, 0rank)
+12 Autohypnosis* (+3Wis 4Rank +3Class +2SP)<
+0/+1 Bluff (+1Cha 0Ran -1trait humanoid)
+6 Climb(+2str, 1rank)<
+* Craft(+6int, 0rank)<
+7 Disable Device (+6int, +1rank)
+0 Diplomacy (+1Cha 0Ran -1trait humanoid)
+5 Disguise(+1cha, +1rank +3Class)<
+12 Escape Artist(+7dex, 2rank +3class)<
+8 Heal (2wis 1rank +2Item)<
+5 Intimidate (+1Cha +1Rank +3Class)<
+10 Knowledge (Dungeoneering) (+6int, 1rank +3Class)<
+10 Knowledge (Engineering) (+6int, 1rank +3Class)<
+11 Knowledge (Geography) (+6int, 1rank 1trait)<
+10 Knowledge (History Galactic) (+6int, 1rank +3Class)<
-- Knowledge (Local) (+6int, 1rank +3Class)<
+10 Knowledge (Nature) (+6int, 1rank +3Class)<
+10 Knowledge (Nobility Galactic) (+6int, 1rank +3Class)<
+10 Knowledge (Planes) (+6int, 1rank +3Class)<
+10 Knowledge (Psionics/Arcana) (+6int, 1rank +3Class)<
+10 Knowledge (Religion) (+6int, 1rank +3Class)<
+12 Linguistics(+6int 1rank +2Race +3Class)<
+8 Perception(+2wis, 1rank +2race +3Class)<
+2 Ride (+2Str 0ranks)<
+1 Perform (+1Cha 0Rank)
+10 Sense Motive(+3wis, 1rank +3Class +2Trait)<
+8 Sleight of Hand(+7dex, +1rank)
+10 Spell/Psionic craft(+6int, 1rank +3Class)<
+11 Stealth(+7dex, 1rank +3Class)<
+10 Survival(+3Wis 1rank +3Class +1trait +2Item)<
+6 Swim (+2 Str 1rank +3Class)<
+7 Use Magic/Psionic Device(+1cha, +3rank +3Class)<

Concentration +11 (2ML+6INT+3Item)
Psionic Focus and taking 15


**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.

< = Classfeat other Skill

Core Race DNA - Elf - replicant/Eridian:

Built for speed and intelligence.
Racial Modifiers:

Standard Racial Traits

Replicant advanced Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +4 Dexterity, +4 Intelligence, and –2 Constitution.

Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Elves are Humanoids with the elf subtype.

Base Speed:
Elves have a base speed of 30 feet.

Common and Elven. +6 languages.

Defense Racial Traits:
Elemental Resistance: Elemental resistance 5 Cold [Eridian Artifcat].

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits:
Elf DNA Envoy
Elves often have trouble relating to neighbours of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day.
1: Comprehend languages,
2: Detect Evil,
3: Detect poison,
4: Read Script.

The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Offensive Racial Traits [Replicant Imprinting]
Weapon Familiarity:
All forms of Advanced Gun.*
*not early fire arms, feats and skills are still needed to use them with out penalty.

Darkvision: [Drow DNA ]
This racial trait gain Dark-vision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Class Monk L4:

Saves +4/+4/+4
AC+4 wile unarmed and unencumbered.

Alignment: Lawful N

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon Proficiency:
Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex) +3 AC
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. 1d8

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to his land speed,
monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects..

Ki Pool (Su) 5/5
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Class Psion -Egoist L4:

3nd Level Psion
Egoist (Psychometabolism)

Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Saves +1/+1/+4

9/power know
2st/max power level
Max PP spend per use 4pp

The Difficulty Class: 10+PL+6 DC16/17/18
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

TALANTS [All at will wile focused]
Detect psionics/Magic At Will

Discipline Talents
1: vigor [5+1] 6THP 4/rounds
2: Thicken Skin +1 AC NA 4/rounds

0 Level 1 + [converting 1st level power to 5 0 level talents]
1: Psionic Repair
2: Energy Splash
3: Far Hand
4: know direction and location
5: missive

*1 less power for 5 talents.
1st Level
1: force-screen +4AC 4mins
2: Inertial-armor +4 AC 4hours
3: Metamorphosis Minor 4mins
4: Natural Healing 4hp 4 rounds

2st Level
1: Cleanse Body 1d4
2: Defy Gravity 40mins
3: sustenance 1day
4: Animal Affinity+4 1 stat 4mins

Discipline Talents (Ps) X2

Choose two powers from the following list: hammer, synesthete, thicken skin, and vigor.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. Add half your psion levels to the temporary hit points gained from vigor. Synesthete, thicken skin, and vigor last for a number of rounds equal to your psion level. The damage of hammer is reduced to 1d4 (rounds?).

Metabolic Healing (Su) Fast healing 2
At 2nd level, as long as you maintain psionic focus, you gain fast healing 1 when you manifest any psychometabolism power on yourself. This fast healing lasts for a number of rounds equal to the level of the power manifested. The fast healing increases by 1 for every four psion levels thereafter.

Companion Drone Unit (Psicrystal L4) :

Companion Drone Unit:
Psicrystal looks like Tiny had sized construct, its sits in cage on her belt, The cafe is Mithral 20gp It can open it to get out. When it dos it climes and hooks itself on to her clothing.

Single-minded +3 bonus on concentration checks


Base stats

A small crystal, about the size of a hand, walks on spidery legs and glows with an inner light.

Psicrystal Basics

Use the statistics for a psicrystal, but make the following changes.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.

Psycrystal CR -
XP 0
Diminutive construct (alignment as master)
Init +2 Senses Sighted 40 ft., Perception +6

AC 18, 16 touch, 16 flat-footed (+2 Dex*, +4 size +2NA)
[15/15] hp ½ master’s
Fort --, Ref 5, Will 6 - * as master’s
saves Hardness 8

Speed 30 ft., climb 20 ft.*
Melee -
Space 1 ft.; Reach 0 ft.

Str 1*, Dex 15*, Con -, Int 8, Wis 10, Cha 10
BAB +0; CMB -9; CMD +3
Feats -
Skills Climb +10*, Perception +6, Stealth +6

Psicrystal Granted Abilities
The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a Speed of 0 feet and has no Strength score and no Dexterity score.)

See links



On Persons:
Clothing: Sling -- [Hidden in clothing] --lb
Armor: None
Body: jump suit + Holster for Alien Hand gun 1lb
Legs L: Cold Iron Dagger 4gp [leg Strap] 1lb
Legs R: strapped Advanced Air Gun + holster 3lb
Feet: Combat Boots + Sheath + Knife 2sp
Eyes Active Smart Shade Goggles. 30gp
Wrist: Eridian Psionic [sleeves of many Garments]

Alien Blaster * see notes.
MW Steel Short sword 2lb
Adamantine rope-dart 61gp

Pouch [1] 5gp
Small note book and water proof case + pen 2gp --lb
Signal whistle x8 48 sp --lb

Belt Pouch[2]
->Bag of Holding, Minor 1000gp [$] 1lb-> 33b/50lb

Travelers any tool 250gp 2lb
Air gun care-Kit 15gp 1/5lb
MW Advanced Air-gun repeating Heavy [+2 str] TH +9 DMG 1d10+2 (+1d4F) 19–20/×3 120 ft.
Gun Scope 25gp
X6 Bolt Mags 30gp 3 lb
[In Cloth rolls]
*Rounds Durable (12) 12gp
*Rounds Flight (12) 1gp
*Rounds Air Gun [50] 50gp 10lb
Steel dagger [+Sheath] 1lb
Active Shade Goggles. 30gp
Small Grooming set 1gp
Combat Medical Kit 10/10 1lb
Water Prof Sack 1gp
Gas Mask 15gp 1/4lb
water prof Gloves x2 8gp
multitool 1/8lb
2x echo recorders. Advanced voice recording machines. 1/2lb
Satellite phone, [powered off] 1lb
MW Survival Kit 50gp 5lb
All weather Sleeping bag --
Small tent, ---
Cooking kit --
Muti-utinsel for eating --
Water skins --
4 days’ worth of rations, --
Money Satchel->
Gems ranging from 10 gp to 500 gp, coming to about 400gp [of 1200 gp.]
50gp coin, IN cloth
Small satchel has coins, 69gp

Left with Green Horns
MW Combat Back pack Light. 50gp 2lb
Shoot Fabric 3lb
Winter blanket, 2lb
50' Silk Rope [From Shoot cords]

Carrying Capacity
light 0-66 lbs. or less 38lb light
mid 67–133 lbs.
Heavy 134–200 lbs.

Total Weight: 27bs. Light.

*MW Advanced Airgun
[repeating Heavy +2 Str 19-20/x3] 900gp [6lb] [6 bolt Mags]
[This Advanced Airgun works on compressed air. When fully pumped it can fire 6 Bolts of varying types, It takes 1 fully round actions to fully recharge with compressed air and reload [full round action provokes AoO ] In all other regards acts as Crossbow Repeating

Eridian Artifacts:

Aannra has Eridian artifacts

She got it with in her 1st few hours on Pandora, They Seemed to be blinked to her Psionic Powers. Each seems to channel them in some way.
they all seemed to now link with her weapon and odd clothing 3ed eye and gun.

1: Alien 3ed eye Crystal, sits in her forhead and

This Alien looking, Small Disk like Crystal sits in the centre of Aannrs forehead. It act as a 3ed eye. [3ed eye trait] but has other strange powers linked to her mind and other artefacts. About 1" across, all this dos is shift in color when she looks at things.

2:Intelligent Alien Blaster

This odd looking fun links to clothing and 3ed eye in some way. It blasts Psionic rounds of Force + one of 4 energy types. Cold/Fire/Force/Electricity. Her clothing holds it in a Holster on her hip.

TH [RTA] +11 DMG1d10+1 [Cold/Fire/Force/Electricity] +1d4[force DMG]
19–20/×3 120 ft. 36 shot Energy-Mag, 1PP cost to reload 12 shots.
It regenerates 1 new shot every 15mins to its mag max.
wile heal it also give
1: Fire Resistance +5 [Wile Held]
2: Target use for Energy ray, but doing so cost uses ALL the rounds it has + PP cost for Energy ray.

1s shot max DMG 1d10+4d6+1 of Energy type + 1d4 Force.

3: Wrist: Eridian Psionic [sleeves of many Garments]
This odd thing can look like a tattoo or any normal clothing that is wished.
[as in sleeves of many Garments].

Party Docs:

1: Deed to a Ranch-house,

2: 30% shares in an Eridian mine, though most of them just look to be plans of things a con artist would do and information to get them along. Lots of pictures and information of people, locations, and items.

3: Build Papers:
Several papers with you name, activation code, product information, etc. The last page is a letter explaining how to bypass protocols, it looks to be an informal letter from an A-Pax to your owner. Another of the pages has an account number and an amount to be transferred: $100,000.00. For services rendered to accommodate and support new user. There is a phone number at the bottom below that name again: A-Pax.
Perception checks looking for tracking beacons.

4: Piece of the Trail Map (page 29) that leads from Kassen to the Crypt of the Ever-flame.


Aannra is a Blake Unit Named so after the head of the Tronic Corporation Bio-Cloning RnD team that created them.

Blake Units are leased from Tronic Corporation and used by all meaner of organisations. The Aannra model is a Hostile environment combat unit used for insertion support.

Tech sheet outline.
Skilled in hand to hand combat.
Energy and fire Arms used.
Implanted with active leaning personality.
High Capacities for memory and adaption.
Advanced Bio-Mechanical Body.
Fitted with new Bio-PSIonic_TM systems.
Built-in Self repairing systems
Breading capable.
Fitted with assistant Drone unit.

Your Tronic Corporation Annra Unit is build to help races survive the in hostile riggers and hardships of hazardous environments. This top guilty unit is made to last and grow to fit your needs . Let your Tronic Corporation Annra Unit take the strain.

Warning: This unit is light sensitive.

Please read terms and conditions.

UNIT ACTIVATION CODE: ROSE-298-JSY-177 [Status Ativated]

She was never meant to Live, to never be Activated, she was to die in a pod crash just to help a criminal escape justice. But something went wrong. She was Activated buy who or what she dos not know. But in the few seconds of life she had, she worked out what should have happened and because of the actions of others lived. Now she is her own being, an owner she can't follow and a company that dos not want her any more. Its is self owned and it scares the hell out of her.


Naive, Quick, Intelligent;
Aannra Blake has no clear memory's of a past, only implanted experience and leaning from others. But this implanted past its like a film, a long list of other lives edited into one. She knows she is a 'Replicant' and knows her obligation is to help her owners safe and well as best she can. But she was dumped in a pod with out any clear ownership. Now she is confused, She knows she cost a lot to make and it make, and her feel bad to wast so much money. [where that feeling comes from she dos not know.] so she must find a function, but what! It's all very confusing.

She is well spoken and seems knowledgeable. Active in combat she will do her best to save lives. Fundamentally she is good, seeking to help where she can. But a little gullible having a memory of a thing is not the same as understanding that thing.


Ht: 5' 10"
Wt: 78 lbs
Age: 4
Hair: White
Eyes: Black x3
Skin: Pale
Reference Image

A Normal looking female elf, she was designed to be such. But in fact and advanced Replicant, with high brain and speed functions. due to a biochemical brain. She moves faster and thinks faster then most, recording information and possessing it. She moves with grace and when she acts, acts decisively. her clothing is kind of normal but Alien Bio engineered to change form when needed. She has a 3ed eye alien gem that can be unsettling.