Kir Gloryspirit: Battle-Mystic of Asnir, God of War

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Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Character Sheet

Player Name: Derrick
Google Handle: DSmith8807
Character Name: Kir Gloryspirit
Rank: Novice Experience: 16 Advances Left: 1
Race: God-Touched
Iconic Framework: Mystic
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5); Strain: 0
Skills:
  • Fighting d10
  • Intimidation d6+2
  • Knowledge (Arcana) d4
  • Notice d6+2
  • Persuasion d8+3
  • Mysticism d8+2
  • Psionics d8
  • Stealth d4
  • Streetwise d6+3
  • Taunt d6+2
  • Throwing d4
Hindrances
  • Arcane Duality (IF): Power Edges must be chosen for either Miracles or Psionics
  • Code of Honor (Major): Honor is important; keeps word; respects prisoners rights
  • Cybernetics (IF): Suffer same penalties from cybernetics as other AB to both ABs
  • Enemies (IF): Reviled by CS and Federation
  • Higher Standard (IF): Vow representing belief system tied to Miracles Protector.
  • Vow (IF - Major): Asnir is the god of war, but he is a peaceful god. He seeks mediation before combat. Followers of Asnir must seek to resolve conflict with words before combat. They must also follow through with their actions. If negotiation fails or is simply not an option, then Asnir demands that the Mystic aligns with the most righteous side and assist them. This does not apply to evil creatures; Kir must protect the innocent from evil, but he is not required to negotiate with evil.
  • Loyal (Minor): Would give life for friends; never leave man behind if could be helped
  • Muddled Mind (Racial): -2 to Common Knowledge; mental Quirk
  • Quirk (Racial): Kir refers to himself as We and Our due to his internal proximity to Asnir; he believes he is the avatar of Asnir (and sort of is). When referring to himself before becoming god-touched, he emphasizes his singularity.
  • Vengeful (Minor): Seeks vengeance legally if feels wronged.
Edges
  • AB (Miracles; IF): 4 Powers, 15 PPE, Mysticism d8 (Counts as Faith for Edges)
  • AB (Psionics; IF): 3 Powers, 10 ISP, Psionics d6
  • Alertness (IF): +2 to Notice.
  • Champion:Add +2 damage when attacking supernaturally evil (or good) creatures and +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Charismatic (Divine Gift): +2 Charisma
  • Cosmic Confluence (IF): Exchange 2 PPE for 1 ISP and vice versa. Use immediately.
  • Crapsack World (LT): Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
  • Danger Sense (IF): Notice -2 to know something is about to happen. On hold if success.
  • Elan (N2): When spending a Benny on a Trait roll (including Soak rolls), add +2 to the total.
  • Holy Aura (FG):+1 Charisma
  • I Know a Guy (Hindrance 2, FG): Find a Connection 2/session per Connections Edge w/ rolls.
  • Major Psionic (HJ): 2x ISP, 10 from PP Edge, 2-4 PPE for 1-2 to Psionics, 1-2 ISP to double or 10x base range. Range does not affect Self or Touch
  • Master of Magic (IF): Access to Miracles Mega Powers.
  • Master Singer: +2 to singing in dance offs?
  • Mystic Awareness (IF): Alertness + Danger Sense, Detect arcana at will & free action no PPE/ISP. Sense supernatural beings w/ notice anywhere within line of sight.
  • Rapid Recharge (PPE; IF): Regain 1 PPE/30 minutes.
  • Improved Rapid Recharge (PPE; HJ): Regain 1 PPE/15 Minutes.
  • Exceptional Rapid Recharge (PPE; Hindrance 1): Regain 1 PPE/5 Minutes
  • Scrounger (FG): Streetwise 1/Session in city or large town (-2 if smaller) to accomplish the following:
    • 1d6+2 fully charged e-clips for the team’s firearms
    • Complete reload for one Mega Damage weapon
    • Food for 1d6 people for a week
    • Fully restock 1 Trauma Kit or find 1d4+1 first aid kits (as found in NG-S2 Survival Pack)
    • Obtain a non-secured cred-card with 2d10*2000 credits on it
    • Other rare (not necessarily valuable) and needed item
  • Even Stronger Willed (Advance 1, HJ): +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet.
  • Spiritual Channel (IF): Divination w/o ISP/PPE. Vigor roll to resist level of Fatigue. Each subsequent use adds cumulative -1 to Vigor until 8 hours rest. Cannot Incappacitate self. Fatigue restored solely through 8 hours rest. Access to communion for 10 PPE.
Last edited by Kir Gloryspirit on Tue Jan 01, 2019 12:06 pm, edited 37 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Powers

Post by Kir Gloryspirit »

Powers
Miracles
PPE: 25/25
Staff PPE: 10/10
Recovery: 1/5 min
Amulet PPE: 15/15
Recovery: 1/hour

Protection (Armor; 2 PPE) [Novice]
Range: Touch
Duration: 3(1/round)
Trapping: Standard
  • Standard - The target's skin becomes covered in mystical runes which protect the character from harm.
    Mega - The targets's skin becomes covered in mystical runes with Asnir's symbol displayed prominently over the chest and forehead. The affected character is endowed with Asnir's protection, negating all but the mightiest of attacks.
Effect: +4 Armor
Ward of the Righteous (Greater Armor; 5 PPE)
Range: Touch
Duration: 3(1/round)
Effect: +10 M.D.C. Armor.

Celestial Silver Shards (Bolt; 1 PPE/Missile) [Novice]
Range: 12/24/48
Duration: Instant
Trapping: Celestial Silver - Counts as both Holy and Silver for Weaknesses.
Kir summons celestial silver metal shards forth from the Halls of Honor.
Effect: 1-3 2d6 Bolts.

Obliteration (Bolt; 4 PPE)
Range: 12/24/48
Duration: Instant
Trapping: Soul Blast - Ignore armor but add half Spirit to Toughness
Kir throws a phantasmal bolt of mystical power that is pure anathema to any living creature. It's holy nature also eats away at any evil forces animating the dead or a construct.
Effect: One 3d6 Bolt.

Spears of Divinity (Onslaught; 2 PPE/Missile)
Range: 18/36/72
Duration: Instant
Trapping: Celestial Silver - Counts as both Holy and Silver for Weaknesses.
From his throne in the Halls of Honor, Asnir flings spears of celestial silver at Kir's enemies.
Effect: 1-4 3d6 Bolts.

Asnir's Wrath (Onslaught; 6 PPE)
Range: 18/36/72
Duration: Instant
Trapping: Soul Blast - Ignore armor but add half Spirit to Toughness
Asnir himself uses Kir's body as a conduit through which to deliver divine judgement.
Effect: One 6d6 Bolt

Boon / Wither (Boost/Lower Trait; 2 PPE) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Standard
  • Standard - Kir grants a mystical boon to an attribute to himself or a worthy ally, or he drains the ability of an unworthy opponent.
    Mega - Through Kir, Asnir deems Kir's or an ally's righteous actions worthy of a divine blessing, or he curses the unworthy.
Effect: +/- 1 die type to any Trait, 2 with a raise. 1-5 Targets for a like amount of PPE.
Asnir’s Blessing / Curse (Greater Boost/Lower Trait; 4 PPE)
Range: Smarts x2
Duration: 3 (1/round)
Effect: +/- 2 die types, 4 with a raise.

Battle Sense (Deflection; 2 PPE) [Novice]
Range: Touch
Duration 3 (1/round)
Trapping: Holy Ward - forgo raise effect for Arcane Resistance for the duration
  • Standard - Kir bestows one of Asnir's most defensive gifts upon himself or an ally - Battle Sense. This new sense makes the affected character completely aware of the battle field. They are always aware of incoming atttacks and they instinctively know the best course of action to take in battle. With a raise, they can even detect the flow of magic in battle, extended the effects of Battle Sense.
    Mega - Kir creates a link between Asnir and the target, and Asnir himself guides the combatant through battle. With a raise, the Divinity's merest presence is enough to counteract magics used against the character.
Effect: -2 All attack rolls directed at target. Raise gives Arcane Resistance. Also armor vs AoE.
Asnir’s Guidance (Greater Deflection 4 PPE)
Range: Touch
Duration: 3 (1/round)
Effect: -4 All attack rolls directed at target. Raise gives Arcane Resistance. Also armor vs AoE

Favored Weapon (Smite; 3 PPE) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Courage - +2 Spirit vs Fear & Intimidation
  • Standard - Kir blesses an ally's weapon with holy power and its wielder with extensive knowledge of the weapon. They gain master-level knowledge and ability with their weapon, increasing not only their ability to deal damage with it but also the confidence in their ability to overcome any enemy through the propper use of their weapon.
    Mega - Kir invokes Asnir's name, and He blesses weapon(s) of the righteous with the most effective means of defeating the enemies opposing the hero(es).
Effect: +2/+4 on raise to weapon’s damage. Affect up to 5 targets for like amount of PPE.
Asnir’s Touch (Greater Smite; 4 PPE)
Range: Touch
Duration: 3 (1/round)
Trapping: Special
Effect: +4 mega damage to weapon’s damage, +8 on Raise. Choose any Trapping.

Boon of the Righteous (Quickness; 4 PPE & Slow; 1-5 PPE) [Seasoned]
Range: Touch & Smarts x2
PPE: 5-9
Duration: 3(4/round)
Trapping: Balance
  • Standard - Once it has been determined that conflict cannot be resolved with words, Kir's duty is to aid the righteous against injustice. Boon of the Righteous is one of the most potent abilities at his disposal to aid in his duty. He saps the energy from his opponents' arms and legs and transfers it directly to himself or an ally, granting them superhuman combat ability.
    Mega - Kir petitions Asnir's aid. Those deemed unworthy are judged harshly and hindered greatly. A chosen champion is granted the taken power.
Effect: Cast Slow on 1-5 enemies, Cast Quickness on an ally. 2 Arcane Skill rolls + 1 Wild die. Critical Failure reverses the effect.
Asnir's Judgement (Exalted Quickness; 8 PPE & Exalted Slow; 2-10 PPE ) [Seasoned]
PPE: 10-18
Range: Touch & Smarts x3
Duration: 3(4/round)
Trapping: Balance
Effect: Cast Exalted Slow on 1-5 enemies, Cast Exalted Quickness on an ally. 2 Arcane Skill rolls + 1 Wild die. Critical Failure reverses the effect.
Quickness & Speed Individual Mechanics Reference
Quickness (Quickness; 4 PPE) [Seasoned]
Range: Touch
Duration 3 (2/round)
Trapping: Standard
Effect: 2 separate and independent turns/round. Redraw Initiative lower than Eight on Raise.
Exalted Quickness (Exalted Quickness; 8 PPE)
Range: Touch
Duration 3 (2/round)
Effect: Same and may ignore up to two points of multi-action penalty on each turn.

Slow (Slow; 1 PPE) [Seasoned]
Range: Smarts x2
Duration 3 (2/round)
Trapping: Standard
Effect: Movement=Action, MAP to move and act in 1 round. Redraw initiative above 10 on raise. 1-5 targets for like amount of PPE.
Exalted Slow (Exalted Slow; 2 PPE)
Range: Smarts x3
Duration 3 (2/round)
Effect: Half Pace & cannot run; -2 Parry and +2 to hit at ranged; Agility-Linked rolls made at -2.
Psionics
ISP: 20/20
Recovery: 1/Hour

Mend Wound (Healing; 3 ISP) [Novice]
Range: Touch
Duration Instant
Trapping: Gift of Life - +2 Faith, but gain a Fatigue level only restored by 1 hour of rest (no succor).
  • Kir has learned how to aid the wounded by focusing his mind upon an injury and willing it to heal. Kir inadvertently draws upon the divine power within him while using Mend Wounds. It is not a natural ability for Kir as a follower of Asnir, and it requires a great deal of focus from Kir. He is able to heal even the most dire of wounds, but it exhausts him both physically and spiritually.
Effect: Heal 1 Wound, 2 on Success. Cure Poison/Disease within 10 minutes of event.

Identity Shift (Puppet; 3 ISP) [Veteran]
Range: Smarts
Duration 3 (1/round)
Trapping: Temporal Thought - Make Smarts roll or become Fatigued.
  • Kir uses his divine spark to assault his target's mind in an unusual, yet effective, manner; he desynchronizes their mind from its existence within this timeline. They become aware of hundreds to thousands of alternate selves, temporarily losing all sense of their self. While they are experiencing this, Kir searches his target's mind for the alternate self most likely to be sympathetic to Kir's will. Once he has determined which it would be, he locks the target's personality to the chosen one's for the duration of the spell. This is an extremely mentally exhausting ordeal for the target.
Effect: Psionics vs Spirit to control target. Acting against will allows chance to break control.

Thought Conversion (Speak Language; 1 ISP) [Novice]
Range: Self
Duration 10 Minutes (1/10 minutes)
Trapping: Holy Presence - +2 Charisma & Intimidation. +2 to be attacked and noticed.
  • Kir rewires his brain to be able to understand and reproduce any language he sees or hears with fluency. Of Kir's many powers, this one above all is the most quintessential to the worship of Asnir. When Kir uses Thought Conversion Asnir exudes His divinity through Kir. It becomes blatantly obvious that Kir's word carries the weight of a god.
Effect: Speak/read/write any language other than own.
Last edited by Kir Gloryspirit on Tue Jan 01, 2019 12:17 pm, edited 37 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Gear

Post by Kir Gloryspirit »

Gear
Battlestaff of Asnir’s Faithful
The Battlestaff was created for Kir by Asnir once the mortal became god-touched. Asnir imbued the simple staff Kir carried at the time with His own deific essence, transforming the staff into a holy artifact of great power. The Battlestaff could even be said to be god-touched itself, and no weapon could be more worthy for Kir.
Image
  • Str+d6 Damage
  • 8 lbs
  • Reach 1, Parry 1, Two Hands
  • +2 Mysticism, 10 PPE (Recharges at same rate as Kir)
  • 2 PPE for Mega Damage for 1 Round
  • Quickness, Slow
NG-33 Laser Pistol
Image
[list][*]Range: 15/30/60
[*]Damage: 2d4+1, AP 2
[*]RoF: 1
[*]Shots: 20
[*]Weight: 4 lbs
[*]Notes: Semi-Auto[/list]


Ley Line Walker Light Armor (TW)
[list]
[*]+3 Armor
[*]Strength Minimum: N/A
[*]Environment Protection:
[*]Weight: 4 lb
[*]Cost: 9,000
[*]Note: comes with a breath mask and magical filter system that provides +4 to Vigor rolls against airborne toxins and diseases.[/list]


Ward of the Righteous
Granted to the most respected of Asnir's mediators, the Ward of the Righteous was blessed with Asnir's power by his most devout priests. It enhances the wearer's abilities and also shields them from harm.

Image
  • Type of Item: Medallion displaying Asnir's symbol.
  • Enchantments (Two Major, Two Minor): Armor, Other: Armor always cast with a Raise, +2 Armor, +5 PPE
  • P.P.E.: 15
  • Trait: Mysticism
  • Trappings: The target's skin becomes covered in mystical runes with Asnir's symbol displayed prominently over the chest and forehead. The affected character is endowed with Asnir's protection, negating all but the mightiest of attacks.
NG-S2 Survival Pack:
Designed and sold by the Northern Gun Corporation, this is a fairly common starting item for anyone roaming the wilds. It contains just about everything needed for basic survival. (30 lb, 3,000 credits)
  • One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
  • One sleeping bag, also insulated.
  • One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
  • One biometric compass/inertial mapper.
  • Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to others if the sun is out.
  • One short-range radio, five-mile range.
  • One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
  • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
  • Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
  • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
  • One survival knife, one small hatchet, and one wooden cross.
  • Four signal flares.
  • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
  • One bar of soap and a sterilized cloth.
  • One canteen.
  • Two weeks worth of minimal sustenance survival rations in sealed pouches.
Credits: 6000
Last edited by Kir Gloryspirit on Sat Jul 07, 2018 7:44 pm, edited 9 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Background

Post by Kir Gloryspirit »

Background
Image
Kir Gloryspirit was previously a mediator devoted to Asnir on his version of Earth - a low tech Earth full of gods and magic. Asnir chose Kir to come to Rifts Earth in an attempt to spread peace amongst humanity (and others) here as much as possible. The levels of strife throughout Rifts Earth are an affront to Asnir, and Kir is dedicated to his quest.

Asnir, the god of war for Kir’s people, believes in peace. He loves his people and wishes to see them work out their conflicts before taking up arms. He is aware that this is not always possible. If negotiations break down, Asnir chooses the side that is most just and aids them.

Asnir does wish to spread peace through Rifts Earth, forcibly or not, but that’s not his only motivation. Rifts Earth is vastly technologically superior to Asnir’s Earth and on par Magically, or maybe even more advanced magically with Techno-Wizardry available. Should the CS or Federation gain control of Rifts Earth, it could spell trouble for Asnir’s Earth.
Last edited by Kir Gloryspirit on Tue May 22, 2018 6:46 pm, edited 26 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Kir Gloryspirit
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Advances
Rolls
Roll Sheet for Mystic
HJ Enchanted Items & Mystic Gadgets 1d20 (19) [Make removable]
HJ Enchanted Items & Mystic Gadgets 1d20 (14) [Make removable]
HJ Magic & Mysticism 1d20 (4) [Make removable]
HJ Magic & Mysticism 1d20 (20) [Make removable]
HJ Training 1d20 (11) [Make removable]
Two-for-choice: HJ Training 6-7

Narrative Hook
1d20 (10) [Make removable]

Credits
2d4*1000 = 6000 (2, 4) [Make removable]
God-Touched Race
God-Touched Racial Statistics
The God-Touched are mortals chosen by a deity to be its avatar in the mortal realm. God-Touched are usually already devout worshippers before they are chosen, but this is not always the case. Once chosen, the God-Touched’s soul is embedded with a shard of their Deity and granted an ability to aid in their journeys.

Devout Training: The God-Touched begins play with one d6 which should indicate a skill learned in service of their Deity. (1)
Divine Gift: Each God-Touched has a sliver of their deity inside of them. They begin play with one free Novice Edge of their choice representing their deity’s nature. (2)
Muddled Mind: Being in constant contact with a Deity places a heavy burden upon the God-Touched’s mind. They suffer -2 to Common Knowledge rolls and begin play with the Quirk Hindrance describing some kind of mental oddity. (-3)
Pious: Only the most devout men and women are chosen by the Gods to act as their Avatars. God-Touched characters begin with one die type increase to Spirit. (2)
Iconic Framework:
Mystic
Mystic
Ability and Bonuses
  • Arcane Background (Miracles): Mystics begin with four starting powers (from the list above) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).
  • Arcane Background (Psionics): As a minor psionic, a Mystic begins with three powers (from the above list) and 10 ISP. He also has a beginning Psionics skill of d6.
  • Cosmic Confluence: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
  • Master of Magic: Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP).
  • Mystic Awareness: Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
Complications
  • Arcane Duality: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
  • Cybernetics: Mystics suffer the same penalties from cybernetics as any other arcane character (page 108). Except for them the disruption affects two skills (−1 to both Mysticism and Psionics skills per point of Strain).
  • Enemies: Mystics are equally illegal and reviled in the Coalition and the True Federation of Magic.
  • Higher Standard: For no added benefit, a Mystic must take a Hindrance representing his spiritual path and cosmological belief system such as Code of Honor, Major Pacifist, or Major Vow (the Vow must be “good” per GM’s approval). He must hold to that or risk his Arcane Background (Miracles) powers (per Protector in Savage Worlds).
Narrative Hook
Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

Hero’s Journey
Mystics gain three rolls on any of these tables: Enchanted Items & Mystic Gadgets, Experience & Wisdom, Magic & Mysticism. They gain two more rolls on any table except Cybernetics.

Enchanted Items & Mystic Gadgets
  • 19: You may choose any one of the previous results.
    • 1: Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two handed) that even does Mega Damage if 2 PPE is channeled through it that round.
Experience & Wisdom
  • 3: Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
Magic & Mysticism
  • 4: More PPE means more power to work with, and your character has it. He gains +5 PPE to his base.
  • 20: You may choose any one of the previous results.
    • 11-13: Often, one crisis is quickly followed by another, and your caster needs to get his
      energy back quickly. He has the Rapid Recharge Edge, or Improved Rapid Recharge
      if he already has the former.
Training
  • 6-7: Part of your character’s extensive training including full understanding of a particular occupation or area of focus. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Advances
  • Initial Advance 1: Exceptional Rapid Recharge
  • Initial Advance 2: I Know a Guy
  • Divine Gift (God-Touched): Charismatic
  • Novice 1 Advance: Strong-Willed
  • Novice 2 Advance: Elan
  • Novice 3 Advance: Power Points (PPE)
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Kir Gloryspirit on Tue Jan 01, 2019 12:17 pm, edited 12 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
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Kir Gloryspirit: Interlude(s)

Post by Kir Gloryspirit »

"Years ago, Asnir sent my then self to a certain place in our homeland. It was far to the north - a barren peninsula in an uninhabited land. It was a cold place even by northern standards. However, He instructed and I who existed then followed," Kir pauses to look within the fire.

Still staring into the fire, Kir continues, "The I of then was newly Touched. Much of the trek was spent absorbed within my once-self, conversing with Asnir. It was a confusing time - the presence of a god is too much for a mortal mind. Some block it off and only touch the divinity when needed. Others are simply stronger willed and can manage in some other way. It seemed sinful to my past self to hide Asnir away in some dark corner. No, the I of then chose to live with Asnir's presence. As near as We can tell, this body, Kir Gloryspirit, is now Asnir's mortal avatar. In a way, We have become One."

Kir chuckles, "Perhaps to a much lesser extent for Asnir himself. However, the Kir Gloryspirit who once was is no longer."

"We digress. The point is that Asnir explained many things to the self of my past. The world We came from is not a perfect place, but We love it dearly. This new world, the one We stand in now, however, is a threat. Although infrequently, Our world is connected to yours. It is also Our belief that the peoples of this land have, as a result, learned to force their way into other worlds," Asnir explains before growing silent.

A troubled look crosses his face before he continues, "We come here to guard Our home. These CS peoples are violently militant and they are unjust to those unfortunate enough to be different from them. These Federation peoples seem more lenient in some ways, but We believe there to be some sinister force hiding in the depths. These two powers alone could spell trouble never before seen for Our home."

"Yet these are the least troubling forces. Here, in this arid land lies abominations unheard of upon Our lands. Vampires. Vampires are what lead us back to the beginning of this tale," nods Kir as he pauses for emphasis.

"Asnir led my past self to the barren northern peninsula because there existed an infrequent and irregular portal between this world and Ours. It is not a well known portal, but it leads to where we first encountered one another, friends. The portal leads here, to this arid land and the heart of the vampire abomination. We have many missions on this world. The first mission, however, is to safeguard Our home from these abominations," Asnir finishes his tale, staring into the fire contentedly.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

+2 XP for end of Quarter.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Experience and Wisdom
  • Result: 3 - Your character doesn’t take kindly to threats, and no one messes with her head. She is Strong Willed.
Stronger Willed now affects Fear and Puppet
Last edited by Kir Gloryspirit on Sun Oct 21, 2018 7:23 pm, edited 1 time in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Experience and Wisdom
  • Result: 15 - Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense.
Champion: Add +2 damage when attacking supernaturally evil (or good) creatures and +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Mythic Rifter
  • Result: 8 - Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

+1 XP for Interlude.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

+1 Benny for including the Confessor in my post.
+1 Benny for ending my post in the Witchwell Inn.
+1 Benny for partaking in the Streetwise scene.

+4 XP for the Quarter

+Elan
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

FG 10: Charming and Well-Traveled: Your hero begins with the Charismatic and I Know a Guy Edges.

Charismatic becomes "Holy Aura" (+1 Cha)
Gain Scrounger instead of I Know a Guy
I Know a Guy gains +1 use/session

Master Singer: +2 to Singing (Dance offs?)
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

+4 XP for Q4 2018
+Power Points Edge
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Re: Kir Gloryspirit: Battle-Mystic of Asnir, God of War

Post by Kir Gloryspirit »

Training
  • Result: 03 - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination.
Fighting d6 -> Fighting d10
Throwing d4
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
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Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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