Niyol Dreamwalker, Simvan Shaman

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Niyol Dreamwalker
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Joined: Tue Aug 20, 2019 7:13 am

Niyol Dreamwalker, Simvan Shaman

Post by Niyol Dreamwalker »

Fortune & Glory
  • [dice:2m5f06xx]57067:1[/dice:2m5f06xx]
  • [dice:2m5f06xx]57067:0[/dice:2m5f06xx]
Hero's Journey
  • Experience & Wisdom: [dice:2m5f06xx]57067:4[/dice:2m5f06xx]
  • Experience & Wisdom: [dice:2m5f06xx]57067:3[/dice:2m5f06xx]
  • Experience & Wisdom: [dice:2m5f06xx]57067:2[/dice:2m5f06xx]
Credits
[dice:2m5f06xx]57067:5[/dice:2m5f06xx]x100=1800(+15000=16800)
[dice:2m5f06xx]57067:6[/dice:2m5f06xx]x500=2000
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
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Re: Niyol, Simvan Shaman

Post by Niyol Dreamwalker »

Character Sheet
Niyol Dreamwalker
Rank: Seasoned Advances: 7 Advances Unspent: 0
Race: Simvan
Iconic Framework: M.A.R.S. Shaman
Attributes: Agility d6-1, Smarts d8-1, Spirit d8, Strength d6-1/d10-1, Vigor d6-1
Pace: 5(d6-1); Parry: 5; Toughness: 17(8); Strain: 0
Skills (15/15 + 5/5 Smarts):
  • *Athletics d4
  • *Common Knowledge d4 (+2 in NA)
  • +Faith d8 (1)
  • Fighting d6 (2)
  • +Healing d6
  • *Notice d6 (1)
  • +Occult d10+2 (1)
  • *Persuasion d6 (+2 Networking in NA) (1)
  • Psionics d8 (2, 1 Smarts)
  • Research d8 (3 Smarts)
  • Repair d8 (2 + 1 Smarts)
  • +Riding d8 (3)
  • Shooting d6 (2)
  • *Stealth d4
  • +Survival d6 (+2 in NA)

Hindrances
  • Elderly (Major): Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
    On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts
  • Heroic (Major): This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first Characters one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.

Edges
  • Artificer (Miracles): Artificers can create Arcane Devices and give them to their allies. See SWADE page 153.
  • Beast Master (2): Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 2 or smaller, subject to the GM’s approval.
    The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
    • More Powerful Companions
      • Make one pet a Wild Card.
  • Beast Rider: The Knights of the White Rose and some barbarian tribes tame strange and alien beasts as mounts. Instead of the animal companions offered by the Beast Master Edge, a Beast Rider may take as her companion and mount a creature up to Size Large, such as a dinosaur, Phantom Wolf, or a beast suggested for Simvan Monster Riders (see The Tomorrow Legion Player’s Guide). This mount may be in addition to the regular companion animal and may be modified by taking the Beast Master Edge more than once.
  • Brawny: Your bruiser is very large or very fit. Her Toughness increases by 1 and she treats her Strength as one die type higher when determining Encumbrance (SWADE page 67) and Minimum Strength to use armor, weapons, and equipment without a penalty (SWADE page 66).
  • Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
  • Connections (TBD, TBD): Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers.
    Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor.
    The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
  • Dream Vision: Once a session, when the hero either sleeps or meditates for four hours, she may activate divination normally. On a success, she gains benefits equivalent to a raise result for divination in the form of a prescient vision. With a raise, the vision grants elaborate supernatural premonitions or insight, and the GM is encouraged to embellish the amount and nature of the information received.
  • Major Item Creation (Miracles): Major Item Creation allows crafters to build upon the Artificer and Minor Item Creation Edges to create items with independent pools of Power Points (A&M page 32).
  • Major Psionic: Major Psionics double the ISP gained from the Arcane Background (Psionics) and Power Points Edges.
    Before attempting a Psionics skill roll, Major and Master Psionics may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
  • Master of Magic: The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.
  • New Powers (Miracles): Boost/Lower Trait, Sloth/Speed
  • Power Points (Miracles): This Edge grants them an additional 10 Power Points.
  • Rich: She begins with 15,000 credits and gets two rolls on the Body Armor, Close Combat Weapons, Cybernetics, Enchanted Items & Mystic Gadgets, or Ranged Combat Weapons Tables. The hero may give up the two rolls to instead own one weapon, armor, or adventuring gear item of her choice.
  • Scholar: Add +2 to the total whenever Occult is used.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
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Re: Niyol, Simvan Shaman

Post by Niyol Dreamwalker »

Powers
Arcane Background: Miracles
PPE/ISP: 20 - Recovery: 5/hour

Totemic Blessing/Ancestral Curse [Boost/Lower Trait] (2 PPE) [Novice]
Niyol calls upon one of the spirit animals to enhance his or his allies traits. Alternately, he can call upon his Simvan ancestors to inhabit his enemies' bodies to weaken them.
  • Range: 8” (Smarts)
  • Duration: 5 (Boost); Instant (Lower)
  • Trapping: Aspects of the totem animal manifest upon the affected / Wips of silvery mist appear and enter the enemy. If magical perception is used, spectral Simvan appear and enter the enemies' bodies.
    OOC Comments
    • Effect: This power allows a character to increase or decrease a target’s Trait (attribute or skill).
      Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds.
      Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
      Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
      • GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a −2 penalty to the rolls.
Spirit Vision/Spiritual Concealment [Detect/Conceal Arcana] (2 PPE) [Novice]
A boon granted by the spirits. The spiritual world, and the flow of magic through it and the material world, become visible. Alternately, the spirits can be asked to hide the spiritual realm, or the flow of magic, from those who can perceive such things.
  • Range: 8” (Smarts)
  • Duration: 5 (Detect); one hour (Conceal)
  • Trapping: Softly glowing eyes (Detect).
    OOC Comments
    • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
      Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
      Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
      Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
      • EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
        • Active powers and arcane abilities.
        • Type of supernatural creature (vampire, werewolf, dragon, etc.).
        • Enchantments present on an item.
        • Amount of PPE or ISP possessed by a target.
        • Other information the GM allows.
        When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
      • EXALTED CONCEAL ARCANA (+2): The recipient is −2 (or −4 with a raise) to be seen or found with detect arcana, divination, and other arcane abilities; may not be used in combination with the power’s Strong modifier.
      • PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.
Overgrowth [Entangle] (2 PPE) [Novice]
Spirits of nature aid Niyol. Roots burst forth from the ground, and grass, vines, and limbs grow or reach towards his enemies. Any nearby flora answers the call of the spirits aiding Niyol.
  • Range: 8” (Smarts)
  • Duration: Instant
  • Trapping: Local flora ensnare the target(s)
    OOC Comments
    • Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound.
      Victims may break free on their turn as detailed under Bound & Entangled on page 98.
    • Modifiers:
      • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      • STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
      • GREATER ENTANGLE (+4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
Blessing of the Ostrosaurus/Curse of the Snake [Sloth/Speed] (2 PPE) [Seasoned]
Niyol calls upon the Ostrosaurus, a spirit unique to the Simvan, and is blessed with enhanced speed of the Ostrosaurus. If the need is great, Niyol can even receive the predator's quick reflexes.
Alternately, Niyol can invoke the spirit of the snake to hinder his enemies. Snake wraps its long form around the enemy, slowing any attempt at movement. If the need is great, Snake can weave through the battlefield administering paralytic poison to the enemy.
  • Range: 8” (Smarts)
  • Duration: Instant (Sloth); 5 (Speed)
  • Trapping: Green scales and yellowed eyes; A faint shimmering form revealed to be a large spectral snake with detect arcana or another appropriate sense.
    OOC Comments
    • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target’s total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll.
      Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    • Modifiers:
      • ADDITIONAL RECIPIENTS (+1): Speed only. The power may affect more than one target for 1 additional Power Point each.
        AREA OF EFFECT (+2/+3): Sloth only. For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      • QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      • STRONG (+1): Sloth only. The Spirit roll to shake off sloth’s effects is made at −2.
      • EXALTED QUICKNESS (+4): Speed only. The recipient suffers no Multi-Action penalties.
      • GREATER SLOTH (+2): Sloth only. The target cannot run, and with a raise is Vulnerable.
      • GREATER SPEED (+2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible. With a raise the recipient is also Nimble (see page 70).
Ancestral Aid [Stun] (2 PPE) [Novice]
Niyol calls upon his ancestors, beckoning them from the Spirit Realm. They manifest as silvery wisps of fog which quickly inhabit the nearest enemy. Those affected are forced into a spirit vision where the near future is revealed.
  • Range: 8” (Smarts)
  • Duration: Instant
  • Trapping: Wisps of silvery mist; Detect arcana or similar perception would reveal Simvan Spirits.
    OOC Comments
    • Effect: Stun shocks a target with concussive force, sound, light, magical energy, or the like.
      A successful casting means the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned (see 106).
    • Modifiers:
      • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
      • GREATER STUN (+2): Resistance rolls are made at –2, or –4 with a raise.

Arcane Background: Psionics
PPE/ISP: 25 - Recovery: 5/hour

Animal Magnetism [Beast Friend] (Special) [Novice]
Niyol taps into his natural affinity for animals and boosts it to extreme levels via telepathy. He can understand and communicate with any animal in this manner.
  • Range: 8” (Smarts)
  • Duration: 10 minutes
  • Trapping: "Wild-eyed" or Feral facial expressions; Dominant body language/posture. Nothing obvious via mundane senses.
    OOC Comments
    • Effect: This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
      Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
      Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
      Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
      • Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
    • Modifiers:
      • MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended.
Lucid Dreaming [Divination] (5 ISP) [Heroic]
Niyol can use meditation to slip into a trance. In this state he connects to the latent energies of the world and is granted visions of the past, future or present. When he sleeps, or through several hours of meditation to enter a much deeper trance, Niyol immerses himself deeply within the dreamscape where he has the potential to gain much more information.
  • Range: Self
  • Duration: A brief conversation of about five minutes.
  • Trapping: Meditating, Sleeping
    OOC Comments
    • Effect: Divination allows the caster to contact otherworldly beings or forces to gain information.
      Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on.
      After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not).
      The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen.
      Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality.
      Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
      • Once per session, when the hero either goes to sleep or takes at least four hours to meditate, she may activate her divination power normally (spending ISP—including added ISP for a bonus, as per Major Psionic—and making a Psionics roll). On a success, she gains the benefits equivalent to a raise result for divination. With a raise, the vision grants even more elaborate supernatural premonitions or insight, and the GM is encouraged to embellish and extend the amount and nature of the information received.
Muscle Mnemonics [Warrior’s Gift] (4 ISP) [Seasoned]
Niyol has stored useful abilities of capable warriors deep within his mind. He is able to call upon these abilities and integrate them so seamlessly that even his muscle memory is affected.
  • Range: Self
  • Duration: 5
  • Trapping: Shift in posture or stance
    OOC Comments
    • Effect: With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the Rank Requirement).
    • Limitations: Self (-1)

Powers from Gear
Kinetic Amplification [Boost Trait (Strength)] (2 PPE/ISP) [Novice]
The armor psionically or magically amplifies any force exerted by the user.
  • Range: Self
  • Duration: 5
  • Trapping: The armor's glow intensifies slightly
    OOC Comments
    • Effect: This power allows the character to increase his own Strength Attribute.
      Boosting Strength increases the attribute one die type, or two with a raise, for five rounds.
    • Limitations: Self (-1); Aspect (-1)
Forcefield [Deflection] (3 PPE/ISP) [Novice]
A powered field of psionic or magic energy envelops the armor and deflects attacks and projectiles.
  • Range: Self
  • Duration: 5
  • Trapping: A slight shimmering surrounding Niyol
    OOC Comments
    • Effect: Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power.
      Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    • Limitations: Self (-1)
Biosphere [Environmental Protection] (2 PPE/ISP) [Novice]
A bubble of safe atmospheric conditions forms around the target.
  • Range: 8" (Smarts)
  • Duration: One hour
  • Trapping: A slight shimmering surrounding Niyol
    OOC Comments
    • Effect: Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from crushing depths, scathing heat, intense cold, and even radiation.
      Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example.
      Environmental protection reduces damage from like sources by 4 (6 with a raise). If
      protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
Silvering Field [Smite] (2 PPE/ISP) [Novice]
Places a field on the weapon that constantly applies magical silver to anything touching the field or passing through it
  • Range: 8" (Smarts)
  • Duration: 5
  • Trapping: Shining silver weapon/ammunition coating
    OOC Comments
    • Effect: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
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Re: Niyol, Simvan Shaman

Post by Niyol Dreamwalker »

Background

Niyol was a young Simvan shaman gifted with powerful psionic dream visions. He met Yipping Coyote, a Navajo shaman, in his dreams. They spoke of many things as they wandered the dream world together, and Niyol was intrigued by Yipping Coyote’s wisdom. Niyol’s wanderlust got the better of him, so he set out to meet Yipping Coyote.

During his journey, Nigol dreamt of a lone rain cloud in the forest. He followed the signs which led him to a wounded land ray, a creature of the skies and water. Niyol nursed the creature back to health and it became his streadfast companion. He named it Rides the Wind.

Yipping Coyote and Niyol met in the Pecos Empire. The older shaman felt compelled by his own visions to find Niyol and set out on a quest of his own. They returned to Navajo lands where Yipping Coyote tutored the young Simvan in the ways of shamanism.

When Niyol completed his training, Yipping Coyote gifted the Simvan with a spirit spear, a mighty and priceless weapon to defend himself with. It would also serve as a status symbol showing that Niyol was a friend to the Native peoples despite his Simvan heritage. Niyol, now Niyol Dreamwalker, departed astride the now fully grown Rides the Wind to travel wherever he was most needed.

His dreams guided him to many places, such as the Dinosaur Swamps where he earned a Spirit Bow. Niyol defeated an evil spirit fooling the people into believing it was benevolent while stealing children away from them during the night. He learned a variety of healing techniques by practicing medicine wherever he traveled. The intricacies of machinery revealed themselves to him in the company of scholars he traveled with.

He even traveled to Tolkeen to render them aid in their conflict with the CS. His dreams helped divert disaster after disaster, and in thanks they gifted Niyol a specialized TW armor. After the Fall, his visions allowed him to guide a significant number of civilian refugees to safety.
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Niyol, Simvan Shaman

Post by Niyol Dreamwalker »

Gear

Spirit Spear
  • Str+3d6 Mega Damage, AP 6
  • Min Strength: d6; Min Spirit: d8
  • Notes: Gains +1d6 damage and +6 AP against supernatural evil.
  • Weight: 3 lb
  • Cost: -
Spirit Bow
  • 4d6 Mega Damage, AP 6
  • Range: 30/60/120
  • RoF: 1
  • Min Strength: d6; Min Spirit: d8
  • Notes: Fires spirit arrows—unlimited Shots. Gains +1d6 damage and +6 AP against supernatural evil.
  • Weight: 3 lb
  • Cost: -

Arzno TWA-1600 Exterminator EBA (TW)
Standard issue for the AMC heavy weapons division, this armor’s TW enhancements allow the user to wield weapons normally the exclusive domain of Combat Cyborgs and power armor troops. Like all Arzno armor, it comes standard with silver-plated spikes for fighting vampires (+1d4 damage to unarmed attacks)
  • +8 Armor; +3 Toughness; EBA:
    • EBA is fully enclosed and covers all locations. It provides immunity to disease, poison, or drowning, and +4 to resist cold, heat, electricity, and radiation—see Hazards in Savage Worlds. All EBA have basic communications (radio range five miles), air filtration systems, and five hours of emergency air.
  • Increases Strength die by 2 steps while activated
  • Activation: 1 PP/hour
  • Powers: Boost Trait (Self, Strength), Deflection (Self), Environmental Protection, Smite
    • Powers may be activated via suit’s Spellcasting of d8.
  • Minimum Strength: d8
  • Weight: 18 lb
  • Cost: 185000 (-4 Rarity)

Bio-Analysis Kit
Specifically designed to handle situations where biological systems are compromised via disease, toxins, and related conditions, this tackle-box-sized kit contains a miniature bio-analysis machine and a miniature “lab” that can be used to quickly concoct antidotes and treatments.
  • Min Healing: d4
  • Notes: Anyone with Science gains a +1 using this system, or a +2 if they also have Electronics.
  • Weight: 5 lb
  • Cost: 7200
Computer, Field (Grade II)
A rugged operational computer capable of withstanding the shock of running around and trying not to die in a Mega-Damage world.
  • Notes: +2 bonus on opposed Hacking or Thievery Rolls. The bonus also applies to any Research rolls for recalling history or similar research.
  • Weight: 2 lb
  • Cost: 20000
Dosimeter
Limited nuclear exchanges from long ago left behind areas still saturated with deadly radiation. What's more, the effects of some Rifts create radiation threats, making a device like this very useful.
  • Notes: Accurately detects the presence and amount of radiation with a Range of 5/10/20.
  • Weight: 1 lb
  • Cost: 200
Holo-Display Communicator
Capable of sending and receiving a small, doll-sized holographic image, this rare and expensive system is also useful for creating 3D images of maps, diagrams, blueprints, and whatever else the user might wish to input for display. The communication system itself has a 300-mile range.
  • Weight: 2 lb
  • Cost: 10000
Infrared Distancing Binoculars
High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations.
  • Weight: 2 lb
  • Cost: 1200
Repair Kit, Field
Designed for military and frontier use, this advanced tool kit holds supplies to help get machines running again. It carries quick-weld patches, a backup laser torch, scanner, extra wires, circuits, and other items.
  • Min Repair: d4
  • Notes: It grants a +1 to all Repair rolls. GM may decide frequent use requires restocking its supplies.
  • Weight: 10 lb
  • Cost: 4000
Trauma Kit
A few steps above a standard first aid kit, this small field pack contains necessary and useful items for saving lives under the worst conditions.
  • Min Healing: d4
  • Notes: It grants a +1 on all Healing rolls. GM may decide frequent use requires restocking its supplies.
  • Weight: 3 lb
  • Cost: 2600
Arcane Crafting Tools (Crafting Supplies)
A set of magically enhanced tools perfect for crafting and enchanting items.
  • +2 to Occult
  • 1d4 days to craft the tools once creation has begun.
  • Cost: 10000
  • Weight: ?
NG-S2 Survival Pack
Popular with adventurers and travelers, this basic survival pack is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth.
  • Weight: 20
  • Cost: 3000
    Contents
    • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Rides the Wind (Land Ray Wild Card)
Oddly similar in appearance and movement to the seaborne manta ray of Earth’s oceans, the Land Ray is a psionically-powered, amphibious predator who hunts both fresh water bodies and across the land. Telekinesis helps the creature swim and fly with equal speed, and it has a psionically enhanced whip of a tail it uses to carve up even MDC-armored targets.

Niyol discovered Rides the Wind wounded in the forest. He nursed it back to health and bonded with the creature and it became his steadfast companion. When it grew older and larger, he trained it as his mount and has since traveled across North America with Rides the Wind.
Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d10, Notice d8, Psionics d10, Stealth d6
Pace: 2; Parry: 7; Toughness: 12
Edges: Danger Sense, First Strike, Frenzy (Imp.), Master Psionic
Powers: Deflection, protection, smite, telekinesis. ISP: 30
Special Abilities:
  • Amphibious: Survive equally well in fresh water and on land (though they cannot breathe in salt water).
  • Nightvision: Land Rays ignore penalties for Dim and Dark conditions.
  • Psionic Senses: Land Rays have detect arcana as an Innate Ability.
  • Size 2 (Normal): These are sizable beasts with a wingspan of over ten feet.
  • Telekinetic Movement: Land Rays possess both a flight and swimming Pace of 12, with a d10 Run die.
  • Tough Form: Thickly muscled and possessing a solid hide, Land Rays gain +4 Toughness. Of course, they use their protection power to dramatically enhance their defenses.
  • Whip Tail: This vicious natural weapon does Str+d6 Mega Damage, AP 6. Against particularly tough foes, the Land Ray uses its smite ability to turn this into a truly devastating weapon.

Credits: 23600

Contacts
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
Posts: 22
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Re: Niyol, Simvan Shaman

Post by Niyol Dreamwalker »

Advances
Please list all Edges and Advances taken for your character here

M.A.R.S. Shaman
  • Roll on the MARS Fortune & Glory Table (page 46) two times possibly modified by package.
  • MARS heroes begin with three rolls on any Hero’s Journey tables you like (though some make more sense than others).
  • Begin with Occult d6, Faith d6, Arcane Background (Miracles), 10 PPE, use the both the Ley Line Walker's list and the Mystic’s Miracles list and begin with three powers.
  • Begin with Healing and Survival d6.
  • Begin with your choice of the Beast Master, Danger Sense, or Healer Edge.
  • Begin with the Artificer and Minor Item Creation Edges.
  • Build your character as normal, and when finished, give her four Advances. This means she begins play as a Seasoned Rank character.
  • Begin with standard Starting Gear substituting Light Enchanted Armor, plus a Spirit Bow and Spirit Spear.
Simvan "Monster Rider" Racial Abilities
  • Animal Empathy: Simvan's psionic connection to animals grants the Beast Master Edge and Riding d4.
  • Bad Reputation: Simvan are despised by folks due to their penchant for cannibalism, when dealing with most people their initial Reactions are two levels worse than usual.
  • Bloodthirsty: For Simvan, the ultimate victory is defeating and consuming a worthy opponent, a conception which leads to a level of callous violence uncommon even on Rifts Earth.
  • D-Bee (Major): Simvan tribes prey on humans, making even independent Simvan misunderstood by others. Initial Reactions typically start Hostile at best, and human supremacists are immediately violent unless a social skill check is successful. Those with a Unfriendly or lower Reactions will refuse to sell wares or provide services such as healing, repairs, etc.
  • Instinct Over Intellect: Simvan act on their instincts, intellectual pursuits are not common for them. They suffer a −1 penalty to all Smarts rolls, but not Smarts linked skills.
  • Low Light Vision: Simvan ignore penalties for Dim and Dark conditions.
  • Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts—see the list of riding animals above.
  • Natural Psionics: Start with Arcane Background (Psionics), beginning with beast friend and two powers chosen from the standard psionic list on page 121. If a Simvan chooses a framework providing Arcane Background (Psionics), he starts with beast friend as one of his starting powers and adds two powers to his starting total (e.g., a Simvan Burster starts with five powers). Simvan have a bonus of +5 ISP naturally; this bonus ISP is not part of their base ISP nor is it modified by other Edges or Abilities (e.g., a Simvan Mind Melter would begin with 35 ISP).
  • Near-Human Physiology: Those unfamiliar with Simvan biology suffer only a –1 penalty to Healing skill rolls and cybernetics checks.
  • Racial Enemy: Psi-Stalker and Simvan tribes have been at war for generations. Meetings start argumentative and get worse. Simvan suffer −2 Persuasion with Psi-Stalkers.
Table Rolls
Fortune and Glory
  • (07): Strong and Powerful - Your hero adds one die type to Strength and begins with the Brawny Edge.
  • (09): Wealthy and Connected - You hero begins with the Rich Edge and the Connections Edge with two factions.

Hero’s Journey
  • Experience & Wisdom (06): Some folks come to understand that lone wolves don’t make it in a world as dangerous as this one. Your hero has Common Bond.
  • Experience & Wisdom (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, so long as it makes sense and the GM agrees with it. (Beast Rider)
  • Experience & Wisdom (19): You may choose any one of the results on this table.
    • (12-13): He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Advances
  • Initial Advances: (From Hindrances): Smarts d8, Dream Vision
  • Novice 1 Advance: Occult d10
  • Novice 2 Advance: Scholar
  • Novice 3 Advance: Power Points (Miracles)
  • Seasoned 1 Advance: Power Points (Miracles)
  • Seasoned 2 Advance: New Powers (Miracles)
  • Seasoned 3 Advance: Major Psionic
  • Seasoned 4 Advance: Master of Magic
  • Veteran 1 Advance: Major Item Creation
  • 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:
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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Niyol Dreamwalker
Posts: 22
Joined: Tue Aug 20, 2019 7:13 am

Re: Niyol Dreamwalker, Simvan Shaman

Post by Niyol Dreamwalker »

+60000 Credits from pay advance.
-10k to acquire a Holo-Communicator Device
-10k to activate the Environmental Protection Power in one of my armor’s two remaining power slots.
-10k to activate the Smite power in my armor’s final power slot.
-10k to acquire the supplies needed to craft a set of magical arcane crafting tools (+2 to Occult - 10k)
  • This item will take 1d4 days to complete once creation has begun
Niyol Dreamwalker, Simvan Shaman
Niyol Dreamwalker, Simvan Shaman
Pace: 5(d6-1); Parry: 5; Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Beastmaster: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    Common Bond: A character with this Edge may freely give her Bennies to any other character she can communicate with.
    Bloodthirsty
    Low Light vision: Simvan ignore penalties for Dim and Dark conditions.
    Monstrous Beast Affinity: When using beast friend, Simvan pay half the cost for a creature’s Size (round up) and the power affects “unnatural” beasts.
Wounds: 0/3; Fatigue: 0/2
PPE: 20/20; ISP: 25/25
Bennies: 3/3
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