(Pakhet the Night Huntress and Ripper of the Wadi, Pakhet the Destroyer of the Venomous, Pakhet the Stormbringer)
Novice Male Godling
Iconic Framework: DemiGod
Pakhet is called a lioness, but is actually a caracal headed goddess, known for hunting venomous monsters and those bringing plague. She protects families and children. She is known for her Piercing Eyes that see into the darkest places to find the enemies of humanity, and her Piercing Claws that strike quickly at the venomous and plaguebearers. She protects children and families, as long as they maintain a small home shrine to her.
Pakhet has several scions, but none more frustrating and useful as Sipak (Son of the Claw).
Sipak is a bit of a lazy git. He is specifically suited to fighting assassins and venomous creatures. He is a healer, but only when he must. He is aggressive, acrobatic, and prefers to act from ambush. But like all cat-beings he is motivated by the things he finds pleasurable, from food to alcohol and beyond.
But Pakhet relies on him as the extension of her own claws. He lacks the specialized eyes her other offspring has, but his claws are sharp and well practiced. He can investigate, and has the natural curiosity to match, but he is famously lazy unless there is great need. Thankfully the curiosity his mother plagues him with keeps him quite active, much to his chagrin.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10 (d12+1 in armor), Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Focus d8, Healing d6, Language (Dragonese/ Elven) d8, Notice d6, Persuasion d6+1, Shooting d6, Stealth d8, Survival d6, Thievery d6
Pace: 8; Running Die: d8; Parry: 6 (8 w/ Pakhet’s Ripper Claws[); Toughness: 25 (8) (in Armor and Cloaked)/ Toughness 13 (unarmored)
Hindrances: Curious ("What in the Duat is that?"), Heroic ("Sit tight, I'll save you!"), Loyal (No way I'm leaving someone as interesting as you behind!"), Overconfident ("Would you stop complaining? I got this!), Quirk (Hedonistic and Lazy; "Unless and until something catches my eye, I'll be right here. I could use a drink and some food. What? Yes I know I don't NEED to. but I WANT to!"), Obligation (Major; to Pakhet, Bast, Sekhmet, and the other Gods of Light among the Egyptian pantheons; "Yes mother, Yes Sekhmet, I will do the task with haste.)
Edges: Attractive, Brawler, Bruiser, Martial Artist
Armor: Armored Cloak (Armor 2, Toughness 1), Combat Mage Heavy EBA (TW) (Armor 6, Toughness 3)
- Unarmed (Range Melee, Damage Str+d8, Notes: +1 to Hit)
- Claws (Range Melee, Damage Str+d8, Notes: +1 to Hit, +2 to Athletics (climbing))
- Bite (Range Melee, Damage Str+d4, Notes: +1 to Hit)
- Colt 1911 (.45) (Range 12/24/48, Damage 2d6+1, ROF 1, AP 1, Shots 7/7)
- NG-56 Light Ion Pistol (Range 10/20/40, Damage 1-3d8, ROF 1, Shots 12/12, Notes: Widespread: +2 to shooting, damage reduces by range band)
- Claws of Pakhet (Range Melee, Damage Str+2d10, AP 8, Notes: +1 to Hit, +2 Parry; Non-lethal at no penalty, +4 damage for Non-Lethal Attacks, +2 to Athletics (climbing)
Language: Dragonese/ Elven (native, d8)
Current Wealth: 0 cr
Arcane Background: Gifted (Rifts® TLPG)
- Power Points: 15
- Gifted: Power Points: 15
- Gifted: Power Points: 15
- Languages Known: Ancient Egyptian, Dragonese/Elven (native, d8)
- Arcane Background (Gifted): Demigods start with Arcane Background (Gifted), speak language and two other powers chosen from the list above, two die types in the Focus skill, and 15 PP. Unlike mere mortal Gifted folks, Demigods can use their PP to power Techno-Wizardry devices.
- Expanded Awareness: Demigods have the detect arcana power as an Innate Ability with reduced PP cost from the Aspect, Personal, and Range Limitations. They may also sense supernatural beings within line of sight with a Notice check.
- Low-Light Vision: Demigods ignore Dim/Dark Illumination penalties, but not Pitch Black.
- Nigh-Perfect Being: Demigods start with the Attractive Edge, one extra die type in Agility, Smarts, and Spirit, and two extra die types in Strength and Vigor, but start with just 3 points to increase their attributes instead of the usual 5. Their maximum attribute limit is d12+2, except for Strength which has no limit.
- Rugged: Demigods can thrive in the worst environments. They gain a free reroll on Vigor checks to resist or survive environmental hazards (see Hazards in Savage Worlds).
- Slow Regeneration: Demigods make a natural healing roll every day. Permanent injuries may be recovered once all Wounds are healed; treat each injury as a Wound for this purpose.
- Supernatural Being: Demigods are supernatural creatures, gain +4 Toughness, and ignore the effects of Gritty Damage.
They radiate a supernatural aura and abilities affecting such targets affect them, and vice versa.
- Unaging: Demigods are effectively immortal, with life spans averaging 400 centuries. They gain +2 on Academics rolls involving history or spirituality.
- Divine Heritage - Gift: The Claws of Pakhet: These magical vambraces enhance and grow Sipak’s natural claws so he can better act as Pakhet’s champion. It can also sheath those same claws and provide a mother’s closed paw to discipline wrong-doers - Ignore the penalty to Fighting checks for making Non-Lethal attacks, and add +4 to Non-Lethal Damage rolls.
Damage: Str+2d4 MD, AP 8, Notes: +2 Parry, Counts as Claws. Magic Item (not technology).
- Divine Heritage - Bite/Claws: Sipak has claws and teeth dealing Str+d4 damage. Also Gain the Smite Power.
- Divine Heritage - Fast Leaper: The character can jump twice as far as listed under Movement, page 92. In addition, he adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically — GM’s call). Also Increase Pace to 8 with a run of d8.
- A God Am I: Demigods are set above humanity and know it. Choose one of these Major Hindrances for no extra
benefit to represent how they deal with it: Overconfident (“I can keep you safe”) .
- Chip Off the Old Block: A god is a being of belief and holy fervor; as such, a Demigod is at least a partial reflection of that belief. Heroic (“I must help you”)
- Quirk (Divine Form): Demigods believe their body is a temple. They eschew physical modification and distrust doctors, biologists, surgery, and bloodwork. At best, manipulation of the Demigod’s unique biology could have unintended negative effects or their physiological data could fall into enemy hands. At worst, some surgeons would secretly experiment on or even dissect the being. This is why, despite not suffering explicit penalties from Cybernetics or Bio-Wizardry, such implants are rare among Demigods.
- Enemies: Rival gods from other pantheons and orders (or even within the same one!) send agents against the Demigod. Meanwhile, everyone from the Coalition’s RCSG to the Federation of Magic to the Splugorth would love to get their hands on such a unique being .
- Godling: Rather than being a half-mortal child of a god, the hero is a fully divine being—either a very minor deity or an independent avatar of a greater one. A godling doesn’t pick a race. They are immune to most “mere mortal” concerns: disease, poison, starvation, suffocation, thirst, and the need for sleep. However, even beneficial drugs don’t affect them and they cannot have cybernetics of any kind. They are truly unaging and thus cannot take the Elderly or Young Hindrances.