Bluewing

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Bluewing, Aging Aracokran Psionicist


Strength D4 (was a D6, but the Elderly Hindrance knocks it down)

Agility D6

Vigor D8 (Elderly Hindrance knocks it down to D6, bought it back to D8)

Smarts D8

Spirit D8


Derived

Pace: 5 (19 when flying)

Parry: 5

Toughness: 6 (7 with armor)

Charisma: 2

Power Points: 15


Edges


Flight: So long as they have room to spread their wings (6 yards) Aarakocra can fly at a pace of 20 yds (double when diving). Their climb rate is 10 yards. Double penalties for encumbrance when calculating flying pace.

Natural Weapons: The Aarakocra's talons and beak make effective natural weapons, allowing them to inflict St+1 damage when unarmed.

Arcane Background: Psionic

  -Powers: Stun, Healing, Speak Language, Telekinesis

Charismatic: Adds +2 to Charisma

Mentalist: +2 to any opposed Psionic roll

Heat Adaption:Bluewing is very adapted to the heat of the desert and is even conditioned to require less water than normal. He requires only 2 quarts of water daily to avoid heat exhaustion and receives a +2 on all rolls made to resist fatigue from heat exhaustion. He’s a tough old bird.


Hindrances

Claustraphobia (minor): Aarakocra dislike tight, enclosed places and thus suffer from the minor version of claustrophobia.

Elderly (Major): Due to old age, Bluewing’s Pace, Strength and Vigor are reduced by 1. As an upswing, he gets 5 extra Smarts skill points.


Skills

D6 Fighting (Agility)

D6 Guts (Spirit)

D6 Healing (Smarts)

D8 Knowledge: Area Knowledge of Raam (Smarts)

D6 Notice (Smarts)

D8 Persuasion (Spirit)

D8 Psionics (Smarts)

D8 Survival (Smarts)


Bluewing’s Five Advances:

1. Additional Power: Telekinesis

2. Charismatic

3. Raised Vigor back to D8

4. Heat Adaption

5. Mentalist Professional Edge


Equipment: Leather Armor (15 lbs)

Erdlu (on this animal, Bluewing keeps 2 waterskins, 50’ of rope, a bedroll, 4 torches, flint and tinder, and $50 in coins)


Background: Bluewing was something of a “shaman” or “wise man” in his tribe of Aarakocrans, partially thanks to his charming manners, but due mostly to his mental powers. There were two warring families in the tribe, and Bluewing dedicated his life to ending the blood feud. Decades later, Bluewing finally succeeded, and he was able to retire, only to find that he much life left and no wish to end his days pining for the past. Hearing of the turmoil in Raam, he finds out all he can about the factions and layout of the city-state, then makes his way on his still-bright blue wings.

Personality: Bluewing is a quiet, stoic bird man, that tends to speak at the right moments, seeing himself as an advisor to all (even if they didn’t ask or want his advice). He feels the purpose of his life is to get people of a community to band together and to stop fighting amongst each other. His powers are mostly that of healing and communication, although he can stun troublemakers with mental strength if need be.

Appearance: Bluewing has a red feathered head and green feathered torso, purple feathered legs, with a bright yellow beak and long blue arms with big blue wings underneath. Upon closer inspection, there are small patches where some feathers have fallen out, and it is hard to tell if his eyes are often half-shut due to deep contemplation, or due to advanced age. He wears some small trinkets around his neck that signify him as a “wise man” of his people.