Väinä Möinen Aerihman "Apple"

Description:

Social Statistics
Invoke Charm 30%
Invoke Impress 30%
Invoke Intimidation 45%
Invoke Trust 45%
Attributes
Intelligence Quotient
9
Mental Endurance
27
Mental Affinity
17
Physical Strength
29
Physical Prowess
22
Physical Endurance
23
Physical Beauty
16
Speed
31
Armor
Type: Platemail
Armor Rating: 17; or N/A.
Head
1
32
Arm
2
48
Leg
2
64
Main Body
170
Weight: 58 pounds.
Mobility: Poor; -15%.
Cost: 1,500 credits.
Character Statistics
Archetype: Champion. Alignment: Scrupulous.
Motivation: Treat the Earth and all that dwell thereon with respect, remain close to the Great Spirit, show great respect for his fellow beings, work together for the benefit of all Mankind, give assistance and kindness wherever needed, do what he knows in his heart to be right, look after the well being of mind and body, dedicate a share of his efforts to the greater good, be truthful and honest at all times and always take full responsibility for his actions.
Disposition: Apple has something of a dual personality. While unmasked and at ease and a compassionate caregiver that enjoys the company of small children and tending to the needs of others (He especially loves to cook). However, while donning his war mask he becomes a single-minded killing machine. Note: This behavior is a product of his deeply held Native American spiritual beliefs and not a form of insanity.
R.C.C.: True Atlantean. Place of Origin: ???
Sex: Male. Age: 20
Height: 5’9 feet Weight: 175lbs
Appearance: Apple is a modestly handsome True Atlantean draped in the trappings of the the Shoshoni. His most distinguishing feature are his unusual yellow eyes like those of a large predatory cat. His hair is black and worn long, sometimes braided. While in battle his entire demeanor changes; going from warm and friendly to cold and uncompromising.
Physical Statistics
Horror Factor:
12.
A.R.:
None.
Hit Points:
42.
S.D.C.:
244.
M.D.C.:
None.
P.P.E.:
181.
Class Statistics
O.C.C.: Magebane.
Level of Experience: 1st level Magebane.
Current Experience: 1,233/2,240.
Affiliations/Factions: Apple’s primary alliances are to Maloquinn’s knights and the Shoshini people. He has no patience for those who would misuse magic and holds them accountable for many of the evils that now plague Rifts Earth.
R.C.C. Abilities Description Success
Additional S.D.C. from Magic Tattoos Add 10 S.D.C. for each Magic Tattoo (+50).
Additional P.P.E. from Magic Tattoos Add 6 P.P.E. for each Magic Tattoo (+30).
Atlantean Physiology Impervious to all forms of physical transformation and shape-changing magic (including petrification) and continues to grow throughout adulthood.
Increased P.P.E. Recovery Recovers P.P.E. twice as fast as normal; 14 per hour of rest or meditation or 28 per hour of deep sleep.
Internalized P.P.E. Cannot draw additional P.P.E. from Ley Lines, Nexus Points or any other external P.P.E. source (blood sacrifice, etc.)
Ley Line Phasing Can flawlessly transport himself to anywhere else on the same ley line. Requires 1D4 melee rounds of concentration.
Marks of Heritage Starts with Magic Tattoos (see below).
Multilingual Speech Speaks Amaki, Atlantean (Ancient Greek), Demongogian, Dragonese/Elven, Trade Tongue 4 (American/English), Uto-Aztecan (Native American Dialects).
98%
Multilingual Literacy Atlantean (Latin), Trade Tongue 4 (American) and Uto-Aztecan (Native American Dialects).
98%
Operate Dimensional Pyramids Knows how to utilize the many functions of dimensional pyramids.
30%
Recognize Vampires Recognizes Vampires and Vampire Intelligences on sight.
10%
Sense Ley Lines By concentrating the character can sense the presence of ley lines within 10 miles (16 km).
30%
Sense Ley Line Nexus While on a ley line the character can concentrate to determine how many nexuses/intersections exist on the ley line and their approximate locations.
40%
Sense Rifts Can automatically sense the opening or closing of a Rift anywhere within 50 miles (80 km). When on a Ley Line, the character can pin-point its exact location.
98%
Sense Vampires Can sense the presence of Vampires and Vampire intelligences within 1,000 feet (305 m).
O.C.C. Abilities Description Success
Fearless Impervious to Horror Factor, the character may fear things but never to the point where he is momentarily stunned.
Unbreakable Spirit Impervious to Possession. The Magebane is totally dedicated to good and nothing will stop him in his quest, short of death.
Magic Resistance Impervious to all forms of magic that require a saving throw (automatically saves). He cannot be held by magical restraints or stopped by magical barriers that are not physical in nature. Magical attacks (Electric Arc, Ice Shard, even Techno-Wizard and Rune Weapons) can hurt the character but inflict half the normal damage.
Empower Body Armor Can channel magic into S.D.C. armor to transform it into a Mega-Damage Structure.
P.P.E. Cost: 12.
Duration: One hour per level (or until destroyed).
Empower Weapons Can transform conventional weapons into Mega-Damage weapons that inflict double the normal damage to supernatural evil, the undead, practitioners of magic and creatures of magic.
P.P.E. Cost: 20.
Duration: One hour per level of experience.
Combat Statistics
Attacks/Actions per Melee:
4
Initiative
+ 4
Strike (Close Combat)
+ 5
Strike (Ranged Combat)
+ 4
Strike (Modern Combat)
+ 0
Disarm
+ 0
Entangle
+ 7
Restrained Strike (12+)
+ 7
Damage
+ 14
Dodge
+ 5
Parry
+ 5
Roll with Impact
+ 5
Critical Strike
20
W.P. Bola
Strike (Close Combat)
+ 1
Strike (Ranged Combat)
+ 1
Disarm
+ 1
Entangle
+ 1
W.P. Knife
Strike (Close Combat)
+ 1
Strike (Ranged Combat)
+ 1
Damage
+ 1D6
Parry
+ 2
W.P. Sword
Strike (Close Combat)
+ 2
Damage
+ 1D6
Parry
+ 1
W.P. Energy Pistol
Strike (Modern Combat)
+ 1
Saving Throws
Base
Save vs Awe
+ 5
Save vs Horror
+ 5
Save vs Disease
+ 7
14+
Save vs Drugs
+ 4
15
Save vs Illusion
+ 7
Save vs Insanity
+ 12
Save vs Magic
+ 6
12+
Save vs Mind Control
+ 6
Save vs Pain
+ 5
Save vs Non-Lethal Poison
+ 7
16
Save vs Non-Lethal Poison
+ 7
14
Save vs Psionics
+ 7
16
Save vs Coma & Death
+41%
-20% to Torture Attempts
No Fear of Heights
O.C.C. Skills
Level Up
Base Skill
Quality
Language: Trade Tongue 3
3%
92%
Native
Language: Gobblely
5%
65%
Standard
Language: Old Norse
5%
65%
Standard
Literacy: Egyptian Hieroglyphs
5%
60%
Standard
Mathematics: Basic
5%
65%
Standard
Horsemanship: General
Standard
Breed Horses
4%
40%
Standard
Hitch & Wagon
4%
40%
Standard
Jumping & Combat Tricks
4%
20%
Standard
Racing
4%
20%
Standard
Recognize Breed & Quality
4%
40%
Standard
Rein in Panicked Mount
4%
20%
Standard
Intelligence
4%
47%
Standard
Land Navigation
4%
46%
Standard
Lore: Demons & Monsters
5%
45%
Standard
Lore: Magic
5%
40%
Standard
Lore: Geomancy & Ley Lines
5%
40%
Standard
Radio: Basic
5%
55%
Standard
Escape Artist
5%
40%
Standard
Interrogation
5%
40%
Standard
Blind Fighting
5%
40%
Standard
Trap/Mine Detection
5%
30%
Standard
Climbing
5%
60%
Standard
Rappelling
5%
50%
Standard
Oxygen Conservation
5%
35%
Standard
Wilderness Survival
5%
35%
Standard
W.P. Bola
1st level
W.P. Knife
1st level
W.P. Sword
1st level
W.P. Paired Weapons
1st level
W.P. Reverse Stroke
1st level
W.P. Energy Pistol
1st level
Hand to Hand: Expert
1st level
O.C.C. Related Skills
Level Up
Base Skill
Quality
Acrobatics
Standard
Backflip
5%
60%
Standard
Climb Rope
2%
80%
Standard
Prowl
30%
Basic
Sense of Balance
5%
60%
Standard
Walk Tightrope & High wire
3%
60%
Standard
Fencing
Standard
Lore: American Indians
5%
35%
Standard
Resist Torture
Standard
Secondary Skills
Level Up
Base Skill
Quality
Athletics: General
Standard
Cooking
5%
45%
Professional
Dancing
5%
30%
Standard
Magic Tattoos
Location Description
Head: None.
Neck/Throat: None.
Torso (Chest): None.
Torso (Back): Bastard Sword Impaling a Heart (20) and Bastard Sword Impaling a Skull (20); incorporated into Two Swords Crossed (5).
Upper Arm (left): Raven (10).
Upper Arm (right): None.
Forearm (left): Flaming Sword (10).
Forearm (right): Heart Pierced by a Wooden Stake (15).
Hand (left): None.
Hand (right): None.
Leg (left): None.
Leg (right): None.
Foot (left): None.
Foot (right): None.
Equipment
Set of Clothing
Set of Fatigues
Ceremonial Robes
Utility Belt
Backpack
Knapsack
Canteen
Compass
Tent
Bedroll
Flashlight
Gas Mask
Air Filter
Hand Radio
Pair of Handcuffs
Pair of soft leather gloves
2 flares
Pocket knife (1D4 S.D.C.)
6 wooden stakes & mallet
10” wooden cross
Money
200 credits.
1,100 black market credits.
Mount
Name: Pokey
Type: Riding Horse.
Attributes: Spd. 35 mph (56 km); maximum speed 66 (45 mph/72 km). Can pull up to 500 pounds and carry up to 800 to 1,200 pounds (360 to 540 kg).
P.P.E.: 20.
Armor Rating: None, except by armor.
S.D.C.: 30.
Hit Points: 16.
M.D.C.: None, except by armor.
Type: Light body armor for horses.
Weight: 30 Ibs (13.6 kg)
Mobility: Very good mobility, no movement penalties without the armored leggings; reduce speed by 5% with the leggings.
M.D.C. By Location:
Head — 50
Front Legs — 18 each
Hind Legs — 25 each
Main Body — 90
Market Price: 20,000 credits; good availability from Bandito Arms.
Attacks/Actions per Melee: 3; the horse can rear up and perform a simultaneous attack when approached from behind if the rider rolls under the second riding value.
Damage: Back Leg Kick (4D6 S.D.C.) or Front Leg Kick (2D6 S.D.C.).
Natural Abilities: Swim at 50% and jump 5 feet high and 10 feet long. Plus, Animal Psionics; save vs Psionics (15 or higher). Range: 600 feet (183 m). Psi-Powers: See the Invisible (0; instinctive), Sense Evil (0; instinctive), Sense Magic (0; instinctive), Sixth Sense (0; instinctive) and Empathy (0; receive only).
Bonuses: +2 on initiative, + 2 to strike and + 4 to dodge.
Saving Throws: -4 to save vs magic.
Market Value: 2,000-4,000 credits.
Bastard Sword
Range: Close Combat.
Strike (Melee): + 6
Disarm: + 4
Damage: 4D6 + 14 S.D.C.
Parry: +6
Payload: Two
Bola
Range: 30ft (9 m).
Strike (Ranged): + 5
Disarm: + 5
Entangle: + 8
Damage: 2D4 S.D.C. or Entangle; no damage but the victim loses initiative and will need to spend 1D4 melee actions untangling themselves. While entangled, the victim loses initiative and is at -1 to strike, -1 to parry, -6 to dodge and speed is reduced by 60%.
Rate of Fire: Standard.
Payload: Four.
Combat Knife
Range: Close Combat or 30 feet (9 m).
Strike (Melee): + 5
Strike (Ranged): + 5
Disarm: + 4
Damage: 2D6 + 14 S.D.C.
Parry: + 7
Payload: Two
Dragon Pistol
Range: 60ft (18.3 m); 10 inch wide torrent of flame.
Strike (Modern): + 1
Damage: 5D6 M.D. (+2D6 against creatures native to cold environs).
Rate of Fire: Single Shot only.
Payload: 6; 120 credits per canister.
Explosive Strap Gun
Range: 60ft (18.3 m).
Strike (Modern): + 1
Damage: 1D6 S.D.C. and immobilizes a victim on a strike. Requires a P.S. of 31 or higher to break free. Cutting someone loose requires the twelve straps be cut (each has 20 S.D.C.).
Rate of Fire: Single Shot only.
Payload: 1; 300 credits per canister.
Knife
Range: Close Combat or 30 feet (9 m).
Strike (Melee): + 5
Strike (Ranged): + 5
Disarm: + 4
Damage: 2D6 + 14 S.D.C.
Parry: + 7
Rate of Fire: Standard.
Payload: Two.
Silver Knife
Range: Close Combat or 30 feet (9 m).
Strike (Melee): + 5
Strike (Ranged): + 5
Disarm: + 4
Damage: 2D6 + 14 S.D.C.
Parry: + 7
Rate of Fire: Standard.
Payload: Two.
Long Sword
Range: Close Combat.
Strike (Melee): + 6
Disarm: + 4
Damage: 3D6 + 14 S.D.C.
Parry: + 6
Payload: Two
Short Sword
Range: Close Combat.
Strike (Melee): + 6
Disarm: + 4
Damage: 3D6 + 14 S.D.C.
Parry: + 6
Payload: One
Sonic Disruptor Pistol
Range: 85ft (26m).
Strike (Modern): + 1
Damage: 2 damage; half goes through armor. Plus, save vs pain (14 or higher) or be rendered unconscious for 1D4 melee rounds. Success means the foe stays conscious but is on -2 on initiative, -2 to strike, -2 to parry and -2 to dodge for 1D6 melee rounds. Multiple blasts increase the duration, but the penalties themselves are not cumulative.
Rate of Fire: Single Shot only.
Payload: 10 per E-Clip.
Bio:

Väinä Möinen Aerihman is the son of Kalevala Aerihman and the diabolic Dark Lord Arammun Ashwood III. After being banished from his throne by powerful enemies and his dimension usurped, Kalevala was set upon by the Dark Lord’s enemies so using her dark magics fled to Rifts Earth beyond the reach of their power. Arriving in the New West the Witch wove her sinister spells and captured the hearts and minds of a large number of Native Americans to serve as per personal slaves and tend to her every need. Outraged, the Shoshoni launched several attacks on Kalevala and her son, but the witch defended herself by turning brother against brother, sister against sister, until a great despair came over the hearts of the tribes and more tactful methods were called for.

After half a dozen assassination attempts, a Shoshoni warrior named Kaw finally managed to infiltrate the camp and kidnap the 4-year old Väinä. Having been raised in a hell dimension among imps and devils, the boy was easily impressed by the kindness of his captors and quickly became subject to Stockholm syndrome. Admiring the compassion and bravery of Kaw, Väinä grew uncomfortable at the idea of returning to his mother’s side. Her blood orgies, ritual sacrifice, and the many dark powers with whom she held parlor had always unsettled him but never more so than knowing that there was another simpler way to live.

Thus, when finally ransomed for the release of Kaw’s wife and a number of his tribesmen, Väinä shot his mother twice in the back of the head with a Wilk’s 320 Laser Pistol he had stolen from Kaw’s tent with just that purpose in mind. However, the severe psychological trauma caused by his actions (having not realized their magnitude until his mothers corpse lay dead at his feet) were nothing compared to the consequences of Kalevala’s death. For with her passing the demon entourage held in her sway were released and went on a frenzied killing spree. The onslaught cost most of the Shoshoni their lives (including Kaw’s sons) and would have cost Väinä his too were he not rescued at the last minute by one of the braves. Fortunately however, their Spirit Warriors were able to dispatch the fiends and after a bloody battle a measure of peace and calm returned to the land.

Unsure what to do with the boy, the Shaman consulted the Spirits who told them that Kaw would raise the boy as his own blood. However, Kaw resented Väinä and could not stand to look upon him for he saw the faces of his dead sons looking back at him. So instead, the Masked Shaman Kimama took him under his wing and raised him for a time. However, Kimama was an abusive parent with no love for the child and only sort to control him to gain the favor of Raven who he had taken an interest in the boy. Without any love in his heart for the boy, he put little consideration into his name and simply called him “Apple”.

However, for his many abuses Kimama taught Apple the traditions of their people, the beauty of the land and a reverence for the spirits. He also taught the child that men were not to kill but by donning warpaint and mask they can become monsters who may and often must. This belief coupled with the guilt over the brutal murder of his own unsuspecting mother hardened him. Henceforth, he swore to never harm another living soul so long as he wore the face of man. However, he had no qualms or hesitation when hunting prey or dispatching Kimama’s rivals, so long as he was wearing his war mask of course.

Quickly growing to the age of manhood (11-years old) within the care of the Shoshone, the plucky youth would finally be accepted by Kaw who lead him in his quest to become a man. Kaw confessed a feeling of great guilt to Apple; blaming himself for the misfortunes he had suffered at the hands of Kimama’s abusive magics. However, Apple held no grudge and quickly forgave Kaw. A sentiment shared by the spirits as indicated by the distant cawing of ravens — all was right with the world.

Completing his Spirit Quest and returning to the village a man, Apple thanked the tribe for their many mercies and informed them that in his vision the raven had shown him that he would soon be called away. Enraged, Kimama called on the spirits and bought a fetish to bear against the young man; for he had grown accustomed to his service and did not wish to lose his grip on him. But Kaw saw him move and with the swiftness of a jungle cat struck him on the head with a stone and killed him; and the Great Spirit appeared in the heart of the people and they said “Kimama is dead. What is done is done. Apple is free to walk his own path.” And following their words the clouds parted above them and the scorpions of the deserts turned to face the west and out of the sun came a man on a horse, and he came among the Shoshoni and without a word took Apple onto his horse and returned from whence he came. That man’s name was Maloquinn, Lord of the Magebane Knights and in the years that followed he would start training the boy in the arts he needed to fulfill his destiny.

Nine years later, Apple is twenty years old and has at last finished his training. Having lived most of his teenage years in a monastery as a squire the last decade of his life has been rather uneventful. He has become an excellent cook and is considered something of a sissy by his peers and would be bullied were it not for his incredible strength, speed and reflexes which are on par with many of the Order’s greatest knights. Even so many years after his separation from his people, Apple stalwartly believes in the beliefs of the Shishoni who raised him. He has no memory of his original name and barely any conscious recollection of his early childhood or mother. Occasionally he suffers from nightmares involving demons, dark dimensions and bloody rituals, but these are always fleeting and something he has learned to deal with over the years.

Finally, although Apple struggled with the mystic aspects of his training (likely due to deep psychological blocks), he excelled at his Swordsmanship and was trained by an Amaki Swordsmaster (see South America II) named Roland who works for the order and has high expectations for him. His long training now complete, Apple is ready to begin gaining some more real life experience out in the real world… something that makes his True Atlantean heart race with excitement!

Väinä Möinen Aerihman "Apple"

Akashic Records LiamGray