Z'vin of Tauwei
M.A.R.S. Personal Concept
Portrait of Z'vin of Tauwei
Portrayed by Female Alien (by Liviu Mihai)
Name: Z'vin of Tauwei
Rank: Spokesperson
Race: Tauwei
Birthplace: Phase world
Affiliation: D-Bee Union
Occupation: Diplomat
Rifts

Background

Z'vin was the indentured servant of an ambassador of the United Worlds of Warlock. She served as Ambassador Grythe's personal assistant, concubine, driver/pilot, as well as his personal PPE battery that he took everywhere with him. When he was killed by an assassin, she was captured and sold to the Splugorth.

Z'vin was among the prisoners freed by Aurell and her chosen champions. As the escapees have begun to gravitate into natural cliques and cultural groupings, it quickly became obvious how much power the humans were assuming. After the human called Alberico started putting together his union of workers, the many D-Bees began to talk and decided that a similar idea was necessary to make certain that the non-humans had a voice among the leadership. Z'vin's keen sense for political and social dynamics — a benefit of her history with Ambassador Grythe — made her an obvious choice to speak for the D-Bees.

Sessions

(A Future Strange and Terrible 08) CompoundSummary: The party discovers a pre-Rifts facility with some promising technology.

(A Future Strange and Terrible 07) DamageSummary: The heroes infiltrate Cherry Hill and attack Damage Crew while searching for the cursed orb.

(A Future Strange and Terrible 06) ShemarriansSummary: Investigation of the downed Splugorth ship leads to an encounter with mysterious D-Bees.

Relationships

Alberico of Human

Alberico of Human

Be cautious of blind ambition

This human wanted to speak for us. It is true that many of the D-Bees are in his union, but not all of us. I feel that he is seeking power. He reminds me very much of Ambassador Grythe.

Alessandro of Human

Alessandro of Human

Unrealized power is a stormcloud

He seems to be the master of one of the human factions, known as the 'Etahli Ahnos'. I can see the tension between him and Alberico of Human. I sense a political web there, which I would probably be wise to stay away from.

Aurell of Altara

Aurell of Altara

The blind can lead the blind only in darkness

Once our captor, now our savior. But how long will the goodwill she has purchased with her actions last?

Ehawee of Human

Ehawee of Human

The truest test of character is power

She is the nominal leader of the Sooh, but I think she is unaccustomed to the role. She leans heavily upon Ohanzee of Human and Otaktay of Human for counsel.

Ohanzee of Human

Ohanzee of Human

Wisdom without patience is a book without eyes to read it

Another human of great importance to the faction called the 'Sooh'. The politics of this group are complex as well. Cleary, Ohanzee of Human commands great respect and authority, yet he is not the formal leader. But I suspect that if he truly wished his will to be enforced, it would happen.

Seraphina of Dragon

Seraphina of Dragon

Listen to the young, but counsel with the wise

The dragon is an element of chaos in the political structure that is forming. She is newly hatched, and as is typical of a powerful being, seems to believe that her voice should have equal weight with those of much greater experience in matters of leadership. Of all of the figureheads that have arisen, she is of greatest concern.

wildcard_rifts.png

Z'vin of Tauwei

Attributes

Agility: Dice_Fill-ins_d8.jpg
Smarts: Dice_Fill-ins_d10.jpg
Spirit: Dice_Fill-ins_d10.jpg
Strength: Dice_Fill-ins_d6.jpg
Vigor: Dice_Fill-ins_d8.jpg

Languages

  • Tauwei
  • Trade One
  • Trade Four*
  • Trade Six
  • Atlantean
  • Dragonese/Elven
  • Faerie Speak
  • Gobblely

*This language is clearly based on American, but has evolved.

Secondary Statistics

Charisma
Add to Persuasion and Streetwise rolls
+2
Pace
Run: +d6; -2 on other actions this round
6
Parry
2 + half Fighting die type
4
Toughness
2 + half Vigor die type
5
Awareness
2 + half Notice die type
6

Permanent Injuries

Skills

Driving (Agility): Dice_Fill-ins_d8.jpg
Fighting (Agility): Dice_Fill-ins_d4.jpg
Healing (Smarts): Dice_Fill-ins_d4.jpg
Intimidation (Spirit): Dice_Fill-ins_d0.jpg
Investigation (Smarts): Dice_Fill-ins_d8.jpg
Knowledge (Arcana) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Battle) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Computers) (Smarts): Dice_Fill-ins_d6.jpg
Knowledge (Cybernetics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Electronics) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Engineering) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (History) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Medicine) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Politics) (Smarts): Dice_Fill-ins_d10.jpg
Knowledge (Science) (Smarts): Dice_Fill-ins_d0.jpg
Knowledge (Three Galaxies) (Smarts): Dice_Fill-ins_d6.jpg
Notice (Smarts): Dice_Fill-ins_d8.jpg
Perform (Spirit): Dice_Fill-ins_d0.jpg
Persuasion (Spirit): Dice_Fill-ins_d10.jpg
Piloting (Agility): Dice_Fill-ins_d8.jpg
Repair (Smarts): Dice_Fill-ins_d0.jpg
Riding (Agility): Dice_Fill-ins_d0.jpg
Shooting (Agility): Dice_Fill-ins_d0.jpg
Stealth (Agility): Dice_Fill-ins_d8.jpg
Streetwise (Smarts): Dice_Fill-ins_d8.jpg
Survival (Smarts): Dice_Fill-ins_d0.jpg
Taunt (Smarts): Dice_Fill-ins_d6.jpg
Thievery (Agility): Dice_Fill-ins_d4.jpg
Throwing (Agility): Dice_Fill-ins_d0.jpg
Tracking (Smarts): Dice_Fill-ins_d0.jpg

Iconic Framework

M.A.R.S. (Personal Option) Abilities and Bonuses

  • The character gets 20 Experience Points and the four Advances that come with them, beginning play at Seasoned Rank.
  • Begin with +5 skill points.
  • Begin with two free Edges, ignoring Rank requirements.
  • Begin with the starting gear of any Iconic Framework of your choosing.
M.A.R.S. Fortune & Glory Type Description
Agile and Dexterous M.A.R.S. Your hero adds one die type to Agility and begins with the Quick Edge.
Smart and Learned M.A.R.S. Your hero adds one die type to Smarts and begins with a d6 in any three Smarts-linked skills.
Spiritual and Determined M.A.R.S. Your hero adds one type to Spirit and begins with the Strong Willed Edge.
A Way to Get Around M.A.R.S. Your hero begins with a d6 in either Driving or Piloting. She also starts with any one vehicle of her choice.

Racial Abilities & Drawbacks

Tauwei are humanoids with gray to purple skin, mottled with patterns of blue luminescence. Their eyes glow with the same blue light, and their ears taper to rounded points. Tendrils along the sides of their heads sweep back and mingle with their hair, which is typically worn long by both sexes.

The Tauwei are a species of interdimensional nomads. Whatever homeworld they originated has been lost to time. According to their lore, they were taken from their home and scattered when an invading force came to enslave them. They are highly valued among those that can wield or feed upon Potential Psychic Energy, as the Tauwei act like living P.P.E. batteries. Though they do not radiate P.P.E. like a ley line, their luminescent patterns glow brighter when they have a charge stored.

In ancient history, the Tauwei would identify themselves according to the province of their birth, such as "Kinza of Lalut". But since the loss of their homeworld, their only true cultural identity is their people, so all Tauwei use the designation, "of Tauwei".

(Note: This race is not intended to be available as a player race.)

  • P.P.E. Absorption: Tauwei naturally absorb PPE and store it. This is an unconscious event and they cannot prevent it from happening. They gain 1 PPE per day in normal environments. When within their Spirit x 3 in inches from a ley line (or a similarly PPE-rich environment), they gain 1 PPE every fifteen minutes, which can be an overwhelming experience for a Tauwei. The Tauwei also gains 1 PPE any time they are targeted with a PPE-based power. Their maximum PPE is equal to their Rank x 10.
    • P.P.E.: 20 (25 current)
  • P.P.E. Battery: Other beings can attempt to siphon the energy a Tauwei stores for their own use. The siphoner must be touching the Tauwei (this will work through clothing and body armor, but not power armor); in done in combat, this requires a touch attack. The siphoner makes an arcane skill roll opposed by the Tauwei's Spirit. If the Tauwei is willing, a simple success is all that is needed. If successful, the number that the roll exceeds the target by is the number of PPE that may be transferred.
  • Siphon Shock: If a Tauwei ever loses more PPE in a round than his Spirit, he suffers a level of Fatigue. This is cumulative, so if a Tauwei with Spirit d6 loses 12 PPE in a round, he will suffer two levels of Fatigue. This Fatigue can cause the Tauwei to become Incapacitated.
  • Magic Resistance: Their ability to absorb PPE grants Tauwei a degree of resistance to all magical effects (for good or ill). All Tauwei begin with the Arcane Resistance and Improved Arcane Resistance Edges, but they only apply to powers that use PPE.
  • Restricted Path: Despite their ability to absorb PPE, Tauwei have no capacity for magic, and cannot take any Arcane Background that uses PPE. In spite of this, Tauwei can use TW devices, using their own PPE to power them.
  • PPE Explosion: As an action, a Tauwei can release all of his stored PPE in a forceful explosion. The Tauwei must have at least 5 PPE remaining. This explosion drains all of a Tauwei's remaining PPE, and inflicts a Fatigue level up on him. The explosion acts like greater havoc Mega Power with a raise, affecting everything else in a Medium Burst Template centered on the Tauwei.

Hindrances

Hindrance Type Description
Cautious Minor This character personifies over-cautiousness, never making rash decisions and preferring to plot things out in detail long before any action is taken.
Pacifist The character only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
Small Major This character is either very skinny, very short, or both relative to the character's particular race. Subtract 1 from Toughness for this reduced stature.

Edges

Edge Type Description
Arcane Resistance Background This individual is resistant to arcane powers, due to her Tauwei heritage. Treat this as 2 points of Armor when hit by damage-causing arcane powers, and add +2 to Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant character.
Improved Arcane Resistance Background As Arcane Resistance but Armor and resistance are increased to 4.
Charismatic Social The character has learned how to work with others. Adds +2 to Charisma.
Linguist Background The character has an ear for languages, starting with a number of languages equal to Smarts, and can make a Smarts roll at –2 to be understood in any language or dialect heard spoken for at least a week.
Elan Combat When spending a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
Quick Backgrounds

Quick characters have lightning-fast reflexes and a cool head. Whenever dealt a 5 or lower in combat, the player may discard and draw again until getting a card higher than 5.

Characters with both Level Headed and Quick draw their additional card and take the best as usual. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.

Level Headed Combat Draw an additional Action Card in combat and act on the best of the draw.
Improved Level Headed Combat As Level Headed but draw three cards.
Strong Willed Social Add +2 to Intimidation and Taunt rolls, as well as when resisting Test of Wills attacks.

Powers

Cybernetics

Cybernetic System Type Description
{$option} Cybernetics {$description}

Weapons

Weapon Range Damage RoF AP Shots Weight Notes
Wilk's 320 Laser Pistol 18/36/72 2d6 1 2 20 2 lb. Semi-Auto

Armor

Many body armor suits and all power armor have Full Environmental Protection, which includes fully sealed systems; self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems.

Armor Type Armor Bonus Toughness Min Str Weight
SFD Huntsman Lightweight Personal Armor {$armorBonus} d6 16 lb.
Notes: No environmental systems

Vehicles

  • Big Boss ATV: A popular choice in the wilds of North America. It has no standard weapons, but there’s a top hatch with plenty of space for a mounted weapon of some kind. The electric engine has a range of 300 miles. The interior is roomy enough to handle four regular-sized passengers and their cargo for a long journey. As many as seven could be squeezed in, but vital cargo would have to be strapped to the outside with the rest left behind. (28,000 credits)
    • Big Boss ATV: Size 4, Acc/TS 15/60, Toughness 23 (12), Crew 4, Remaining Mods 2
    • Notes: All-Terrain, M.D.C. Armor

Gear

  • NG-52 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)
    • 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.
    • 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.

Wealth and Currency

Savings 2,250 credits
Valuables

The Hero's Journey

Benefits Table Result
Education Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).
Experience & Wisdom Your hero knows how to make the most of second chances. She has Elan.
Experience & Wisdom A split second often means the difference between alive and a smear on the landscape. Your character has the Level Headed Edge.

Advances

Total XP: 34 Rank: Seasoned
XP Rank Advance
5 Novice Spirit d10
10 Novice Driving d8, Piloting d8
15 Novice Investigation d8, Stealth d8
20 Seasoned Vigor d8
25 Seasoned Improved Level Headed
30 Seasoned Notice d8, Taunt d6

Gallery

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License