Awaholi Diihii

PDF p.391 / Book p.383

Awaholi Diihii, 98 (as of 710), Tahood

Type: Icon
Catagory: Fifth Worlder
Skill Check: Skullduggery


Initiative: 11
STR: 5| AGI: 5 | END: 2
INT: 5 | PER: 4 | WIS: 2
SPI: 2| CHA: 2 | WIL: 3


PD: 12| MD: 7| SD: 5
Body: 17 / | Mind: 12 / | Soul: 7 /
Hardened Exterior: +2PD


Skills: (Full Dice Pool)


Vibe:


Equipment:


Notes:
Awaholi Diihii is a reclusive figure who spends much of his time in the more secretive parts of Makasing. He is known by most simply as Awa. Many people are frightened by Awa’s appearance, as he is very open about having an extreme amount of cybernetic replacements, most of which do not resemble their human counterparts. The story goes that while some of his initial cybernetic replacements were done by others, most of his later surgeries were performed on himself.


Awa does not hide the fact that his entire body appears to be artificial. While his torso is covered in synthetic material, no one is sure whether he has also replaced all of the organs underneath. His arms and legs have no skin, leaving the mechanical tendons, joints, and musculature fully visible. Some people even believe he has replaced his brain and is now entirely artificial.


Much of his life is shrouded in secrecy, but he also holds open meditation circles and welcomes anyone who wishes to sit quietly in one of the many old tunnels he frequents. He claims to be an expert in cybernetic surgery. Some say that he performs surgeries for no more than the cost of the parts. Others tell stories of going under his knife for something as simple as a synthetic leg replacement, only to wake up and discover that parts of their brain have been implanted with unknown software. He refuses to answer questions about his own augmentations but is otherwise congenial.


His demeanor is quiet, calm, polite, and curious. Despite his extensive augmentations, he dislikes conflict and will likely flee if attacked. His home is a small, quiet space with a direct tunnel connecting it to the underground mag-lev transit system. If he has friends or family, no one has ever come forward to claim him. Part of his home is equipped with a state-of-the-art surgical suite, along with the parts and tools necessary for advanced cybernetic augmentation.


Walk The Black

Activation: 1 point of Mind, 1 point of Soul
Dice Check: Will
Walk the Black allows a person to leave their body and move around in a spirit or astral form, staying either in the physical world or traversing over to The Black. Do ing this takes focus and concentration and can only be done out side of an Encounter. While the user is out of their body, their physical form is motionless and considered Unconscious.


To Activate the Ability, the Character sits or lies down, and spends a point of Mind and a point of Soul. They then make a Will Check. A Success indicates they have successfully Activated the Ability. When the consciousness leaves the body, the Player decides whether they stay in reality or traverse to The Black. If they choose to keep their essence in reality, the Character makes a Charisma check. Every Success allows the Character ac cess to one sense of the Player’s Choice. If the Character gets six or more Successes, they may receive supernatural sensory input (see Hawk's Eye). Staying in real ity in this form requires total focus and every hour the Character must make another Charisma Check, choose their senses again, and spend a further point of Soul and Mind.


While in this form, they can travel unseen or heard and are entirely incorporeal. However, they can still be detected with five or more Successes on a Perception Check from another person. The Character cannot interact with the real world except to receive sensory input. They can move at no more than a slow walking speed and can pass through walls, floors, or any physical substance. Their essence can not take Body Damage, but may take Mind or Spiritual Damage. Alternatively, the Character may choose to travel to The Black. In this scenario, their essence leaves this plane and travels to a differentrealm of reality. For more on The Black, see the Chapter “Playing Coyote & Crow.” While using Walk the Black, Characters may not use Fortitude and can take no action that would affect their physical body. It is essentially an empty vessel. How ever, if either their essence or body dies, they both do. No matter how far they are from their physical form, Characters may return to their body in a single Round by making a Successful Charisma Check as a Primary Action. Once they have returned to their body, the Character wakes up the following Round Stunned. For every full hour they are out of their body, they temporarily lose 1 point of Endurance. They automatically regain 1 point back lost in this fashion per Long Rest. If reduced to zero Endurance while using Walk the Black, the person perishes as their body becomes untethered from their spirit.


Hawk's Eye

Activation: Secondary Action, 1 point of Soul
Dice Check: None
Your Character can greatly increase their Perception to super natural levels. Outside of an Encounter, they may spend points of Soul to use Hawk’s Eye to in crease their Perception at a one for one rate. The maximum in crease a Character can receive is double their base Perception score. This lasts one hour or until the start of their next Encounter. During an Encounter, they may Activate the Ability once per Round, spending a point of Soul to increase their Perception by 1. They may repeat this over multiple Rounds until they have dou bled their initial Perception. The Ability deactivates and the Character's Perception returns to nor mal at the end of the Encounter. The use of this Ability improves Related Skill Checks. It does not affect Derived Stats, such as Mind.


If a Character's Perception is over 5 while using this Ability, more than five total Successes may grant them temporary access to senses beyond normal human range. At the Story Guide’s discretion, they may detect invisible Spirits, see into the infra-red, learn the owner of an object, detect a nearby Character in The Black, or gain other extraordinary insights beyond normal human capabilities. The Character does not choose these extra insights and they do not remain consistent be tween Ability Activations.


Characters who raise their Perception above 5 with this Ability are vulnerable to being over whelmed. Anything particularly loud, bright, or otherwise causes an extreme sensation may be treated as an attack that can cause the Character to become Stunned.



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