Godlike: Nishanth

Nishanth (Warrior of Darkness)

/ Kellan Kaditula

   Children were routinely abandoned to the priests. Most were damaged somehow – deaf and dumb, with a twisted or malformed limb, or – like this child – blind. They would never be more than a burden to their families, but – in the temples – there were many jobs that placed few demands on the afflicted.

   Save for his blindness, Kellan grew to be healthy, strong, and dutiful. He memorized the Vedas, chanted in the temple, and meditated upon the gods. He executed the Mudras and chanted the Sutras. He sought to encompass the universe that was denied to his eyes in his mind.

   And the universe opened. It was stunning. It was an unending marvel. It showed him more than his mind could comprehend. It flowed and burned within him, and it made his merely mortal body a suitable vessel for that power.

   The ancient ways were threatened. A leader was needed – and one who was blind to the world might fill that need well. Kellan – now Nishanth, the Warrior Who Walks In Shadows – gathered the darkness around himself, rose, and went to the senior priests.

   They would have weapons and armor for him.

   Nishanth is as blind as ever – but his supernormal awareness of the universe more than makes up for it. Within a full mile’s radius, his awareness is near-absolute. He always knows what to do – which allows him to do virtually anything with an incredible effective skill. He may not be able to roll more than ten dice, but he – for example – will usually have an 18 die pool with staves and spears. That’s enough to ignore a lot of penalties.

   Secondarily, the forces which now blaze within him cause his body to regenerate itself, enhance his attributes, maintain his life in virtually any environment, and – apparently – allow him to absorb light within a modest radius. Unfortunately, sufficient injuries (enough to “kill” his “Alternate Form”) will force most of his powers back into latency for a time – anything from a few minutes (if he has plenty of will available) to a full month (if he’s pretty much out).

   Since Nishanth is obviously 4-F – the blind (and people who believe that they’re the avatars of gods) are by definition unsuitable for service – he has the General Talent Experience package (+21 EP, 20 Will to spend on after-creation development, and +1 to any one attribute) as an alternative to the 60 EP provided by the TOG Commando Training package. (This isn’t worth as much as the TOG package – Will is easier to come by than EP and the total is only 51 in any case – but it’s considerably more flexible).

  • Attributes: Body 2 (3), Coordination 1 (2), Sense 1 (2), Brains 2 (3), Command 3 (4), Cool 3 (4).
    • After Experience: Body 3 (10), Coordination 2 (10), Sense 2 (6), Brains 2 (3), Command 3 (4), Cool 3 (4).
  • Skills (20):
    • Body: Staves and Spears 2
    • Coordination: Bow 1, Dodge 1, Stealth 1
    • Sense: Hearing 1, Smell 1
    • Brains: Education (Priestly Lore) 2, Languages (four groups at 1 each, 4), Tactics 2,
    • Command: Inspire 1, Leadership 1
    • Cool: Mental Stability (“Meditation”) 3

   Nishanth normally wears light chainmail (LAR 1) under his outer garments, carries a spear or walking staff, and has a bow and a quiver full of arrows slung over his shoulder. He usually carries a pouch with a roll of bandages, some Vedic scrolls, and a few other bits and pieces – mostly for the convenience of any companions he may have at the moment. He usually relies on his darkness (to penalize opponents pools), near-absolute awareness of his environment, and Hyper-Coordination (reducing the width of all perceived attacks by 2) for protection – but has been known to don a suit of thick steel plates (Heavy Armor 2, about 180 pounds of metal) when serious combat is in the offing.

  • Talent Basics:
    • Quirks: Blind (4), Believes himself a Divine Avatar (1)
    • Will Base: 3 Command + 4 Cool + 2 (remainder of 25 base) + 5 (Quirks) = 14
  • Talent Powers (23 Will):
    • Regeneration (1D, 1) (Base 3/6/12): Automatically removes (Body) boxes of damage (shock first) per hour without rolling or Will expenditure (+2/4/8), Includes Rejuvenation (+1/2/4), Interfere (any other talent can block his recovery for an hour by spending a will point, -2/4/8), Requires peaceful mediation (cannot be used in combat, -2/4/8), Nervous Habit (chanting Sutras, -1/2/4) = (1/2/4).
    • Hyper-Skill: Meditative Attunement (1D, 1) (5D after experience) Base (1/3/7): Allows him to use a period of meditation to get his skill bonus dice working. Attached to Alternative Form (-0/1/3 due to minimums). This is a “power stunt” skill for his Affinity power, giving him a bonus to the roll to get it working provided that he can spend a few minutes meditating and composing himself for the attempt.
    • Alternate Form / (2HD, 4) (Base 5/10/20): Endless (+1/2/4),
      • Hyper-Body (1D, 1) (7D after Experience) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Hyper-Coordination (1D, 1) (8D after Experience) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Hyper-Sense (1D, 1) (4D after Experience) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Hyper-Brains (1D, 1) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Hyper-Command (1D, 1) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Hyper-Cool (1D, 1) (Base 2/5/10): Attached to Alternate Form (-1/2/4).
      • Affinity / “Cosmic Attunement” (1D, 10) (Base 5/10/20): Universal (+5/10/20), Enhanced Affinity Sense (detects persons, objects, and attacks, +3/6/12), +5 additional Dice to all Actions (+6D total, +10/20/40), Backfires (-2/4/8), Direct Feed (-2/4/8), Nervous Habit (Meditation, -1/2/4), Can’t Interfere (-2/4/8), Mental Strain (-2/4/8), Loopy (-2/4/8), Attached to Alternate Form (-1/2/4) = (10/20/40).
      • Dampen Electromagnetism (1D, 1) (Base 3/7/14): Endless (+1/2/4), Attached to Alternative Form (-1/2/4), Light Only (-2/4/8) = (1/3/6). Basically, this creates shadows and darkness, and can extend out to a radius of (Dice Pool) yards. With his affinity bonus, that comes to 6D and up to 6 yards.
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