"A very great vision is needed and the man who has it must follow it as the eagle seeks the deepest blue of the sky." -- Crazy Horse
A Shawnee, Crying Eagle was born and raised in the wild woods of what was once the Northeastern States of America. Learning to hunt and survive within the woods as every brave of the tribe is expected to do, he was noted for skills in living off the land, though he was often known to be watching the eagles soar far overhead.
As he came of age, he went on a vision quest and soon sought out the highest peaks possible. His visions kept encouraging him to find a way into the Realm of the Near Sky, and once he had reached as high as he could, he performed a ceremony to refine his vision. In that vision, he saw himself turning into an eagle and soaring over the land, flying over the tribe's lands, and seeing that which had always been just beyond his vision.
At the end of his quest, he chose to become one with the Eagle Spirit and thus gained the power to enter the Realm of the Near Sky at will. At one with the Eagle, his vision turned beyond the needs of his tribe and he has taken to roaming the lands, hunting down those that disrupt the Circle of Life and help those who try to live in balance with nature.
He shares his spirit with his totem animal, the Eagle. He travels the wilderness, serving his totem and the Circle of Life.
Invoke: Calls upon the Spirit of the Eagle for strength, attack, and defense.
Compel: Listens to the guidance of the Eagle, even when it counters his own views.
Descendant of Ancient Native Americans and avid adherent of traditional beliefs. Does not believe in 'White Man Magic', seeing it as a corruption of the Circle of Life.
Invoke: Avoids any use of technology, including firearms and blades made of steel.
Compel: Will risk his life instead of corrupting himself by the use of 'White Man Magic'.
Toucher of Two Realms
Able to travel freely in the Middle Realm (the land) and the Realm of the Near Sky (the Sky). Gains animal-like psionic senses.
Invoke: Able to turn into an Eagle and fly through the sky.
Compel: Conditions must be suitable for an Eagle to fly, and not in normal human form.
Greater D-Bee (Cost 2)
Empowered by totemic magic, you wield power that normally comes only of otherworldly birth.
Tireless Tracker (Use Survival to track and counter track), Grappler (+2 physique when grappling or wrestling), Dazing Counter (Inflict 'Dazed' when succeeding with style against Fight with Athletics), Attention to Detail (Use Investigate to defend against Deceive)
Alternate Form (Cost 1)
You may define an alternate form with an alternate skill list and switch freely between the two – though in conflict you may do this only once per exchange. The alterations in skills will effect your stress tracks and may effect your consequences depending on the level of the skill shift involved, so bear that in mind when constructing your alternate form.
Mask (Cost 0)
You may adopt a single humanoid form that is not your native form and may switch freely between the two. The form must be chosen when Mask is bought and may not be altered. Switching between your forms does not alter your skills or abilities except that it may deny you the body parts needed to use them – for example if your race normally has wings and you polymorph into a form that does not have them you can’t fly. Polymorphing does not hide you from magical or psychic detection of your true nature.
Greater Physicality (Cannot be taken with Lesser Physicality) (Cost 2)
You gain armor 5, an extra mild physical consequence slot, an extra moderate physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 1x 5, 1x 6. Your fight attacks are weapon 2 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 on overcome actions using raw strength.
Greater Healing (Cost 1)
You recover from physical consequences in half the usual time and may begin their recovery without any justification. Once per conflict you may roll physique and clear that amount of physical stress from your track.
Minor Gateway: Lesser Psychic (Requires an aspect mentioning the character’s psychic nature) (Cost 1)
They call others ‘Mind Melters’ or ‘Zappers’. They say they can alter the world with a thought. Your power isn’t quite like that. It’s more focused. And yes, it’s a bit weaker but it’s no less useful for all that. You still have to deal with the fallout when certain kinds of people find out that you’re psychic. Though it does tend to be a bit easier for you to escape notice. They’re looking for the big fish after all. You may use Will to activate psychic disciplines, but suffer a -1 penalty when doing so. You gain an exotic stress track with only one box. You may select two psychic disciplines of your choice from either the Sensitive, Physical or Healing themes. Both must be from the same theme as must any other purchased disciplines.
Discipline Subtlety (Cost 0)
Sometimes the best defense is not being noticed. Just as there are abilities to perceive things about people – sense their presence, read their auras – there are abilities that deceive and deaden those senses. To that end psychics who study more subtle applications of their power can mask their own mental strength and abilities – making themselves appear normal or at least less powerful than they actually are. They can deaden the physical senses of those around them, allowing them to slip by unnoticed by suddenly the less observant. They can alter their auras to hide their nature and their mental and emotional states. To aid in knowing when they are being sought, they learn to sense the presence of other powerful minds and as a last resort they learn to shield their mental energies from being siphoned away just like their more defensively minded brethren.
Mental Defense (Cost 0)
Control of the mind is absolutely essential to a psychic and this is nowhere more true than when danger rears its head. Some times the best thing or the only thing that can be done to fortify the mind is to suppress any feelings of fear. Against more esoteric threats, psychics can shield themselves and their companions from having their mental and metaphysical energies harvested by those creatures – such as psi-stalkers – who feed on them. Finally, against mental intrusion psychics can engage their ultimate defense: closing themselves or their companions off. This utterly prevents the use of any psychic power at all, but also prevents any intrusion into the closed off minds.
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
A chance meeting in the marketplace