
Dalia Walker
Character Brief
Full Name:
Dalia Walker
Occupation:
Preacher
Age:
29
Height:
7 ft 3 in
Eyes:
Black
Hair:
None
Biography
Dalia was raised by humans. She never knew her own kind, having likely stumbled through a rift by herself and become separated from them. The Daniels family owned a ranch outside of <area> and transported cattle across the wilderness each year; they took Dalia in, and raised her as one of their own. The rest of the settlement accepted Dalia, but only in that the Daniels's did first.
A rifts-infused lightning storm laid waste to the Daniels' ranch during the night, when Dalia was still relatively young (late teens/early 20s for a Fennod). The storm struck hard and fast, setting the buildings alight and trapped everyone inside. Dalia, despite her love of the family and desire to help them, accidentally 'ghostwalked' -- a natural ability of the Fennodi, but one that took them out of phase with the rest of reality. She found she could not touch, nor speak to her beloved adoptive siblings and parents... and was forced to watch them die.
Her family had been useful to the town and highly regarded. Dalia on her own was considered an ill omen, a strange and cowardly alien, and run out of town. She was saved by a Preacher, traveling through and hearing the fate of the farm and the alien girl that had been adopted by the slain ranchers. The Preacher taught her of Justice, of Vengeance, and the difference between the two. He taught Dalia that while there was darkness aplenty in the world, there was also light and many were those who traveled the lands seeking to bring that light to the places and people who needed it most. For a year and six months the Fennod traveled with the Preacher as he sought justice for her others, and brought comfort, judgement, and guidance to those in need. Risking his life time and time again for people he'd never known.
She was with him still when they returned to her former home to see the town under siege and a third of it already laid to waste by a group of bandits and their magic. Dalia was there as he fought side by side with the townsfolk who turned their back on her when she needed them most, what's more, she fought with him. Fought as she she had never fought in her life for it wasn't just play, a lesson in self defense or an attempt to protect herself. No, their lives and the Preacher's depended on it and she still respected and held sacred the lives of others. Even and perhaps especially those who treated her cruelly. Dalia found within herself that day a strength and courage she had not believed herself capable of.
To those watching the teenager appeared to fight as if possessed. None there had ever seen a Fennodi do anything but walk away from a fight or if they absolutely couldn't, do anything but attempt to disarm their foe and then walk away. It was clear that Dalia didn't even consider such a thing, from the moment they entered the town and the Preacher charged into battle, she was there, amidst it all. She killed three of the murdering bandits on her own in defense of the townsfolk and the Preacher, she saved the lives of two more when an angry mob would have torn them apart after they surrendered and while she took no joy at all in the battle, and grieved horribly at being the instrument of another's demise, Dalia discovered that it was something she could do, and sometimes, sometimes a single death can prevent the loss of many lives. She stayed with the Preacher in the weeks that followed, tending to the wounded and watching quietly as the surviving bandits were given trials and sentenced. She walked among the townsfolk who now regarded her with respect and welcome and listened to the thoughts and opinions on what should be done to the bandits, and what shouldn't. Long discussions and debates and arguments. Funerals and memorials for the dead, mourning and remembrance. Hopelessness and despair from those who'd lost the most, suffered the worst.
Dalia was there through it all, always happy to listen, to encourage, to lend a hand with the cooking, the rebuilding, tending to the wounded, and never once did she say a word about how she'd lost more than all of them and they'd turned their backs on her completely. Not once did she show any sign of even thinking it, but the town remembered, they knew, and they were left in awe of Dalia's gentle spirit and kind nature. The Preacher watched it all with a secret delight. This strange, alien girl with the frightening appearance who'd learned so much from these people about what it is to be human, both the good and the bad, now reminded the townspeople of the very same things.
Maybe it was beneath him to engage in such a thing but here he saw a chance to effect a real change, to make a difference for the better in not just these people's lives, but the lives of the aliens and D-Bees who lived nearby and often traveled through. No one in that town, ever realized he was the one that started the whispers, quietly, carefully nudged them along to the realization and belief.. This was no strange and alien girl, this was their savior. Their Saint. Who else but a Saint could be so sweet and gentle, so full of humility and grace, seemingly incapable of holding a grudge or saying an unkind word about anyone, yet able to fight with relentless determination in defense of their lives when it went against everything in her nature, against everything they'd ever seen from her race before?
So it was they came to not only respect Dalia and listen to her advice but seek her out specifically even when she began traveling West, looking to meet others of her kind. Word spread, facts became stories and stories became legend and other towns began to call on her for judgement over crimes, or for help to settle their disputes in tracking down those fleeing from justice, their need drawing her back each time she left until finally, she began to move about the towns and settlements as needed. Everywhere she goes Dalia spreads a message of tolerance, friendship and hope for all. She never has a bad word for or about anyone, and is likely one of the kindest gentlest souls you'll ever meet.. Even when she's driven by the strength of her convictions and the belief that sometimes one or a few must be sacrificed for the good of all, and thus sentences someone to death or imprisonment for life, or is forced to kill in defense or protection of another, Dalia is gentle about it, regretful over the need for such things and full or sorrow for her part in them, yet still aware that sometimes it's necessary.
She never imagined taking on the role of a Preacher as a child, indeed never imagined doing anything but ranching with her family and perhaps one day wandering the West like her people usually do. That path will never be hers, nor is she ever likely to find welcome among other Fennodi who abhor violence. She does as well but she also understands that it has a time and place in the world like everything else. She helps more than she hurts, heals more than she kills, and always, always treats others with the fairness and respect she believes all life deserves.
Themesong
Aspects
High Concept:
Roaming Psychic Fennod Preacher
A desire to help those in need combined with the restless wandering nature of her race has led Dalia to become a traveling Preacher.
Invoke: Using her status as Preacher for meals and board for her and her companion while in town. Settling disputes, presiding over criminal and civil issues. Serving as a spiritual guide/counselor to those in need and spreading a message of love, peace and tolerance wherever she goes.
Compel: Dalia cannot and will not resist those in need of her guidance or judgement. She is despite her wandering nature, a very driven individual who cares deeply and has a great respect for all life, even and perhaps especially of those that go against her nature.
Trouble:
One man's Pacifist is Another Man's Coward
In Rifts Earth pacifism is often mistaken for cowardism or weakness.
Invoke: Using her status as a pacifist to ingratiate herself among people who dislike violence, or those who would be more inclined to trust her, knowing she is less likely to attack them.
Compel: Pacifists are often seen as cowards, the world over. This would be especially true among some of the more warlike factions, cultures or species.
Eye of the Beholder
It all comes down to perception. To many people, Fennodi have a bizarre -- and oft-frightening -- appearance. This is especially true among some human communities. Few seem to realise that Fennodi are generally very gentle of spirit; however, among D-Bees, few seem to care what a Fennod looks like. It really all depends.
Invoke: Invoke: Using her 'otherwordly' features among other D-Bees (particularly those with typically frightening features) to gain favour, understanding, etc...
Compel: Compel: Dalia may find herself delayed, disappointed, or even abused by those who assume that because she looks like a monster, she must therefore be a monster.
Skills
Fantastic (+6)
-
Superb (+5)
-
Great (+4)
Will
Good (+3)
Empathy
Contacts
Fair (+2)
Fight
Investigate
Rapport
Average (+1)
Athletics
Contacts
Drive
Survival
Stunts
Major Gateway: Psychic
Yours is the power of the mind. Whether you can see into the astral realm, hear the thoughts of others or make your will manifest as physical force, you have a gift that sets you apart and elevates you to the levels few on Rifts Earth ever reach. You may use Will to activate psychic disciplines and gain an exotic stress track appropriate to your Will rating. You must also choose one of the options below.
Generalist
Your mind is unchained and your powers are whatever you choose to cultivate. You may select three disciplines of choice from any theme as well as from the unthemed list.
Empathy
Empathy is quite simply the ability to sense emotions from others and transmit them back. Some view it as a lesser form of telepathy, though experts more often describe it as telepathy to those parts of the mind that don’t think with words and ideas. Empaths are capable of reaching out to determine someone’s emotional state and with some effort capable of influencing it as well, turning raging anger into sanguine calm or driving men to unreasoning fear.
ESP
The mind sees what the eyes do not, and to be honest there’s a lot the eyes miss. Psychics versed in ESP can sense the presence of other psychics, of magic, of supernatural evil, of tears in the fabric of reality. They can sense the passage of time down to the nanosecond. They can see auras and creatures that have been made invisible by mystical or psychic means. Some are even capable of projecting their senses out of their bodies and seeing all around themselves at once.
Telepathy
he ability of one mind to touch another is a powerful one and nowhere is that more directly expressed than in the telepathic gifts. At its base level this is the ability to touch and influence the conscious minds of others. The most basic expression of this talent is mindspeak, allowing one or more minds to communicate to one another with mere thoughts. From there telepaths learn to influence others thoughts in ways both subtle and direct: planting ‘suggestions’, broadcasting a simple thought that says ‘you don’t see me’ or even outright attempting to take over someone’s body. Reading others thoughts as they become hostile, or even as they form the intent to attack can also give a telepath some major advantages. Perhaps the deepest and most complete form of telepathic link is the ‘mind bond’, a form of communication that lays both sides completely bare to the other. Perhaps understandably, it’s not often attempted.
Protective Energy Aura (special):
This is a natural psionic defense mechanism that engages the instant an attack or danger is sensed by the Fennodi. Many believe it is a variation of the telekinetic force field. Whatever it is, the protective energy field offers limited protection.
Ghost Walk (special)
The Fennodi can partially phase out of current space and time. Many believe that they physically straddle the Astral Plane and physical plane, turning them into semi-transparent, ghostly apparitions. While in this phase, the Fennodi cannot be hurt by heat, cold, fire, punches, arrows, bullets, energy blasts, explosions, psionics (cannot be touched by telepathy or empathy) or magic — they all pass harmlessly through them. At the same time, the Fennodi cannot use their psionic powers or communicate except by hand signals and body gestures. Nor can they touch or affect the physical plane in any way. Thus, all movement is done as if in slow motion, melee actions are reduced to two, and walking is completely silent but walking speed is reduced to 20% of normal. However, they are impervious to all attacks from the physical plane (but can be attacked from the Astral Plane).
Racial Traits
Keen 280 degree field of vision, able to see infrared spectrum of light, immune to carcinogens. Whisker Coyote Affinity
Athletics
Dazing Counter: When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.
Survival
Tireless Tracker: You may use Survival to to track and counter track both animals and people.
Rapport
Demagogue: +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
Investigate
The Power of Deduction Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. For each shift you make on this roll you discover or create an aspect, on either the scene or the target of your observations, though you may only invoke one of them for free.
RP Logs

Miss Frizz meets the Wandering Fennodi Preacher Dalia and her constant companion Krunch.
IC date: June 12, 2410 | Cast: Dalia Walker, Miss Suss Frizz-Bee

After a rough start, Dalia, Kaji and Ted Mercier confront the mysterious woman they think might be "Bea."
IC date: April 15, 2410 | Cast: Dalia Walker, Kaji Haragami, Teddy Mercier

Following up on the information Ted Mercier found out at the bar, Kaji and company head out to Old Richmond in search of the location of a potential necromancer suspect.
IC date: April 14, 2410 | Cast: Dalia Walker, Elpida, Kaji Haragami, Maddy Harrower, Teddy Mercier

What starts as a bit of wining and dining turns into crystal-eating, earth-choking and head-achenology curing... This is Vesper!
IC date: February 09, 2410 | Cast: Ardul, Dalia Walker, Howahkan, Hunter Greymane, Kaji Haragami, Kthzyx

Howahkan happens upon a friend while travelling between settlements around Vesper. He and Dalia continue forward together, to make sure some precious items reach their destination...
IC date: December 26, 2409 | Cast: Dalia Walker, Howahkan

A Horune Pirate Ship has run aground and people need saving
IC date: December 15, 2409 | Cast: Catriona (Wraith) Moore, Clancy Drover, Dalia Walker, Maddy Harrower, Slaine McClellan

Nighttime in Vesper and there are plenty of festivities, including some very talented raptors! and some talented thieves...
IC date: December 13, 2409 | Cast: Ardul, Dalia Walker, Howahkan, Sindri Steiner, Terrilyn

A Preacher, a Wolfen and a Wraith walk into a park...
IC date: December 09, 2409 | Cast: Dalia Walker, Howahkan, Catriona (Wraith) Moore

Some very different characters bump into each other (quite literally) right outside Gran's Bed & Breakfast in Vesper.
IC date: December 05, 2409 | Cast: Aiden Frost, Kaspar Sterling, Dalia Walker, Howahkan, Sindri Steiner, Stella Bridger, Slaine McClellan

A number of very different characters walk into the same 'bed and breakfast' in Vesper, at a time when the atmosphere in the city of magic is... charged with energy. Still, these outsiders find they have something in common, even if it is that they don't quite 'fit in'...
IC date: December 03, 2409 | Cast: Dalia Walker, Howahkan, Teresa Millicent Beddingford, Maddy Harrower, Stella Bridger