Character biography goes here
Psychic Raptor On the Lam
Invoke: Using Psychic Powers, Hunting, Fighting, Doing Raptor-esq Things: Found by the Blood Riders
I am sovereign and will run free
Invoke: Blood lust rage to prevent capture Compel: Any time he acts inappropriately violently because his freedom is meaningfully threatened
Geared for war
He keeps his Chamfron, Grieves, and Tail Spike from the Blood Riders. In his opinion it was the only good thing he ever got out of his time there. Ironically, the were forged to be horayl grey, apparently the Blood Riders thought it would draw less attention to 3 meter raptor. They are a coveted possession and, though a reminder of where he came from, he keeps them pristine. It is a point of pride and to have them looking other than their best, even when in combat, is annoying to say the least.
Invoke: Unarmed Combat
Compel: Anytime the armor is scuffed or damaged.
A Symbiotic Relationship
While perfectly capable of surviving on his own there are benefits to working with rider. It may be due to his conditioning in the Blood Riders or simply that no one wants to feel alone. He can per form great feats of strength in conjunction with a skilled partner. To be clear Hezqak does not want a rider. He is a free raptor after all. He does recognize the benefits of having one of those fleshy-meat bags to work with. Preferably not just any meat bag, the more skilled the better but in a pinch and bag will do.
Invoke: Teamed up with a competent Psychic rider
Compel: Anytime he is allowing himself to work with a non-psychic or unskilled rider. When a Psychic who is riding him is incapacitated.
He is at the top of the food chain. Well, not really but in his mind he is. He can survive out in the wilderness quite well on his own. His ability to stalk and kill are unrivaled to his prey. It isn’t that he is particularly stealthy but with his speed and strength when they do spot him it is already too late. It isn’t the only the kill. It is knowing you are better than your opponent. Hezqak draws a certain pleasure when his mark knows they are bested. The terror of the prey is just as satisfying as the kill itself.
Invoke: Stalking live prey or target for elimination
Compel: Anytime he is being actively hunted by creatures larger than himself.
Greater D-Bee (2)
You can use Physique to make a charge through a group provided the creatures are smaller or of equal size.
Primal Instincts (Blood Lizard)
+2 Fight when coordinating attacks with a team.
Psychic Backlash (Blood Lizard)
You can use Will to counter attack any target that has targeted you with a mental psychic attack)
Blood Bond (Blood Lizard)
You may bond with a rider, granting you +2 athletics to defend when ridden by that individual.
You may use Physique to make an attack on a group of relatively closely spaced creatures of smaller or equal size to you. Each target defends separately.
Superior Physicality (3)
You gain armor 4, an extra mild physical consequence slot, an extra moderate physical consequence slot, an extra severe physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 2x 5, 2x 6. Your fight attacks are Weapon 3 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 to overcome actions requiring raw physical strength and +2 to create advantages using raw physical strength.
Potent Weapon (Tail Spike) (1)
Your tail spike attacks are Weapon 4.
Provoke Violence (1)
When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.
Greater Paranormal Ability (Psychic) (1)
You are a psychic and may purchase psychic disciplines.
Psychic Discipline (Empathy) (0)
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.
Inhuman Senses (Scent) (1)
You are +2 to Notice and Investigate rolls that use these senses and may use this ability as justification to make rolls where humans might not as makes sense for the situation. As a downside, overcoming aspects like ‘Sensory Overload’ can be a problem for you. The difficulty of all such overcome rolls is increased by one.
Vesper's military has begun training some new recruits, but by the looks of things, they'll need all the help they can get.
A patrol into Old Richmond comes upon a new arrival through a Rift. Beware for a bellyful of snark and laughs...
There's a bounty on several members of the oh-so-popular terrorist group calling themselves 'The College of Free Thought', and quite a few 'hunters' have shown up to collect... Yes, there will be snacks, cracks, and Hezqaks...
Hezqak is reduced to playing beast of burden for his food ... well sort of. (emits by Aiden)