"It never ceases to amaze me how much trouble humans can cause... on two legs. Fate forbid you ever grow anymore."
Nimh was born to a small pride of Dragon-Cats deep in the 'no man's land' between the city-states of Vesper and Dogwood. His beginnings were humble, neither required wealth nor tech, and he spent most of his youth with his fellow pride-mates.
The desire to hunt and explore was strong in Nimh from the beginning, and so he ventured far into dangerous territory -- places that were doubly dangerous for an inexperienced youth. He crossed Rifts to other worlds, lucky to find his way back at all... even if he did not come back unscathed.
He had spent years on a world in which technology reigned supreme, often used to quell other abilities, or control them -- and such was the fate that befell him. Trapped in a harness of metal that suppressed his psi-talents (except at the will of his masters), Nimh was forced to serve...
And so he did.
Many years passed before he effected an escape, with the aid of other travellers from Rifts-Earth, who facilitated his way back home. To Vesper. Nimh's recover took some time, but he found purpose in the Hunt -- and chose to focus upon that. The wilds are full of perils and predators, and Nimh is dedicated to thwarting them.
Scarred Noble Dragon-Cat
Honour is central to the mentality of most Dragon-Cats; this is especially true of Nimh'rawn. He is loath to lie, and he keeps his promises. He can form strong bonds between himself and others (particularly one psi-bond), and will do anything for his friends.
Invoke: whenever his honour earns him notoriety and respect among others, or should his duties or instincts inspire him to greater feats of prowess, or should someone earn his respect enough for him to allow them to ride him into battle...
Compel: whenever circumstances tempt him to be dishonorable, or his desire to do the right thing causes delays, or he is distracted by psi-scents while trying to focus on something else, or the temptation to 'test himself' is too strong to ignore...
The Trouble With Two-Legs
A ‘Two-Leg’ (at least according to Nimh) is generally a human. Humans are… a sore point for Nimh. He was enslaved by them for many years. While he does not blame them all, they make him anxious — a failing he often masks with haughty and snarky behaviour. He frequently claims that ‘Two-Legs make no sense’ to him, but this is not entirely true.
Invoke: whenever he finds himself around other D-Bees (and humans one might suppose) who have endured slavery and abuse from others, or those who feel superior to humans.
Compel: whenever his anxiety gets the best of him, or should his lack of tact (snarkiness, his coping mechanisms) upset or offend those around him, whenever he is confronted with the horrors of slavery, reminders of his past, or humans who feel they are superior to D-Bees…
Thrill of the Hunt
Nimh 'works' as a bounty hunter -- freelance, given his desire to travel and explore. He has been abused by systems of government, and while he is prepared to work with them, it is preferable to keep such relations on his own terms. He lives for the hunt, not merely to test himself but to protect those who cannot protect themselves.
Invoke: whenever there is 'prey' for him to hunt, driving him forward, inspiring him to greater feats of prowess, valour, etc
Compel: whenever a Hunt interferes with other matters, such as the priorities of his friends, or the need to prove himself is just too strong, sometimes it is hard to focus on anything other than 'the next kill'...
Everything is Steak
Despite being a noble and intelligent creature, Nimh is still a predator. A carnivore. To some degree or another, everything ‘is steak’ to him; he must answer the ‘call to the hunt’ often, or it would drive him mad. Chasing scents, whether psychically or physically, is second-nature to him, and can either drive him to do better, to BE better… or to distraction.
Invoke: whenever going hunting, indulging in his ‘inner beast’ to mingle with other ‘lesser’ animals, assert his superiority, or taking advantage of his love of the wild to show off…
Compel: whenever he is hungry, and/or around other creatures that would qualify as ‘steak’, whenever his referral to such beings as ‘meals’ should offend or upset them, whenever a particular scent proves distracting, or the presence of blood drives him into an animalistic frenzy…
Major D-Bee - Dragon Cat
The Dragon-Cat is neither dragon nor cat, but an intelligent, psychic draco-mammal with both fur and scales, a whip-like tail and six legs with massive claws. They are highly intelligent, noble creatures that grow to about 10' high, and 20' long.
Quirk: Telepathic Bond
Dragon-Cats have the ability to form a mental link with another psychic – usually an individual they permit to ride them. You may communicate mentally and sense the emotions of your link partner. Either link partner may use the senses of the other. You may only have one such link at a time.
Stunt: War Mount
You work together with your rider to defend yourselves. +2 to defend with Athletics while being ridden.
You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
Stunt: Tireless Tracker
You may use Survival to to track and counter track both animals and people.
Greater Paranormal Ability: Psychic
Dragon-Cats are psychics, able to communicate via telepathy, and use their minds to track (like Dog-boys and psi-stalkers), attack or defend against opponents (via projected images, illusions, psychic pain, mind-control...)
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.
Psi Ghosts can cause their bodies to become insubstantial and pass through physical barriers. Walls, laser fences and the like are no obstacle. Trip wires, pressure plates and similar – do nothing. The psi ghost can still be seen, and any arcane or psychic barriers still prove formidable but otherwise they go where they will.
Inhuman Senses - Sight and Smell
agon-Cats have exceptionally keen senses of sight (particularly in the dark) and smell. Gain a +2 to all Notice and Investigate checks in which these senses apply.
gain Armor 5, Fight attacks are Weapon 2 due to natural weapons or great strength, and gain +2 to all Overcome rolls requiring Physique.
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.
Stunt: Hidden Knowledge
You may use Lore for topics relating to magic and the occult.
A small band of friend go demon-hunting for trophies to sell, in Old Richmond. Things do not quite go according to plan...
Aiden takes Sanka'a to a house in Vesper to show ... what's happening.
Nimh and his little, big-hearted friend, Suss, go exploring and hunting...
There's a new arrival in Vesper. A tiny new arrival -- the pitter-patter of little feet -- but not the kind you're thinking. Miss Suss Frizz-Bee finds herself in a very strange place with very big... everything.
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...