Nyonna Tyrneanea

Absent-minded Elven scout


Alignment: Scrupulous
Motivation: To make a difference in peoples’ lives and help save people from anything that will cause them harm
Disposition: Quite aloof and often forgets people’s names and where she is
Race/R.C.C.: Elf
Sex: Female
Age: 18
Height: 6ft
Weight: 170lb
O.C.C.: Wilderness Scout
Level of Experience: 1
Current Experience: 0,000/1,900
Attributes: I.Q. 10, M.E 14, M.A 11, P.S 15, P.P 21, P.E 18, P.B 17, Spd 18
Attribute Bonuses/Penalties: + 3 strike, parry and dodge, + 6% save vs coma & death + 2 save vs magic/poison, 35% charm/impress
Hit Points: 21
S.D.C.: 39
Horror Factor:
P.P.E.: 18
Attacks/Actions per Melee: 4 (5 using bow)
Combat Bonuses: + 1 Initiative, + 7 roll with impact, + 3 Strike, + 4 parry, + 4 dodge, + 2 pull punch
Resistance/Saving Throw Bonuses: + 3 perception, + 4 save vs poison and disease, + 16% save vs coma & death
Phobia: Hematophobia
Absent Minded: Character recovers from psychological traumer and insanity twice as fast as normal. 40% + 2 per level to remember details – 20 to remember trivial details in dire/urgent circumstances. – 10 to remember important details in dire/urgent circumstances. Remembering a detail under pressure (such as combat or while being verbally berated) counts as two actions
Perfect Eyesight (2) Posesses perfect vision and has exscellent short and long distance vision and tends to notice and remember landmarks and possesses Tetrachromancy: Can perceive millions of different colours and see light in a number of different spectrums; including ultraviolet and infrared. This allows the character to easily spot characters hiding using spells or abilities like chameleon and invisibility: Simple.
Natural Abilities:
Nightvision 90ft
Special O.C.C. Abilities
Trailblazing: The ability to cut and mark trails through the wilderness for others to follow 20% + 5 per level. A failed skill roll means the trail cannot be followed by others as intended
Cross country Pacing: Wilderness scouts are known for pacing themselves for cross country travel. This not only includes pacing their physical exertion and speed, but also pacing their food and water intake, enabling them to cover great distances on foot, horseback or by mountain bicycle ofr maximum speed that can be maintained for days. This skill combined with Land navigation also enables them to accurately predict how long a trip will take (for them alone or with others in tow – the latter always taking twice as long) within 2d6x10 minutes. 6d6 hours if unfamiliar with the area. This makes the wilderness scout an excellent messenger between parties, able to cut across country avoiding roads and other well trafficked areas, in favour of little known back roads, hunting trails, waterways and short cuts, often ensuring secrecy and safety for the travel. These guys come and go without anyone knowing how, when or where they’ve been. Once a scout travels out of sight, he seems to simply vanish into the wilderness. On a bicycle this skill enables the wilderness scout to achieve 3 times his running speed on level ground and travel cross country at twice normal running speed. they can maintain this maximum bike speed for a time equal to their P.Ex10 in minutes without overexerting themselves. On foot, this skill enables the character to move at full running speed cross country for a time equal to his P.Ex5 in minutes without overexerting himself. Base skill 35% + 5 per level
Cartography: Can produce highly accurate maps with a wide variety of tools including pen and paper, computer plotting and even advanced holographic displays. (Computer mapping requires a character to have computer operation skill) Included basic math at either 50% or a bonus of + 5%. Base skill of cartography 40% +5 per level
O.C.C. Skills
Language: Elvish/Dragonese 90%
Literacy: Elvish/Dragonese 98%
Literacy: Trade Tongue 4 50%
Basic Math 70%
Language: Proto Celtic 65%
Language: Gobbley 65%
Athletics General
Cooking 50%
Climbing 65%/55%
Fishing 55%
Horsemanship General 60%/40%
Identify Fruits and Plants 50%
Land Navigation 56%
Pilot: Motorcycle 60%
Prowl 45%
Radio: Basic 55%
Track Animals 30%/40%
Wilderness Survival 55%
W.P Knife
W.P Archery
W.P Energy Rifle
W.P Sword
HTH: Expert
O.C.C. Related Skills:
- Sense of Balance 60%
- Work Parallel bars & Rings 70%
- Back Flip 80%
- Climb Rope/Rappel 70%
Fasting 65%
First Aid 55%
Rope Works 45%
Imitate Voices & Sounds 42%/36%
Skin & Prepare Animal Hides 50%
Secondary Skills:
Pilot: Aeroplane 50%
W.P Grappling Hook
Astronomy & Navigation 30%
Swimming 50%
Magical Knowledge: N/A
Spell Strength:
Psionic Powers:
Armor: E – tech Wilderness Suit (Equilivent to dpmd2dogboy armour) Head: 50 Main body: 50 Arms: 35 Legs: 50
Weapons: Solar Powered Laser Rifle: Range: 1,200ft, Damage: 2D6MD, Payload 18 solar charges (20 if using an e clip). Retractable Vibro Sabers on armour: + 5 strike, + 4 Parry Damage: 2d4MD + 1d6MD Vibro Saber: + 5 Strike + 4 Parry Damage 2d4MD + 1d6MD, Vibro Knife x 2: + 4 Strike, + 5 Parry Damage: 2d6MD Compound Bow: (2 shots per melee) Range: 700ft + 4 Strike effects vary: 4 Smoke arrows, 2 Flares, 4 Tranquilizer Gas, 4 Paralysis gas, 4 Neural Disrupter arrows, 6 standard arrows
Equipment: 4 e clips, Survival Knife, Hand Axe, Wilderness Suit, Extra pair of boots, hat, sunglasses, Air filter, First aid kit, knapsack, backpack, utility/ammo belt, a couple of sacks, several short pieces of cord for tying things, 100ft of lightweight rope, 6 iron spikes, 6 wooden spikes, wooden cross, a hammer and a mallet, hand axe, utility knife, animal skinning knife, fishing line and hooks and pole, animal snares, two canteens, six flares, infrared binoculars with digital distancing readout, a pair of passive nightvision goggles and a telescopic sight for a gun.
Money: 1,000 credits, 9,000 credits in animal pelts and furs.


Home Dimension: Udrath

Nyonna was born into a fairly well off family her father being one of the prominent researchers at e tech (Elf Tech). A lot of her childhood was spent staring down at the forests on the ground wishing to be with the vibrant colours among it. It was quickly discovered that she did not have the mind for researching or really much since not matter what was tried anything they taught just never seemed to stick 100% in her mind but an artistic talent was there but never nurtured instead against her parents best thoughts and wishes she started training to become a member of a team to go down into the forests of the land below.

During her 4th year of training there was an accident on an excursion down onto the ground below everything went to pear shaped Nyonna and a human named James survived but neither could really say what happened. James because he was too traumatised and to a certain degree Nyonna because of her absent minded and was still a bit shaken up, but the reports mention of finding the two absolutely drenched in blood and hidden huddled in a locked portion of a shack. From then on in whenever she saw blood the memories of that day come to the forefront of her mind but the one thing she took away from it and stuck to her that she will never want to feel so helpless again and try to save people. She continued the training however James dropped out of the scout program and pursued another career.

On her graduation and first assignment her parents gifted her with a first of its kind armour to field test and not to be worried about writing anything down or remembering anything as they can get the readings from it and there are others doing the same.

Nyonna Tyrneanea

Rifts®: Megaversal Highway™ xellos2121