Rifts®: Megaversal Highway™
“Spare me the heroic non-sense, we both know you don’t have the nerve to do what must be done!”
Cygnus is a devious Shifter with long raven hair who is of distant Native American decent. Despite this however, he has little-to-no interest in his heritage and has rejected repeated attempts by Coyote to bring him back to his people. A strongly masculine figure like the Spartans of old, Cygnus is an open and practicing homosexual; though his inability to feel genuine or honest love prevents him from ever truly reciprocating the feelings of another. Be it one of his lovers or one of his many female admirers. This however does not prevent them from trying, though this always leads to disappointment, and more often, heartbreak.
Cygnus lost his heart during his childhood, trading it Black Peter in exchange for his mastery of the dark arts. Though, much to Black Peter’s chagrin, this did nothing to dissuade or erode his loyalty to his friends and he was able to use these powers to drive the Faerie away. Then once more to secure his control over the other 11 children shipwrecked on the western coast of Hrrac Island. More remarkably, as a child prodigy and the last of the Children of Iméra, Cygnus has a full command over his genetic potential and can at-will utilize his power as the 24th hour. This uncanny ability allows the Cygnus to replicate the powers and abilities of any of the other children, though more remarkably he is able to replicate any living being and duplicate its powers exactly by simply touching them and absorbing a portion of their DNA. Alternatively, by placing his hands on another member of the children he can exert command over their dormant DNA and force their genetic potential to manifest (even against their will). Worse still, when he does so he gains limited control over their powers (save vs. possession 15 or higher to resist). If they fail on this roll Cygnus can control the children’s powers like a puppet master with a marionette or activate/snuff them out at will so long as they remain active. Those with trans formative abilities (such as the demonic arms of the Betas) can continue to resist Cygnus’s control (-2 to strike, parry, or dodge), but are otherwise under Cygnus’s control until his concentration can be broken. Cygnus can control up to one victim per level of experience.
In adulthood Cygnus is a dangerous and charismatic narcissist who is unwilling to dance to the beat of someone else’s drum. He is a skilled magician and a smooth-talker and nothing if not reasonable. However, his enigmatic long term motivations and lack of human empathy make him somewhat unpredictable and capable of truly monstrous acts. As such he ruthless villain that should not be trusted.
Archetype: The Sympathetic Villain
Alignment: Aberrant (evil)
Motivation: Protect The Twelve and obtain the powers of the perfect man.
Disposition: An entirely emotionless man that holds a very high opinion of himself. To his followers, his extreme arrogance is easily confused with pride. Cygnus never compromises and although he will suffer the presence of a fool if necessary, that fool will never have his respect.
Race: Sea Titan
Weight: 182 lbs
Appearance: An extremely tall, broad-shouldered man with dark features.
Level of Experience: 6
Current Experience: 24,961
Affiliations/Factions: Children of Iméra
Attributes: I.Q. 16, M.E. 14, M.A. 17, P.S. 19 (Supernatural), P.P. 18, P.E. 14, P.B. 17 (18 when dressed to impress), Spd. 24 (16 mph; 24 meters per action)
Attribute Bonuses: + 2% to all skills, Trust/Intimidate: 45%, Charm/Impress: 55% (60% with Wardrobe & Grooming)
Hit Points: N/A, natural M.D.C.
S.D.C.: N/A, natural M.D.C.
M.D.C.: 107 Regeneration: 1D4×10 M.D. per minute and regrows lost limbs and organs after 4D6 hours. Typically, Cygnus wears a magical suit of leather armor that has 50 M.D.C.; so long as its M.D.C. does not drop below 12 M.D.C. it regenerates at a rate of 1 M.D.C. per minute. Furthermore though it lacks his normal tact, Cygnus can cast Armor Bizarre for additional M.D.C. protection should the need arise.
Horror Factor: 9
P.P.E.: 142 P.P.E. Recovery: 5 per hour of sleep or mediation.
Attacks/Actions per Melee: 5
Combat Bonuses: + 3 to strike, + 1 to disarm, + 4 to pull punch, + 3 to parry (+ 8 with shield), + 5 to dodge, + 2 to roll with impact, critical strike on a 19 or 20
Resistance/Saving Throw Bonuses: + 8 to save vs. Horror Factor, + 2 to save vs. magic; + 1, + 5 to save vs. mind control, + 4 to save vs. possession, and attempts to use the Interrogation or Seduction skill against this character suffer a -15% penalty.
Natural Abilities: Does not need to breathe, does not need to eat, does not need to drink, impervious to mundane poisons and toxins. Depth Tolerance: 4,000 feet (1,220 m).
Legacy Power: Advanced Gene-Manipulation
Special O.C.C. Abilities (Shifter):
●Communication Rift. Cost: 50+ P.P.E. Duration: Six minutes.
●Dimensional Sense. Base Skill: 70%.
●Dimensional Teleport Home. Cost: 75 P.P.E.
●Dimensional Travel. Cost: 125+ P.P.E.
●Familiar Link. Current Familiar: None. Special Endurance: + 6 Hit Points, + 1 to save vs. poison and + 1 to save vs. mind control (not applicable).
●Link to the Supernatural. Current Link: None.
●Sense Rifts. Range: 190 miles
Language (Native): Oceanic 98%
Language (Other): Lemurian 86%
Language (Other): American 86%
Literacy (Native): Oceanic 97%
Literacy (Other): American 87%
Astronomy & Navigation 82%
Mathematics: Basic 82%
Lore: Demons & Monsters 72%
Lore: Dimensions 60%
Lore: Faeries & Creatures of Magic 72%
Lore: Magic 72%
Recognize Magic Circles, Runes, & Wards 57%
Recognize Enchantment 62%
Land Navigation 64%
Undersea & Sea Survival 62%
Hand to Hand: Basic.
O.C.C. Related Skills:
Specific Individual 91%
Imitate Voices & Sounds 94%
Specific Individual 86%
Undercover Ops 83%
Wardrobe & Grooming: Amateur 92%
Chess: Professional 52%
Public Speaking 55%
W.P. Knife (+ 2 to strike, + 3 to throw, + 3 to parry)
W.P. Shield (+ 1 strike, + 2 to parry)
W.P. Blunt (+ 3 strike and parry)
Magical Knowledge: Armor Bizarre (15), Calling (8), Call Lightning (15), Compulsion (20), Constrain Being (20), Dimensional Portal (500), Domination (10), Energy Bolt (5), Energy Field (10), Exorcism (30), Magic Shield (6), Repel Animals (7), Re-Open Gateway (180), Sense Evil (2), Sense Magic (4), Shadow Meld (10), Summon and Control Canines (50), Summon and Control Rodents (70), Sustain (12), Time Slip (20), Tongues (10), Trance (10), Turn Dead (6), Energy Sphere (120), Mystic Portal (60), Targeted Deflection (15), Mental Blast (15).
Spell Strength" 14
Psionic Powers: Minor Psionic (save vs. Psionics 12 or higher). Psi-Powers: Death Trace (1), Meditation (0), Mind Block (4).
Vulnerabilities: Supernatural Entity. Magic and psionics do full damage and rune weapons inflict double damage and can be sensed by spells, psionic powers, and abilities that detect supernatural beings.
●sub-machine gun (loaded with silver rounds)
●silver kite shield (70 M.D.C.)
Equipment: A set of clothing, set of traveling clothes, shifter hide armor (50 M.D.C.), knapsack, backpack, two small sacks, one large sack, pocket mirror, small silver cross, large wood cross, three cloves of garlic, six wooden stakes, a mallet, salt, canteen, binoculars, gas mask and air filters, pocket laser distancer, pocket digital disc recorder/player for recording his observations, a survival knife, a hand axe, six E-Clips, and a CSN Supply-Class Merchant Marine Transport.
Money: 4,000 credits and 11,000 in Black Market goods.
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