Vulture Mirage-Weaver

Human Elite · 3 XP The Dust Vultures The Scorchveil
HP
9
Defense
9
AR
0
Mettle
1
ECHO
3

Attacks

Attack Pool WR Tempo Qualities Notes
Knife 4 2 3

Traits

  • Forgettable: Even without actively Channeling, a Mirage-Weaver's features are hard to remember. Descriptions of them are always vague and contradictory.

Abilities

  • Channel Pool 6 (ECHO 3, Channel 3). Known Talents:
  • - *Veil of Silence* (R2): Allies within Near gain +4 to Stealth; observers forget faces within minutes.
  • - *The Nudge* (R1): Plant a simple urge in target's mind. ECHO + Focus TN 9 to resist.
  • - *Phantom Pain* (R3): Inflict Strain damage equal to Margin. Target is Stunned for 1d3 Ticks.

Mindweaver outcasts who found a home among the clans, where psionic power is respected rather than feared. Mirage-Weavers are the reason Vulture war-bands can cross open desert without being spotted — they wrap their people in veils of shimmering unreality, turning a column of fifty raiders into a heat-shimmer on the horizon.

Most Mirage-Weavers bear the ritual scarification of the Cindermaw or Ashblood clans: parallel lines across the cheekbones that glow faintly violet when they Channel. They speak rarely, and when they do, people listen — because a Mirage-Weaver who talks to you is a Mirage-Weaver who isn’t inside your head.

Gear: Crystal prism (Focus), layered robes, waterskin, pouch of hallucinogenic dust. Speed 6.

Tactics

Never enter direct combat. Stay hidden behind the war-band. Use Veil of Silence to cover the approach, then Phantom Pain on the biggest threat — the gunslinger, the Psionic, the one who looks like a leader. If discovered, flee using The Nudge to plant the urge “look the other way” in pursuers.

Morale

Normal. A Mirage-Weaver will not fight to the death for a raiding party. They are too valuable and they know it.