Trait | ATs | pts | Page | Notes |
---|---|---|---|---|
Ambidexterity | N/A | 5 | G4: 39 | Allows use of a weapon (or anything else) in off hand without the usual -4 DX penalty. |
Charisma??? | 1 | -- | ?? | ?? See Chap 58. |
Sense of Duty | N/A | -2 | G4: 153 | She feels a sense of duty to her sister. She'll protect her above any others, and will risk herself on her sister's behalf. |
Pacifist (Self-Defense) | N/A | -15 | G4: 148 | Will only fight in defense of self or others who are close. Will never start a fight, and will try to get others to negotiate before fighting. |
Languages | N/A | 0 | G4: 23-24 | Bretonian: She has a native understanding and is fully literate. |
6 | Old Worlder: She has a native understanding and is fully literate. | |||
2 | Nipponese: She speaks simply and with a strong accent, and cannot follow quick or complicated speech. She is completely illiterate. | |||
Dislikes snakes | N/A | G4: 164 | She will go well out of her way to avoid snakes, and will ask someone else to remove or kill one that's in her way. | |
Duty/Obligation | N/A | Defender/protector of the Druidic Temple (Deacon) | ||
Afraid of the Dark | N/A | G4: 148-150 | After an encounter with a horrifying and hostile specter, she cannot bear to be in complete darkness. She gets a terrible cold chill everytime she's in the dark and she must sleep with a nightlight of some sort (candle).
She will not go into a dark room unless forced, and she must always have at least a small light. If her life is in danger, she will withstand the dark, but only if necessary. If dark happens, roll against willpower. |
|
Distinctive Feature | N/A | Quirk | G4: 22 | Her hair is stark white with 6 black streaks. See Chapter 62 |
Page | Pts | Skill | ATs | |
---|---|---|---|---|
Psychic Healing Talent | G4: 256 | 5 | Level 1 | N/A |
+1 to use any healing ability. -10% for the point cost of any healing ability. | ||||
Healing | G4: 59 | 27 | IQ 16 | 1 |
G4: 108: Reduced Fatigue Points | 12 | -2FP | N/A | |
Must be in physical contact. Concentrate for 1 second and make a roll (-2 if the subject is unconscious). On a success, she can heal any number of HP at a cost to her of 1 FP per 2 HP healed (rounded up) - 1 FP (red. fp).
Failure costs her 1d FP, but she can try again. Critical failure also cause the recipient 1d HP. By rolling at -6, she can heal a crippled but whole limb if she heals all the damage. Missing limbs cannot be restored, nor can the dead be brought back to life. She can also cure disease at a roll with a GM-set modifier to account for the difficulty of the disease.The FP cost to her is twice the penalty. If used more than once in a 24-hour period on the same person of the same type (disease or injury), add a -3 cumulative penalty to the roll. The penalty is not reset until 24 hours after the last healing. Special Note: She can buy a reduced fatigue cost (G4: 108) at +20% per level (20% of 27 points = 6 points per 1FP reduction). |
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Recover Energy | See G4: 55, 248, 256 | 25 | IQ 16; Lvl 2 | N/A |
The Recover Energy psionic healing ability has two levels. Level 1 costs 15 points; Level 2 costs 25 (including the -10% discount).
At Level 1, you recover FP points used psionically (but not physically) at half the noraml rate (1 per 5 minutes). At Level 2, you recover at 1 per 2 minutes. No additional levels, no other benefits. |
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Detect Poison | See G4: 48 | 9 | IQ 16 | |
The Detect advantage lets you pick a class of things to detect for, in this case, poisons. It's a sense roll (G4-258), which is perception-based and can be affected by some sort of Acute Sense to improve the roll. Herb lore, Diagnosis, and Physician might also improve the roll. GM's call. | ||||
Neutralize Poison | See G4: 59, 48, 256 & Gurps Magic:50 | 15 | IQ 16 | |
The Neutralize Poison psionic healing ability costs 15 points (again, count the 10% discount already there). You have to have Detect Poison first. Use it like the Healing ability: roll against Healing to see if you succeed or fail. Costs 5 FP (and the GM can add or subtract depending on the strength of the poison or whatever). |
Karate | Skill Roll (dex) |
Damage | Parry (skill/2)+3 |
Dodge Floor(Speed)+3 |
||
---|---|---|---|---|---|---|
Type | Amount | Reach | ||||
Punch | 14 | Thrust | 1d6 | 1,2 | 10 | 9 |
Kick | 12 | Crushing | 1d6 | 1 |
Total | 14 | Status | 14 |
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Once you're below 0, your move is half, and you roll against your Sta to stay conscious every round. Once you're past -(your hit points), roll every hit to survive. Once you're -(5*your hit points), you're dead. Every time you cross a threshold of your hit points, you must roll to stay alive or die.
Air elementals are iffy and not to be trusted. Not that she trusts the rock anyway.
An attempt to use the Crystal requires a Willpower roll. If she fails, interesting things happen over which she has no control.
~ The End ~