Cost |
Ability |
16 |
Half-Gith (cannibalize Psionic Powers EC into Psionic Paragon Package) |
88 |
Psionic Paragon
Package (exclude +2 INT; Powers listed below) |
2u |
1) Ego Whip: EGO Attack 3d6
(30 Active Points);
Requires A PS:
Telepathy Skill Roll (-1/2) |
1u |
2) Mental Barrier: +30 Mental
Defense (30 Active Points),
Requires A PS:
Telepathy Skill Roll (-1/2), Costs END (-1/2) |
1u |
3) Combat Precog: +3 All
Combat (24 Active Points);
Requires A PS:
Clairsentience Skill Roll (-1/2), Costs END (-1/2) |
2u |
4) Far Punch: Energy Blast
6d6, vs Physical (30 Active Points),
Requires A PS:
Psychokinesis Skill Roll (-1/2) |
1u |
5)
Accelerated Pace: +1 SPD (10 Active Points); Requires A PS:
Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs END to
Activate (-1/4) (uses END Reserve) (1 END to Activate) |
2u |
6) Blinding
Pace: +3 SPD (30 Active Points); Requires A PS: Psychometabolic Skill
Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END
Reserve) (3 END to Activate) |
1u |
7) Enhanced
Strength: +10 STR (10 Active Points); No Figured Characteristics (-1/2),
Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve)
(1 END) |
1u |
8) Crushing
Strength: +30 STR (30 Active Points); No Figured Characteristics (-1/2),
Requires A PS: Psychometabolic Skill Roll (-1/2) (uses END Reserve)
(3 END) |
1u |
9) Armored
Skin: Armor (6 PD/3 ED), Hardened (x2; +1/2) (20 Active Points);
Requires A PS:Psychometabolic Skill Roll (-1/2), Costs Endurance Only Costs
END to Activate (-1/4) (uses END Reserve) (2 END to
Activate) |
2u |
10)
Psychoportive Acceleration: Teleportation 9", Position Shift, Safe Blind
Teleport (+1/4) (29 Active Points); No Noncombat Movement (-1/4), Must Pass
Through Intervening Space (-1/4), Requires A PS: Psychoportation Skill Roll
(Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (uses
END Reserve) (3 END) |
1u |
11)
Psychoportive Hop: Leaping +5" (2"/15" forward, 1"/7 1/2" upward)
(Accurate) (10 Active Points); Requires A PS: Psychoportation Skill Roll
(-1/2) (uses END Reserve) (1 END) |
1u |
12) Psychometabolic
Healing: Healing 3d6
(max. Healed Points: 18) (30 Active Points); Extra Time 1 Turn (Post-Segment
12) (-1 1/4), Character May Take No Other Actions (-1/4), Self Only (-1/2),
Requires A PS: Psychometabolic Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (uses END Reserve)
(3 END) |
1u |
13)
Self-polarizing: Flash Defense (10 points) (Sight Group) (10 Active
Points); Requires A PS: Psychometabolic Skill Roll (-1/2), Costs Endurance
Only Costs END to Activate (-1/4) (uses END Reserve)
(1 END) |
2u |
14) Psi
Razors: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points);
Requires A PS: Psychokinesis Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points -1/4) (uses END Reserve) (3
END) |
1u |
15) Third
Eye Noctur: Nightvision (Increased Arc of Perception: 240-Degree,
Telescopic (+3)) (10 Active Points); Requires A PS: Clairsentience Skill
Roll (-1/2), Costs Endurance Only Costs END to Activate (-1/4) (uses END
Reserve) (1 END to Activate) |
1 |
Quick: Round
SPEED off |
125 |
Total Cost of Template |
Very rare, these crossbreeds of Human and one of the offshoots of the planar-traveling
Gith race have strange abilities that often mark them for difficult lives. They
are usually thinner and taller than average humans, with a definite tint of yellowish
tone in their skin, small, sometimes almost nonexistent noses, high cheekbones,
wide thin lips with very little rouging, and occasionally with spotted or mottled
skin around the joints and the edges of the face. Their hair is stiff and brushy
compared to a full blooded human, and generally only grows on their head.
|
Lucky Half-Gith that favor their human parentage lack the skin spotting, or else
its so minor that it is covered over with a little makeup or concealed by a suntan,
have hair that is simply very straight rather than brushy, and have fully formed
human features including a normal nose, though still chiseled and lean.
|
Gith are generally born with innate Psionic gifts. Many hone these natural abilities
actively, but others seek other pursuits, particularly those with a monastic orientation.
|
In human societies, Half-Gith often try to disguise or downplay their Gith features,
accentuating their humanity. Some others develop their Psionic gifts sufficiently
to leave the Prime Material Plane behind and go off to seek their fates elsewhere.
|
GM Permission is typically required to play a Half-Gith.
|
Cost
|
Ability
|
6
|
Dexterous: +2 DEX
|
2
|
Quick-witted: +2 INT
|
2
|
Strong Personality: +2 PRE
|
15
|
Psionic Resistance: Damage Reduction 50% Resistant vs. Psionics; Activation 11-
(-1)
|
25
|
Total Cost of Abilities
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Half-Gith (Concealable w/ Magic, Noticed, Not Distinctive in
Some Cultures)
|
+0
|
Total Cost of Package
|
Value
|
Options
|
12
|
Extremely Dexterous: +4 DEX
|
2
|
Extremely Strong Personality: +2 PRE
|
4
|
Strong Willed: +2 EGO
|
5
|
Stamina: +10 END
|
10
|
Unassailable Mind: +10 Mental Defense
|
5
|
Nightvision
|
15
|
**Wild Talent Psychic Powers Elemental Control (30 point Powers)
(see Psionic System guidelines)
|
10
|
Ego Whip: EGO Attack 3d6 (30 Active Points); Activation 14- (-1/2)
|
7
|
Mental Barrier: +30 Mental Defense (30 Active Points), Activation 14 (-1/2), Costs
END (-1/2)
|
8
|
Combat Precog: +4 All Combat (32 Active Points); Activation 14 (-1/2), Costs END
(-1/2)
|
14
|
Far Punch: Energy Blast 10d6, vs. Physical (50 Active Points), Activation 11- (-1)
, x2 END (-1/2)
|
var
|
With GM Permission, any Psionic Power as a Wild Talent
|
** NOTE: Half-Gith Psions should take a Multipower and appropriate Psionic
Discipline Skills as descibed in the
Psionic System guidelines instead of a Wild Talent Elemental Control.
|
|
-2
|
Stringy: -2 STR
|
-4
|
Introspective: -2 EGO
|
The Psionic System is
described
here. |
Cerebrals are powerful, often genius level thinkers, with
towering intellect matched by a sublime ability to enforce their will upon
the world around them. Operating on deduction and observation more than
learned facts, the Cerebral figures out Psionics as they go; leaping from
one intuitive assumption to the next. |
Cerebrals are fun to play because they get the job done.
An excellent counterpoint to the Monk, a Cerebral just needs the path
pointed out to them and then they will figure it out on their own from
there. |
Cost |
Ability |
30 |
Psionic MPP (30
Pool; May use Personal END or END Reserve (+1/4); All slots must take RSR:
Discipline Skill (-1/4)) |
4 |
Psionic
Strength END Reserve: 30 END / 1 REC |
15 |
Broadly Capable: PowS:
Clairsentience (INT), PowS: Psychokinesis (EGO), PowS: Psychoportation
(INT), PowS: Telepathy (EGO), PowS: Psychometabolism (CON) |
5 |
Bright: +5 INT |
1 |
Literate: Literacy w/
Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
10 |
More Powerful: Higher
Psionic MPP: +10 Reserve |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
Smart: +1 with All INT
Based Rolls |
10 |
Steady: +5 EGO |
20 |
Resolute: +10 EGO |
5 |
Stubborn: +1 with All EGO
Based Rolls |
10 |
Fit: +5 CON |
20 |
Tireless: +10 CON |
5 |
Gritty: +1 with All CON
Based Rolls |
2 |
WF: Psion Group (Dagger,
Short Sword, Throwing Blades) |
-15 |
Psychological Limitation:
Overly Introspective (Common,
Strong) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Psions (More Powerful, Group, Professional, Unaware, Outdo) |