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.
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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.
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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.
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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.
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GM Permission is typically required to play a Half-Gith.
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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
|
Backbiters are akin to Warriors in that they train to kill, but unlike the generally
more upfront Warriors, Backbiters take full advantage of shadow and misdirection.
There is no fair or not fair, there is only survivor and deceased. Typically attacking
from hiding or seeking to attack an opponent from behind, there is nothing that
a good Backbiter hates more than a standup fight.
|
Many Backbiters become mercenaries, adventurers, or soldiers of fortune, and are
almost always looking for the easy money. Backbiters tend to increase their stealth
and lethality over all other things.
|
Cost
|
Ability
|
14
|
Deadly Blow (Sneak Attack): 2d6 KA Only With Blows Struck From Behind or Against
Surprised Targets; Real Cost: 7 points (per d6)
|
25
|
Advanced Move Silently & Hide in Shadows: Stealth +1, Concealment +1 (Real Cost:
10) plus Invisibility to Sight Group, Normal Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking (-1/2), Only in Shadows or Darkness
(-1/2), Requires A Stealth or Concealment Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points -1/4) (Real Cost: 15)
|
1
|
WF: Blades
|
3
|
+1 OCV with Blades
|
4
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
3
|
Stealth
|
3
|
Concealment
|
1
|
FAM: Shadowing
|
1
|
FAM: Streetwise
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
3
|
Acrobatics
|
3
|
Breakfall
|
15
|
Adroitness: DEX only for DEX Rolls: +10 DEX (30 Active Points); Only For DEX Rolls
(-1)
|
15
|
Adept: +3 with DEX Based Skills
|
16
|
Well Rounded: +2 with All Non-Combat Skills
|
20
|
Puissant: +2 with Overall
|
10
|
Lightning Reflexes: +10 with One Action
|
4*
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
|
12
|
Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
|
26
|
Advanced Climb Walls: Climbing +4 (Real Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4), Requires a Climbing Skill Roll (-1/4)
|
15
|
Advanced Detect Noise: +5 PER Normal Hearing (Real Cost: 5) plus Targeting Sense
(Normal Hearing) (Real Cost: 10)
|
25
|
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree, Range
|
2
|
*Sense Traps: Add Sense to above: +2 points
|
15
|
Open Lock: Lock picking (DEX based) + 6
|
30
|
Sublime Lock picker: Suppress vs. Unusual Locks: 16d6, Variable Effect One Power
At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take
No Other Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely
reset after 5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration
1/2 DCV (-1/4), Requires A Lock picking Skill Roll (No Active Point penalty to Skill
Roll, RSR Skill is subject to Lock picking Skill vs. Magic Skill of Locking Caster
-1/4)
|
2
|
Thieves' Cant: (Language; basic conversation; literate)
|
-5
|
Reputation: Backstabber 8-
|
-10
|
Psychological Limitation: Backstabber Mentality (Common, Moderate)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Prior Conviction (Got caught at some point in the past and has
done some time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
|