Half-Gith Skulker
Cost Ability
70 Half-Gith
55 Backbiter

125

Total Cost of Template

Race Package Deal
Half-Gith
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

Package Deals
Backbiter
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)