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
|