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
|
Brawlers
fight with knuckle and grit, grappling, punching, headbutting and assailing
their opponents with their barehands and clubs of opportunity. Often found
in bars, towns, and rough neighborhoods, some Brawlers are good enough to
pit their skills against armed opponents or in an adventuring party. Some
supplement their fisticuffs with a stout club or cross-train to learn other
martial disciplines. |
The
player of a Brawler gets to build their own fighting style and it can be
anything ranging from a well established and formalized system of fighting
to just pure natural talent unique to the character as they wish, though
additions to the history of the setting necessary to accomodate an
established system are subject to GM modification or veto. |
Cost |
Ability |
2 |
Tough: +2 PD |
3 |
Quick: +1
DEX |
10 |
Nimble: +1 SPD |
24 |
Brawling Martial Art (HtH Based) |
3 |
Choose One: |
|
- Martial Grab:
1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
|
|
- Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
|
|
- Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
|
|
- Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall,
Target Falls; FMove
|
|
- Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall,
Target Falls
|
|
- Legsweep: 1/2 Phase, +2 OCV, -1
DCV, STR +1d6 Strike, Target Falls
|
|
- Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
|
16 |
Choose Four: |
|
- Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
|
|
- Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
|
|
- Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
|
|
- Martial Disarm: 1/2 Phase, -1 OCV,
+1 DCV, Disarm; +10 STR to Disarm roll
|
|
- Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm
|
|
- Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
|
|
- Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR + 2d6 Strike, Must
Follow Block
|
|
- Crush: 1/2 Phase, +0 OCV, +0 DCV, STR + 4d6 Crush, Must Follow Grab
|
|
- Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
|
|
- Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
|
|
- Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
|
|
- Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
|
|
- Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
|
|
- Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
|
|
- Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
|
|
- +1 Damage Class w/ Martial Arts (not factored in)
|
5 |
Choose One: |
|
- Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort;
FMove
|
|
- Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for
holding on; FMove
|
|
- Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take
weapon away
|
|
- Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
|
|
- Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
|
|
- Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
|
|
- Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
|
3 |
Choose One: |
|
|
|
- Combat Skill Levels: +1 with Martial
Arts
|
|
|
|
- KS: Martial Art (GEN) + 1
|
|
|
6 |
Combat Skill Levels: +2
with Martial Arts |
4 |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
3 |
Breakfall |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
2 |
WF: Common
Martial Arts Weapons |
1* |
Weapon Element with Martial Art |
var |
More Maneuvers |
+4* |
HtH Damage
Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in
this case to allow the Brawler to stay competitive, the GM should at least
allow a cap of 1/100 Character Points of the Brawler rounded in their favor.) |
+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 |
5 |
Palooka Resilience: Healing 1 BODY,
Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra
Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2) |
10 |
Palooka Recovery: +15 REC (30 Active
Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2) |
5 |
Frightening Intensity:
+10 PRE; Offensive Use Only (-1) |
-5 |
Reputation:
Ill tempered Brawler 8- |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological Limitation:
Roughneck Mentality (Common, Moderate) |
-10 |
Rivalry with
other Brawlers (More Powerful, Group, Professional, Unaware, Outdo) |