Chasina Taylor

Description:

Chasina Taylor

Player: Karin

Val Char Cost
10 STR 0
13 DEX 9
13 CON 6
13 BODY 6
13 INT 3
13 EGO 6
20 PRE 10
18 COM 4

2/3 PD 0
3/4 ED 0
3 SPD 7
5 REC 0
26 END 0
25 STUN 0

6" RUN 0
2" SWIM 0
2" LEAP 0
Characteristics Cost: 51

Cost Power
15 Spell Power: Endurance Reserve (100 END, 5 REC) (15 Active Points)

1 Detect Poison: Detect Poison 12 – (Sight Group) (5 Active Points); OAF (- 1), Costs Endurance (- 1/2), Incantations (Complex; – 1/2), Extra Time (Full Phase, – 1/2), Only When Serving The God’s Purposes (- 1/2), Requires A Skill Roll (White Magic; – 1/2), Gestures (- 1/4), Concentration (1/2 DCV; – 1/4) [Notes: In the eyes of the caster any poison or poisoned object will radiate a faint red glow to it.]

1 Detect Disease: Detect Disease 12 – (Sight Group) (5 Active Points); OAF (- 1), Costs Endurance (- 1/2), Incantations (Complex; – 1/2), Extra Time (Full Phase, – 1/2), Requires A Skill Roll (White Magic; – 1/2), Only When Serving The God’s Purposes (- 1/2), Gestures (- 1/4), Concentration (1/2 DCV; – 1/4) [Notes: This spell causes any living creature that is diseased to have a faint aura of green light around them.]

5 Cure Disease: Major Transform 3d6 (Diseased Person to Undiseased Person) (45 Active Points); Extra Time (1 Hour, – 3), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Recipient Takes 8d6 Stun Damage; – 1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; – 1), OAF (- 1), Incantations (Complex; – 1/2), Conditional Power Spell Can Only Remove One Disease at a Time (- 1/2), Requires A Skill Roll (- 1/2), Only When Serving The God’s Purposes (- 1/2), Gestures (- 1/4) [Notes: This spell causes a single disease in the body to become slowly dissolved and absorbed by the body to something harmless.]

8 Angel’s Mercy: Healing BODY 4d6, Can Heal Limbs (45 Active Points); OAF (- 1), Extra Time (Extra Phase, – 3/4), Concentration (0 DCV; – 1/2), Only When Serving The God’s Purposes (- 1/2), Requires A Skill Roll (White Magic; – 1/2), Incantations (Complex; – 1/2), Increased Endurance Cost (x2 END; – 1/2), Gestures (- 1/4)

2 Angel’s Grace: Healing BODY 1 point, Resurrection (23 Active Points); Extra Time (1 Hour, – 3), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; – 1 1/2), Conditional Power Only to Raise The Dead (- 1), Increased Endurance Cost (x3 END; – 1), OAF (- 1), Concentration (0 DCV; – 1/2), Only When Serving The God’s Purposes (- 1/2), Requires A Skill Roll (White Magic; – 1/2), Incantations (Complex; – 1/2), Gestures (- 1/4)

8 Divine Retribution: Energy Blast 1d6 + 1 (standard effect: 4 STUN), Reduced Endurance (1/2 END; + 1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset, Trigger can expire (it has a time limit); Time Limit is 1 Hr after casting; + 1/4), Damage Shield (+ 1/2), Continuous (+ 1), No Normal Defense ([Standard]; Mental; + 1) (28 Active Points); OAF (- 1), Only When Serving The God’s Purposes (- 1/2), Incantations (Complex; – 1/2), Gestures (- 1/4), Concentration (1/2 DCV; – 1/4)

10 Turn Undead: + 60 PRE (60 Active Points); Limited Power Power Only Works On Undead Creatures (- 1), Limited Power Effect per Book Text for Turn Undead (- 1), OAF (- 1), Conditional Power Only to Make Presence Attacks (- 1), Only When Serving The God’s Purposes (- 1/2), Extra Time (Full Phase, – 1/2)

6 Spirit Armor: FF (8 PD/8 ED), Reduced Endurance (1/2 END; + 1/4), Usable By Other (+ 1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset, Trigger can expire (it has a time limit); Trigger must be set off no more than an hour after spell is cast; Trigger is PC being successfully hit; + 1/4) (28 Active Points); OAF (- 1), Incantations (Complex; – 1/2), Only When Serving The God’s Purposes (- 1/2), Extra Time (Full Phase, – 1/2), Requires A Skill Roll (-1/2), Gestures (-1/4), Concentration (1/2 DCV; – 1/4) [Notes: An energy surrounds the caster that repels or slows down attacks that are intended to harm. By connecting to the life forces of those around the caster, the caster can extend this protection to them as well.]

5 Alleviate Poison: Aid 2d6, Any two (2) characteristics simultaneously (+ 1/2) (30 Active Points); OAF (- 1), Limited Power Power Only Works On Poison (Effects) (- 1), Only Restores to Starting Values (- 1/2), Requires A Skill Roll (White Magic; – 1/2), Incantations (Complex; – 1/2), Only When Serving The God’s Purposes (- 1/2), Concentration (1/2 DCV; – 1/4), Gestures (- 1/4)
Powers Cost: 61

Cost Skill
9 Spell 16 -
1 KS: Religion (Theology) 11 -
3 Oratory 13 -
3 Persuasion 13 -
0 Language: English (completely fluent; literate) (4 Active Points)
2 Language: Aramaic (basic conversation; literate)
2 Language: Latin (basic conversation; literate)
1 Anglish: Yrth Area Language (basic conversation)
0 Climbing 8 -
0 Concealment 8 -
0 Deduction 8 -
0 Paramedics 8 -
0 PS: Carpenter 11 -
0 Shadowing 8 -
0 Stealth 8 -
0 Acting 8 -
2 WF: Blades, Crossbows
6 + 2 with a tight group of attacks
Skills Cost: 30

Cost Talent
6 Skill Master (+ 3 with White Magic Proficiency)
10 Divine Favor [Notes: More often then actual protection, warnings are given. Some of the warnings are about dangerous situations, but sometimes they are about potential situations that affect the PC or the PC’s friends purity/spiritually/goodness factor.]
5 Magesight
6 White Magic Spells [Notes: 2 per level (specialized); 60 AP value of highest spell]
6 Combat Luck (3 PD/3 ED)
Talents Cost: 33

Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)
$25 Crossbow, Light: Killing Attack – Ranged 1d6 + 1, + 1 RMod (+ 1/4) (25 Active Points); OAF (- 1), Extra Time (1 Phase to reload between shots, – 3/4), Required Hands Two-Handed (- 1/2), STR Minimum 12 (- 1/2), Real Weapon (- 1/4), Concentration (1/2 DCV; – 1/4), Max Range 140" (- 1/4) [Notes: 5 BODY, 4 DEF]
$12 Stiletto: Killing Attack – Hand-To-Hand 1/2d6 (Length S), Range Based On STR (+ 1/4), Reduced Endurance (0 END; + 1/2), Armor Piercing (+ 1/2) (22 Active Points); OAF (- 1), Real Weapon (- 1/4), STR Minimum 5 (- 1/4), Required Hands One-Handed (- 0) [Notes: 3 BODY, 5 DEF, + 1 DC per 8.75 STR]
$10 Holy Symbol, Wooden
$7 Robe, Light
$2 Sandals
$3 Belt
$8 Waterskin, Filled (3.5 Liters / 1 Gal.)
$2 Backpack, Leather (10kg Capacity)
$1 Fishing Hook and Line
$10 Mess Kit, Pewter
$3 Hat, Light
$60 Gnostic Bible: Book, Small
$30 Soft Leather: Armor (1 PD/1 ED) (3 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (- 1/4)
Total Character Cost: 175

Pts. Disadvantage
0 Normal Characteristic Maxima
5 Money: Poor
20 Social Limitation: Heretical Christian (Frequently; Severe)
25 Hunted: The Church 8- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
15 Psychological Limitation: Will Not “Murder” (Uncommon; Total)
10 Psychological Limitation: Has a hard time adjusting to the Medieval mindset (Common; Moderate)
Disadvantage Points: 75
Base Points: 100
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

Bio:

Character Information
Height: 1.70 m Hair: Auburn
Weight: 55.00 kg Eyes: Green
Appearance:
Background: From Earth-Z, around the year 2015
Raised by her mother into the Gnostic Church of Saint Mary Magdalene (which was established during the early 1970’s, as an alternate Protestant Church with a greater emphasis on the divine feminine).
Was a preacher/priest in this church when the zombie plague started. The zombie plague might have had some supernatural causes as Chasina was able to use versions of Turn Undead and Cure Disease against the plague.
Despite that Chasina proved that God’s power had an effect on the zombie plague, most people didn’t turn to God and leave behind their evil ways (Cure Disease would not work on those who didn’t show a least a couple good Christian values).
After hearing a whispered voice in her head that thanked her for trying to save Earth-Z, the voice said that she was sending Chasina to another place where God’s words still had a chance to be heard by others. Shortly after, Chasina found herself in Yrth.

Chasina did learn an applicable skill while living on Earth-Z. She’s proficient with Carpentry (perhaps, it’s because Jesus was a carpenter). This helped with keeping her mother’s church functional without hiring an outside repairman. It also came it handy after the Z-problem.
Personality:
Name Meaning/Pronunciation: Chasina (Aramaic)cha SEE nah; powerful, strong, mighty, a protection

Chasina Taylor

Fantasy Hero - Yrth amiteufel karinms