Miranda Jones -- NPC

Str: 4Unarmed Combat: 4Close Weapons: 4
Dex: 5Dodge: 6Thrown Weapons: 5
IQ: 6Library Use: 6
Will: 5
San: 4Psi: 5
TOSS: 1 Fingerprint:

Handicaps:

UNCONTROLLED PSIONICS

Level: 2
Category: Miscellaneous
Effect: You must succeed in a WILL challenger every time you attempt to use a Psionic Ability.
Chance of Success
WILL - Ability Level VS 5
3 VS 5
Time To Use: Instantanious    Uses: Unlimited
Other Constraints: If the Ability has Uses and you fail the WILL check, this counts as one of your uses.

EXTREME BACKLASH

Category: Medical
Effect: You take Backlash whenever you use any Psionic Abilities.
Time To Use: Instantaneous    Uses: Unlimited
Other Constraints: If the Ability already produces Backlash, you receive no extra Backlash for that Ability from Extreme Backlash. You must have at least one Psionic Ability to take this Handicap

UNLUCKY

Level: 1
Category: Miscellaneous
Effect: You must wear a badge that says “I am unlucky.” Opponents (or GMs) may add or subtract 2 from any challenge against you, as long as it makes it worse for you. (That is, add 2 to your opponent or subtract 2 to your ability rating).
Time To Use: Instantaneous    Uses: Once per level of handicap per game period.
Other Constraints: Once opponents have "used up" all your uses of this handicap, remove your badge until the start of the next game period. You may use several uses of Unlucky in the same challenge. Unlucky must be declared before any dice are rolled.

Skills:

DODGE

Level: 1
Category: Martial
Effect: You can defend against close combat or ranged weapon attacks using your skill as a bonus. Can be used whenever you would normally use DEX to avoid the attack.
Time To Use: 1 Combat Round    Uses: Unlimited
Other Constraints: This skill defaults to your DEX.

CHEMISTRY

Level: 1
Category: Information
Effect: For each level of this ability, you can ask one chemistry-related yes/no question of the GM per game period. Also adds to Library Use when performing chemistry research - either laboratory style experiments or searches of chemistry literature.
Chance of Success
Library Use + Ability Level VS Research Complexity (GM determined)
7 VS Research Complexity (GM determined)
Time To Use: Varies    Uses: Unlimited research & 1 question/level
Other Constraints: If the GM answers "I don’t know," to the yes/no question that question does not count. Chemistry research requires appropriate chemicals and equipment.

ANCIENT LANGUAGE: Latin, Greek, Hebrew, Assyrian

Level: 2
Category: Information
Effect: You can speak and read an ancient language. This is especially useful for poring through old books, spell manuals, etc. This language must not be in common usage in the game (in a modern game, Latin and Aztec would qualify).
Chance of Success
IQ + Ability Level VS Language Difficulty
8 VS Language Difficulty
Time To Use: Varies    Uses: Unlimited
Other Constraints: If you fail a reading check, each attempt on the same item (book, etc.) adds 1 to the effective Language Difficulty of that item for all future attempts by you. If you fail a speaking or verbal comprehension check, you cannot try again for one hour. The difficulty does not get harder. A special note: For every level you have in Ancient Language, you get two languages. These languages must be related.

FIRST AID

Level: 2
Category: Medical
Effect: You can either remove a Red damage star from a wounded character or "stabilize" a dying victim by removing enough red stars to make her effective STR equal to 0. A "wound" is defined as all the damage resulting from one combat or damage-causing event, such as a bomb exploding. "Stabilized" characters are unconscious.
Chance of Success
IQ + Ability Level VS 5
8 VS 5
Time To Use: 5 minutes    Uses: Unlimited
Other Constraints: You cannot use this skill on someone whose STR has been reduced to -STR (I.e., a STR of 7 has been reduced to a negative 7). That person is irretrievably dead. A person can only successfully receive first aid once for a given wound. If you fail, you or someone else may try again after a full 5 minutes have passed (this means a max of 2 first aid attempts on a dying victim).

FINE ARTS

Level: 1
Category: Information
Effect: For each level of this ability, you can ask one fine arts (music, drama, art, etc.) related yes/no question of the GM per game period. Also adds to Library Use when examining objects of art or performing research in fine arts texts
Chance of Success
Library Use + Ability Level VS Research Complexity (GM determined)
7 VS Research Complexity (GM determined)
Time To Use: Varies    Uses: Unlimited research & 1 question/level
Other Constraints: If the GM answers "I don't know," to the yes/no question that question does not count.

Aptitudes:

ALERTNESS

Level: 2
Category: Miscellaneous
Effect: If someone has tried to use a physical ability on you without your knowledge (like Pick Pocketing or Assassin), you may add your Alertness level to your defense against that ability. If successful, you will know who did it, and can confront the person before they finish the task (if you wish). You don't have to tell other players that you have the skill; you just declare your STAT to be equal to your STAT plus your level in Alertness.
Time To Use: Instantaneous    Uses: Unlimited
Other Constraints: If your IQ + Alertness is greater than or equal to seven, then players do not get a +2 bonus when attacking you from behind. Damage stars do influence this.

QUICK REFLEXES

Level: 1
Category: Martial
Effect: You are good at deciding what to do in critical situations. Add your level of Quick Reflexes to your WILL when determining order for rounds of combat.
Time To Use: Instantaneous    Uses: Unlimited
Other Constraints: You cannot take this Aptitude and the Slow Reflexes Handicap.

Psionics:

MIND BLAST

Level: 1
Category: Martial
Effect: You may shoot a bolt of mental force at any character you can see. The blast does 1 Red Star of damage. Target obscuration does not affect the challenge. No physical defense or armor affects the challenge or the damage.
Chance of Success
PSI + Ability Level VS Your Opponent's WILL
6 VS Your Opponent's WILL
Time To Use: 1 Combat Round    Uses: Unlimited
Other Constraints: Requires a declaration of combat. Your target knows who attacked him.

INTUITION

Level: 2
Category: Information
Effect: You may ask a GM a yes/no question that must be answered honestly.
Time To Use: Instantaneous    Uses: See Constraints
Other Constraints: You may ask as many questions per Game Period as (PSI + Intuition - 3). If the GM answers, "I don't know," to the yes/no question, that question does count.

TELEKINESIS

Level: 2
Category: Item Manipulation
Effect: You may move an object with your mind. Your weight limit is 20 pounds/level. The object cannot move faster than a slow walk, except for short bursts of speed (for example in combat).
Chance of Success
PSI + Ability Level VS 7
7 VS 7
Time To Use: Instantaneous    Uses: See Constraints
Other Constraints: # Uses: 10 minutes per level per game period total, even if you levitate many different objects. Chance of Success To Hit Someone With the Object After Making The Move Challenge: PSI + Ability Level VS. Opponent's Dodge The object does normal damage in combat as if it were wielded with someone of STR equal to your Ability Rating. You may attempt an extraordinary feat by taking 1 Backlash to double your weight limit for 30 seconds. This doubling is cumulative, so if you were to take 2 Backlash, your weight limit would be 4 times normal. Note that use of this Ability may require a GM or an out-of-character player to move the object.