| The lead into this year’s game. Something is wrong with John…the last time you saw him, he did not act like himself. He was talking with a French accent and was not using his walking stick. He told you to get out of his house or he was going to call the police. He said you and your friends were not welcome in the Logez le Sortilège. (House the Hex) For a moment you thought you saw his eyes flash red when he said hex. When you tried to talk to John he said to get out, or he was going to cut your heart out and eat it; and he ran out of the room. The Majordomo blocked you from following him and said the Master is not himself to day and it would be best to go. The Majordomo said he was going to call a Physician to look after Mr. Hex. He said the Master started to act odd after he opened a box the attorney dropped off. |

| Dr. Dana Morningstar -------------------------------------------------------------------------------- Val Char Base Cost 15 STR 18 DEX 15 CON 12 BODY 18 INT 13 EGO 16 PRE 16 COM 06 PD 04 ED 04 SPD 10 REC 40 END 30 STUN 09" RUN 05" SWIM 03" LEAP -------------------------------------------------------------------------------- Disadvantages Pts Normal Characteristic Maxima 0 Psychological Limitation Code against Killing: (Very Common, Total) 25 Psychological Limitation Overconfidence: (Common, Moderate) 10 Psychological Limitation Honorable: (Common, Strong) 15 Distinctive Features Lakota: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Watched by Grandfather : 11- (Mo Pow, Watching) 10 Watched by Tribe: 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Watching) 5 Custom Disadvantage The Unknown 15 Enraged When people are killed: (Common), go 8-, recover 14- -------------------------------------------------------------------------------- Pts. Skill/Perk/Talent/Power END 6 Spell of Wounding: Energy Blast 4d6 (20 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4), Religious Restrictions (-1/4), Concentration (1/2 DCV; -1/4) 4 3 Healing BODY 1d6 (10 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4), Religious Restrictions (-1/4), Concentration (1/2 DCV; -1/4) 2 6 Minor Healing BODY 2d6 (20 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4), Religious Restrictions (-1/4), Concentration (1/2 DCV; -1/4) 4 11 Major Healing BODY 4d6 (40 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4), Religious Restrictions (-1/4), Concentration (1/2 DCV; -1/4) 8 13 Exalted Healing BODY 6d6 (60 Active Points); OAF (Altar of Healing; -1), Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Gestures (-1/4), Religious Restrictions (-1/4), Concentration (1/2 DCV; -1/4) 12 11 Cure Disease 17d6 (51 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Magic Skill Roll (-1/2), No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Religious Restrictions (-1/4) 10 11 Neutralize Poison 17d6 (51 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Magic Skill Roll (-1/2), No Range (-1/2), Increased Endurance Cost (x2 END; -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Religious Restrictions (-1/4) 10 1 Detect Magic A Single Thing 13- (Sight Group) (3 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4) 1 14 Regain Health REC 4d6 (40 Active Points); Requires A Magic Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) 0 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 3 Defensive Throw: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Animal Handler 12- 3 Breakfall 13- 3 Bureaucratics 12- 3 Climbing 13- 3 Combat Driving 13- 3 Combat Piloting 13- 3 Computer Programming 13- 3 Concealment 13- 3 Conversation 12- 3 Forensic Medicine 13- 3 Scholar 4 1) KS Medicine (5 Active Points) 15- 3 2) KS Lakota Religion (4 Active Points) 14- 4 3) KS Shaman Magic (5 Active Points) 15- 1 4) KS Tribal Lore (2 Active Points) 11- 3 Scientist 1 1) SS: Bacteriology 11- (2 Active Points) 1 2) SS: Biochemistry 11- (2 Active Points) 1 3) SS: Biology 11- (2 Active Points) 2 4) SS: Forensics 13- (3 Active Points) 2 5) SS: Medicine 13- (3 Active Points) 2 6) SS: Pathology 13- (3 Active Points) 1 7) SS: Pharmacology 11- (2 Active Points) 0 Lakota (idiomatic) 4 Language: English (idiomatic) 3 Mechanics 13- 3 Navigation (Air, Land) 13- 3 Paramedics 13- 3 PS Medical Doctor: Appraise 13- 3 Riding 13- 3 Shadowing 13- 3 Stealth 13- 4 Survival (Desert, Mountain) 13- 3 Tracking 13- 5 TF: Common Motorized Ground Vehicles, Riding Animals, Helicopters, Small Planes, Two-Wheeled Motorized Ground Vehicles 5 WF: Small Arms, Blades, Bows, Lances 3 Magic Skill Roll 13- Shaman Bag, Needed for Spells (+1) (40 Active Points); OAF (-1) 4 -------------------------------------------------------------------------------- Hair: Black Eyes: Dark Brown Appearance: Height 5' 9" Weight 125 lbs Age 29 Base out of San Francisco |


