Mara
Mara
Human form
F Poor (4)
A Typical (6)
S Typical (6)
E Good (10)
R Poor (4)
I Incredible (40)
P Amazing (50)
Mer-form
(In water)
F Remarkable (30) (out of water, Feeble) (2)
A Remarkable (30) (out of water, Feeble) (2)
S Remarkable (30)
E Incredible (40)
R Poor (4)
I Monstrous (75)
P Amazing (50)
Health: 96
Mental Health: 131
Popularity (Charisma): RM (30).
Karma: 131
Abilities:
Transformation Self - Mara can shift between her mermaid form and human form in the span of a Round.
Telepathy - Mara has the ability to communicate mentally with humanoid beings. This includes humans and other mer-folk but also may extend to some alien species. This telepathy is not just a mutation allowance but also works on a mystical scale. Mara cannot do attacks with telepathy at this time.
Healing - Mara can heal herself and others using some of her Mental Health as a donation. Mara rolls her Psyche to Heal + 1CS. (Monstrous). On a White roll, she fails to heal. On a Green roll, she will exchange 1 Mental Health Point per 2 Health Points for the target. On a Yellow Roll, she will exchange 1 Mental Health Point per every 6 points of Health. For a Red Success, she will exchange 1 Mental Health point per every 10 points (+ Bonus after the exchange is complete. The Bonus is only applied at the end for the crit). She loses these mental health points temporarily until she goes to sleep to replenish them for the standard time of rest. She cannot bring someone back from the dead from this type of healing but she can restore them from the brink of death and make them as good as new in most cases. This is a mystical ability that is standard with her people.
- Note: There may be times that a roll of higher than a Green will be required to heal someone but these will be expressed by the GM. Usually this has to do with something in addition to the person being messed up such as some serious poison, some mystical disease, or some curse may be an issue, to which she might not be able to do much, depending. In the majority of cases, Mara can heal very well and it should only be rarely she can't.
Resurrection - Mara has the ability to touch someone and donate 30 Points of her Mental Health to a fallen companion who has just recently died, so long as there is enough of the person there to make the difference and the soul is still present in the body. She will need to use her Healing ability after or the person will need immediate medical attention following the resurrection. This brings the person back to 1 Health. It is important to note that if she does not heal the person some more additionally or the person is not given medical aid right away, in up to 10 rounds, that person may yet die again by the severe wounds he/she has sustained.
Heart Empathy - Mara can see the good side of people, even those who are some of the hardest criminals out there. She can roll a Psyche Roll +2CS (Unearthly) to try to find the 'good' in someone. Why it exists may be a mystery but for the most part, most people aren't 'always' evil or apathetic. There are some cases that are no doubt going to surprise her and confuse her as they are in fact every bit as bad as they portray but in some cases she just might be able to try to get them to feel what she feels. However, the reactions to this reality can be unpredictable and not always in her favor.
Bardic Magic - Mara can use this, if she has the time to, to sing and/or play her harp, which can calm the savage heart or can boost a person's focus to a task at hand. This is rolled off Psyche. The song must be done before battle or it will have to be played during battle but the music effects happen -after- she has completed and must be at least 3 Rounds.
- She may sing/harp to sooth a person or animal out of rage. (remove rage effects)
- She may sing/harp to boost someone's confidence. (remove fear effects)
- She may sing/harp to boost someone's focus (grant +1CS to actions for 1d10 rounds).
- She can use it for ventriloquist purposes to make her voice seem it is coming from another point.
- She can attempt to use it to put someone to sleep.
- She can use it to attempt to remove sorrow/angst from a person for a short time. (remove angst/sorrow effects).
- She can use this to try to lower corruption (demonic) from a victim temporarily.
Animal Empathy - Animals tend to like Mara, so long as they are not hungry, spooked, enraged. This applies to both land and aquatic animals that do not possess sentience/human awareness. Even if starving or enraged, usually if there is another target around, it is more likely the animal(s) will go for that instead of her. This does not work on familiars or animals bound to other masters through some other means than normal, or if an animal senses its master is in peril from her and those she is affiliated with at the time. Animals do tend to enjoy her music and calm serene nature.
Additional Powers in Merform:
Sonar/Sonokinesis - She uses this ability for when eyesight is just not feasibly reliable in water, particularly deep depths.
Swimming - Over and underwater, she is a master swimmer. - Monstrous Ability to maneuver, whether dodging or going in for an attack.
Amphibious - She can breathe underwater via gills and has some lung capacity for breathing air.
Greater telepathic range than in human form when in the water. +1CS to distance.
Weaknesses:
Pacifism - does not believe in hurting people and won't do it
Fear of nets and sharks.
No vocal human speech capabilities when in Mer-form.
Suffers if out of water for too long - If Mara has no contact with water, meaning she immerses herself in water at 3 days, she will begin to lose 1CS in her stats and abilities for each day she is held away from it.
Poor heat resistance (Similar to fish when in water that's too hot for them)
Poor cold resistance - when in Human Form.
Peanut allergy
Mara Skills:
Music: Harp Playing and Singing - exceptional
Marine Life/Biology
Aquatic Survival
Writes Music and can read it.
Speaks English and the language of the Mer-people.
History: Mara is from Neverland and therefore she knows of Peter and the Lost Boys, the Indians, Hook, etc. She grew up with the Merfolk there. Her history will be touched upon in the game and written out for records once the intro is complete.
Human form
F Poor (4)
A Typical (6)
S Typical (6)
E Good (10)
R Poor (4)
I Incredible (40)
P Amazing (50)
Mer-form
(In water)
F Remarkable (30) (out of water, Feeble) (2)
A Remarkable (30) (out of water, Feeble) (2)
S Remarkable (30)
E Incredible (40)
R Poor (4)
I Monstrous (75)
P Amazing (50)
Health: 96
Mental Health: 131
Popularity (Charisma): RM (30).
Karma: 131
Abilities:
Transformation Self - Mara can shift between her mermaid form and human form in the span of a Round.
Telepathy - Mara has the ability to communicate mentally with humanoid beings. This includes humans and other mer-folk but also may extend to some alien species. This telepathy is not just a mutation allowance but also works on a mystical scale. Mara cannot do attacks with telepathy at this time.
Healing - Mara can heal herself and others using some of her Mental Health as a donation. Mara rolls her Psyche to Heal + 1CS. (Monstrous). On a White roll, she fails to heal. On a Green roll, she will exchange 1 Mental Health Point per 2 Health Points for the target. On a Yellow Roll, she will exchange 1 Mental Health Point per every 6 points of Health. For a Red Success, she will exchange 1 Mental Health point per every 10 points (+ Bonus after the exchange is complete. The Bonus is only applied at the end for the crit). She loses these mental health points temporarily until she goes to sleep to replenish them for the standard time of rest. She cannot bring someone back from the dead from this type of healing but she can restore them from the brink of death and make them as good as new in most cases. This is a mystical ability that is standard with her people.
- Note: There may be times that a roll of higher than a Green will be required to heal someone but these will be expressed by the GM. Usually this has to do with something in addition to the person being messed up such as some serious poison, some mystical disease, or some curse may be an issue, to which she might not be able to do much, depending. In the majority of cases, Mara can heal very well and it should only be rarely she can't.
Resurrection - Mara has the ability to touch someone and donate 30 Points of her Mental Health to a fallen companion who has just recently died, so long as there is enough of the person there to make the difference and the soul is still present in the body. She will need to use her Healing ability after or the person will need immediate medical attention following the resurrection. This brings the person back to 1 Health. It is important to note that if she does not heal the person some more additionally or the person is not given medical aid right away, in up to 10 rounds, that person may yet die again by the severe wounds he/she has sustained.
Heart Empathy - Mara can see the good side of people, even those who are some of the hardest criminals out there. She can roll a Psyche Roll +2CS (Unearthly) to try to find the 'good' in someone. Why it exists may be a mystery but for the most part, most people aren't 'always' evil or apathetic. There are some cases that are no doubt going to surprise her and confuse her as they are in fact every bit as bad as they portray but in some cases she just might be able to try to get them to feel what she feels. However, the reactions to this reality can be unpredictable and not always in her favor.
Bardic Magic - Mara can use this, if she has the time to, to sing and/or play her harp, which can calm the savage heart or can boost a person's focus to a task at hand. This is rolled off Psyche. The song must be done before battle or it will have to be played during battle but the music effects happen -after- she has completed and must be at least 3 Rounds.
- She may sing/harp to sooth a person or animal out of rage. (remove rage effects)
- She may sing/harp to boost someone's confidence. (remove fear effects)
- She may sing/harp to boost someone's focus (grant +1CS to actions for 1d10 rounds).
- She can use it for ventriloquist purposes to make her voice seem it is coming from another point.
- She can attempt to use it to put someone to sleep.
- She can use it to attempt to remove sorrow/angst from a person for a short time. (remove angst/sorrow effects).
- She can use this to try to lower corruption (demonic) from a victim temporarily.
Animal Empathy - Animals tend to like Mara, so long as they are not hungry, spooked, enraged. This applies to both land and aquatic animals that do not possess sentience/human awareness. Even if starving or enraged, usually if there is another target around, it is more likely the animal(s) will go for that instead of her. This does not work on familiars or animals bound to other masters through some other means than normal, or if an animal senses its master is in peril from her and those she is affiliated with at the time. Animals do tend to enjoy her music and calm serene nature.
Additional Powers in Merform:
Sonar/Sonokinesis - She uses this ability for when eyesight is just not feasibly reliable in water, particularly deep depths.
Swimming - Over and underwater, she is a master swimmer. - Monstrous Ability to maneuver, whether dodging or going in for an attack.
Amphibious - She can breathe underwater via gills and has some lung capacity for breathing air.
Greater telepathic range than in human form when in the water. +1CS to distance.
Weaknesses:
Pacifism - does not believe in hurting people and won't do it
Fear of nets and sharks.
No vocal human speech capabilities when in Mer-form.
Suffers if out of water for too long - If Mara has no contact with water, meaning she immerses herself in water at 3 days, she will begin to lose 1CS in her stats and abilities for each day she is held away from it.
Poor heat resistance (Similar to fish when in water that's too hot for them)
Poor cold resistance - when in Human Form.
Peanut allergy
Mara Skills:
Music: Harp Playing and Singing - exceptional
Marine Life/Biology
Aquatic Survival
Writes Music and can read it.
Speaks English and the language of the Mer-people.
History: Mara is from Neverland and therefore she knows of Peter and the Lost Boys, the Indians, Hook, etc. She grew up with the Merfolk there. Her history will be touched upon in the game and written out for records once the intro is complete.