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Background
Gender:
Female
Type of Character: Anasazi
healer
Character Description:
Chenoa is tall among her tribe at 5’4”. She has
very thick midnight black hair that she wears loose except for two leather
wrapped braids at her temples that signify her role as healer to her
people. She usually wears handmade dresses of natural fibers or buckskin
and either goes barefoot or wears moccasins. She would be considered
pretty by human standards but within her tribe she is considered flawed
because of her height and her “average” looks among a tribe of
extraordinarily beautiful people. Her people age very slowly for every
hundred years of life their bodies age one calendar cycle.
Mental
Description:
Chenoa was born a healer and is driven to lend aid
where she sees there is need. She
has extensive knowledge of herbs used for healing and other medicinal
agents found in nature. She is like her namesake, the dove, and is very
shy until she grows to trust someone. She tends to be long to think and
slow to speak on most matters that interest her.
Character
History:
Chenoa was born after the Anasazi elders had gathered
together the remaining truebloods to depart the earth plane. They foresaw
the destruction of the Indian nations and the decline of mankind in
general. They opened a portal to a world beyond leaving behind everything
but the most precious belongings.
Chenoa was the last child born to her parents who
were Anasazi elders. She has 10 older sisters all extraordinarily
beautiful and graceful. Being the “runt” of her family made her
painfully shy and withdrawn only coming out of her shell when she healed
someone.
Knowing that she would always be viewed as flawed if
she remained among her tribe Chenoa appealed to the elders to allow her to
travel to the earth they had left behind so many centuries ago. The elders
granted her appeal on the conditions she must never reveal her true
identity or where she had come from to anyone and that she must return in
500 years time. When Chenoa traveled through the portal a trueblood
guardian from the Navaho tribe met her helping her to find her way in a
world she had only heard of in the stories the elders told. Employment was
found for her on the island as an assistant to the new doctor.
Items:
Chenoa
carries only those things precious to her She has small carved fetishes
that were made by the tribe shaman to protect her on her journey. Several
changes of handmade clothing, a hair comb made from carved bone, a gift
from her Mother.
Weakness: vulnerable to any injury that could kill or injure a human.
: Her trusting nature
Call of the old ones
* Energy Wall; You can create a wall of energy a vacuum around you, up to three people with in (roll of 15).
** Mist: Calling on the Varya the goddess of rain. Can call in a heavy mist that makes it impossible to see around you. (roll of at least 12)
*** Wind; Calling to Yaponcha the Great spirit of wind can summon a light breeze up to a small tornado (roll under 10 breeze 10-14 strong wind, 14 to 18 gale wind, 18 to 22 100 mile per hour winds, 22 up tornado).
**** Earth; Calling to Mother earth, she can make vines, branches grab on to and hold or slow her opposition. (needs to be in a natural area outside forest etc. Must out roll target. Needs a 10 to start spell)
*****Lightling; Calling to Indra the god of lightling can summon a lightling bolt to strike. Will do severe damage if strikes (Must out roll by 4 higher then what you hold).
Healings
* The Touch; By use of a herb special to her world and chanting can heal small wounds. (roll of 4).
** Mending: By calling to the great spirit, her hands fill with the power and can mend slight wounds and minor breaks (roll of at least 6)
*** Internal; Calling once again to the great spirit , having the injured swallow a special mixture or injecting it into them, you can repair internal injuries, mending them. (Must roll at least a 12). (takes 1/4 of the hit points)
**** Healing; Calling once again to the great spirit , having the injured swallow a special mixture or injecting it into them, you can cure newly formed sickness and purge poisons etc. (requires at least 16,) (takes 1/4 of the hit points)
*****True Healing; Calling once again to the great spirit , and placing the injured into a bathe of the herbs and getting in with them. You can heal the heaviest of wounds and some man made illnesses, You can not heal missing parts, requires at least (20 roll or a total of 500)