Chenoa Moonwatcher

Time 7
Hit points 1700
Recover .25
Dice 9
sides 9
Spell level 9

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 Being the “runt” of her family made her painfully shy and withdrawn only coming out of her shell when she healed someone.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) 

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