SWN.SL.Reg.Sparks

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Sparks[edit]

STR 10 (+0), DEX 14 (+2), CON 11 (+0), INT 16 (+1), WIS 12 (-1), CHA 14 (+1)

Background: Technician (skills Fix-0, Expert-0, Know-0)

Class: Expert (gain free level in non-combat focus:, Can re-roll one failed Skill check once per session, each level gain +1 skill)

Hit Points: 3

Attack Bonus: +0

Armor Class: 15 (16)

Saving Throws: Evasion -13, Mental-14, Physical-15

Focuses: Specialist (roll 3d6, drop the lowest with Fix skill checks), Tinker (gain Fix as a bonus skill. Maintenance score is doubled. Both ship and gear mods cost 1/2 the credits)

Skills: Fix-1 (+2), Expert-0, Know-0, Shoot-0

Gear: Laser Pistol (1d6 damage), 4 type A cells, Armored Undersuit (AC 13), Backpack (TL0), Monoblade knife (1d6 damage), Dataslab, Postech toolkit, Metatoolm, 6 units of spare parts, 200 credits

T'Sa Species[edit]

Benefit

* Strong Attribute. All T'Sa gain a +1 bonus to Dexterity. This means that a T'Sa with an Dexterity score of 10 would have a Dexterity modifier +1 instead of +0.
* Unusal Movement. T'sa are extremely fast runners and great leapers. T'Sa can move an average of 20 meters (instead of 10 meters) with a base move action. They can also leap twice as far an normal characters can (base is around a standing high jump is 1 meter +/- your Strength mod, 3 meters +/- your Strength mod with at least a 5 meter Movement before the jump. High jump is 1/2 meter standing and double that with a Move of at least 5 meters before the attempt. An Expert skill check can add to this based on GM but an avearge check of 7+ should add at least a metetr distance to either distance). They can also take a Fighting Withdrawn (from melee combat) as an Instant Action instead of a Main Action. Finally their speed grants them a +1 bonus to their Armor Class that stacks with any armor worn. T'Sa are always moving unexpectly. Note though that the T'Sa cannot wear armor with an encumbrance greater then 1 and still benefit from their leaping or Armore Class bonus. When wearing armor (or enviromental/vacuum suits) greater then 1 they lose their leaping bonus and the bonus to Armor Class.

Hindrances

* Weak Attribute. All T'Sa suffer a -1 modifier to Wisdom. This means that a T'Sa with an Wisdom score of 10 would have a Wisdom modier -1 instead of +0. The T'Sa do not often consider all the dangers an action they might take, especially when it involves something they are curious about.