Skellarian Advance Scout
various
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift: 151.6kg; Dice: HTH Damage 2 1/2d6 END [1]

Skellarian Advance Scout

12 DEX 14 12- OCV 5 DCV 5
6 CON 13 12-
2 BODY 11 11-
0 INT 10 11- PER Roll 11-
-4 EGO 8 11- ECV: 3
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
3 PD 8/14   8/14 PD (2/8 rPD)
3 ED 8/14   8/14 ED (2/8 rED)
6 SPD 3   Mental Defense: 5
0 REC 6   Phases: 4, 8, 12
0 END 26   Running: 9" (18" NC)
0 STUN 25   Swimming: 4" (8" NC)
 

Cost

Powers

END

23 Light-Bending Harness: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)
1u 1) Camouflage: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Chameleon (-1/2), OIF (-1/2)
2u 2) Misdirection: +4 with DCV, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2) (35 Active Points); OIF (-1/2)
Skellarian abilities
3 1) Natural Mental Defenses: Mental Defense (5 points total)
6 2) Tough, Scaly Hide: Armor (2 PD/2 ED)
8 3) Tongue Flicker: Targeting with Normal Smell (10 Active Points); Extra Time (Delayed Phase, -1/4)
8 Communications Implant: Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As Another Sense (Radio Group, Not Mental Group; -1/4)
19 Crossfire Pulse Laser Blaster: (Total: 40 Active Cost, 19 Real Cost) Energy Blast 6d6, 16 Charges (+0) (30 Active Points); OAF (-1) (Real Cost: 15) plus +2 OCV with Blaster (4 Active Points); OAF (-1) (Real Cost: 2) plus +3 with Teamwork (6 Active Points); OAF (-1), Limited Power Only with Blaster (-1/2) (Real Cost: 2)
8 Personal Deflector: Force Field (6 PD/6 ED), 1 Continuing Fuel Charge lasting 1 Hour (+0) (12 Active Points); OIF (-1/2)
2 Trained Leaping: Leaping +2" (4 1/2" forward, 2" upward) 1
6 Trained Running: Running +3" (9" total) 1
2 Trained Swimming: Swimming +2" (4" total) 1
 

Cost

Skills

3

Combat Piloting 12-
[Notes: for Predator]

1

Computer Programming 8-

3

Concealment 11-

1

Electronics 8-

Everyman Skills

Acting 8-

Area Knowledge: various, Skellarian Empire 11-

Climbing 8-

Concealment 8-

Deduction 8-

Language: Skellarian (idiomatic) (4 Active Points)

Paramedics 8-

Persuasion 8-

Professional Skill: Soldier 11-

Shadowing 8-

Stealth 8-

Transportation Familiarity: Small Motorized Ground Vehicles

2

KS: Skellarian Empire 11-

1

Mechanics 8-

2

PS: Scout 11-

3

Stealth 12-

3

Systems Operation 11-

3

Teamwork 12-

1

WF: Vehicle Weapons (Predator)
80+ Disadvantages

F'plraran Disadvantages

5

1) Distinctive Features: Reptiloid (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

15

Hunted: Skellarian High Command 11- (Mo Pow, NCI, Watching)

15

Psychological Limitation: Racism (Skellarian Supremacist) (Common, Strong)

25

Social Limitation: Subject to Orders (Very Frequently, Severe)
5 Experience Points
 
Characteristics Cost 34 Base Points 80
Powers Cost 88 Disadvantages 60
Talents Cost 0 Experience Points 5
Perks Cost 0 Total Points 145
Martial Arts Cost 0
Skills Cost 23
Total Cost 145
 
Concept Agent Hair Colour None
Nationality Skellarian Eye Colour Black
Place of Birth various, Skellarian Empire Height 2.00 m/6' 7"
Date of Birth various Weight 100.00 kg/220 lbs
 
Background

The source of the sounds were clearly coming nearer to the temporary water source for the base. High pitched repetitive sounds and squeals as well as a mixture of medium and low pitched sounds that could be an alien language. The dense foliage of the forest muffled the sounds, but that didn't matter. No one on this garrison understood the barbarian gibberish. *Drumbeat one. This is Drumbeat five.*

*Go ahead, five.*

*Alien indigenous sentients approaching.*

*Standard orders, five. One out.*

An abrupt explosion of feather-winged wildlife swept over the pond and flew in a large circle and once again before landing in the protection of the undergrowth again. The alien-speech was closer now. And it was clear that there were two or more of them approaching the pond from the overgrown trail.

Drumbeat five's squad leader signaled with his hands. First team quickly and quietly took up positions on the sides of the path. Two scrambled up large vine-laden deciduous trees. The other two found ground positions that also provided good fields of fire. The rest of the squad faded back into their perimeter positions. And just as soon as all stopped moving, they all blended in with the foliage, virtually invisible.

As the two aliens turned the bend of the path, the larger one pointed to the pool. A wild chattering of alien speech ensued followed by the repetitive sounds emanating from both. Their fieldcraft was sloppy and a deaf histag would even hear them trampling through the forest. But that did not last for long. The sounds of the aliens were cut short as First team opened up with their Cross-Fire Blasters.

The two aliens were tossed into the sharp, but shallow ravine and covered with brush. Squad leader called, *One, this is five. No casualties reported. No aliens escaped. Five out.*

It was just another day in the life of an Advance Scout.

Personality
Believing that they are the best of the best, the Skellarian Advance Scouts are prepared to risk their lives so that Skellaria can conquer and grow.
Quote
"Skraak arag orn teirg gissallawal."
Powers

Skellarian Advance Scouts are veteran light infantry troopers specialized to building and securing advance bases on industrial worlds for which the Skellarian High Command has designated for conquest. They are equipped with Cross-fire Laser Blasters, Personal Deflector belts, and Light-Bending Harnesses that provide excellent scouting capabilities.

Appearance

While the Advance Scouts look like other Skellarians, they wear a broad Personal Deflector belt and a Light-Bending Harness over their tunics.