Skink
Skink |
Chameleon Skink |
|
| Weapon Skill | 2d10+10 | 2d10+10 |
| Ballistic Skill | 2d10+25 | 2d10+35 |
| Strength | 2d10+20 | 2d10+20 |
| Toughness | 2d10+15 | 2d10+15 |
| Initiative | 2d10+30 | 2d10+30 |
| Agility | 2d10+30 | 2d10+35 |
| Dexterity | 2d10+20 | 2d10+20 |
| Intelligence | 2d10+20 | 2d10+20 |
| Willpower | 2d10+15 | 2d10+15 |
| Fellowship | 2d10+15 | 2d10+10 |
| Wounds | (2 × TB)+WPB | (2 × TB)+WPB |
| Fate | 1 | 0 |
| Resilience | 0 | 0 |
| Extra Points | 2 | 2 |
| Movement | 6 | 6 |
Starting Skills, Talents, and Creature Traits
You may choose 2 Skills in which to gain 5 Advances each, and 2 Skills to gain 3 Advances each. You may select 2 Talents from the choices listed. You begin with all the listed Creature Traits.Skink
Skills: Athletics, Climb, Dodge, Melee (Basic), Outdoor Survival, Perception, Ranged (Bow, Blowpipe, or Throwing), Stealth (Rural)Talents: Accurate Shot, Coolheaded, Lightning Reflexes, Nimble-Fingered, Savvy, Warrior Born
Creature Traits: Amphibious, Arboreal, Armour 1 (Scaly Skin), Cold-blooded, Night Vision, Size (Small)
Chameleon Skink
Skills: Athletics, Climb, Dodge, Melee (Basic), Outdoor Survival, Perception, Ranged (Blowpipe, Bow, or Throwing), Stealth (Rural)Talents: Accurate Shot, Coolheaded, Lightning Reflexes, Nimble-Fingered, Savvy
Creature Traits: Acute Sense (Sight), Amphibious, Arboreal, Armour 1 (Scaly Skin), Chameleon, Coldblooded, Night Vision, Size (Small), Stealthy
Generate a Career
Careers are alien to Skinks; they are spawned with a particular role assigned to them and may not deviate during their lifetime. They may not change Career, no matter how experienced they become.Remove these ads. Join the Worldbuilders Guild

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