Race - [-4]
The most dangerous subrace of Goblins, these ruthless beings are known for their violent wanderlust. Their sieges take place in low-powered sleeper ships. They can drift for decades at nearly the speed of light until they enter the vicinity of the area they're heading to. They then use the sleeper ships as points of command. Other smaller docked vessels then act as protection for these command ships as they board vessels, stations, and land planet side.
Roamers are known far and wide as unassailable. They're hard to see coming and impossible to stop without the power of an entire solar nation. For this reason, they have been described as
Rules
Attribute Modifiers [-6]
ST+1 [10], IQ-1 [-20], HP+4 [8], Striking ST+2 [10] Lifting ST+2 [6], Will-3 [-15]
Reaction [-38]
Ugly (-4 Reaction) [-8], TL:8 [-10], Reputation (Barbarians, -4 Reaction) [-20]
Advantages [65]
Dark Vision [20], Talent (Adept Warrior, take any or all Combat skills at +2) [30], Damage Resistance (DR1) [5], Detect (Living Creatures in Pain, Common, Vague -50%, Low Pain Threshold requires no roll, High Pain Threshold will be invisible if Will+3 roll is made) [10]
Disadvantages [-25]
Bad Sight (Nearsighted, TL Mitigation -60%) [-15], Ham-Fisted (-6 to fine motor skills p.59) [-10]
Features
Hulking green-skinned humanoids, usually with large sharp teeth. Easy to distinguish from other races.
Taboo Traits
Any Empathy Advantage, IQ:10+ is culturally unlikely, (Note IQ:6 or less represents childlike or animalistic, most mental (and all civilized) skills are culturally unlikely to be learned and will come at a +2 to cost
Racial Magic and Powers
No magic, cannot take Magery of any form. No Psionics, cannot take Psi powers, though supernatural powers are not out of the question, especially for leaders.
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