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Attributes cap cost Race: DABBER HAIR: Normal

Strength 14 GENDER: M/F EYES: Normal


Dexterity 30 Weight: 30 45 kg SKIN: Normal
Height: F 60% S 50%, H 40%
Constitution 18 Normal 120-150 cm
Appearance 18 LIFESPAN 80 - 90 Move: P.S X 0.75
Bravado 18
Perception 22
Intelligence 20
Will 20
Power 20
Climate/Terrain:
Range:
Organization: Family / extended family / clan
Society: Families consisting of 4 to 8 members, which are part of a larger community
of up to 100 families.
AP Cost
Disadvantages Mutations: All Dabber Shamans and some members of a community
Reputation -3; share one or more of the following mutations: Empathy (Scan)(20), Illusion
Dwarfism; Generation (40), Photokinesis (Light Generation)(50), Repulsion Field (50) or
Reduced Move -2 Kinetic Shield (self)(60), Telekinesis (TK Hand)(50), Telepathy(50). Anyone
Commonly: Distractible (Oh, look, shiny!)(-10) with one or more of these mutations is considered to be too valuable, as a
shaman-on-training, to be allowed to leave the community.

Dabber's are 1 - 1.5-meter tall highly intelligent mutated raccoons who walk upright and
Advantages have manipulative paws. They usually are found in small family groups and will often
Acute Hearing +1; Semi-literacy; Chameleon I; Silence III; Alertness have scavenged pre-Cataclysm equipment. A derogatory slang for them is the term
Small: As a Small creature, Dabbers gain a -1 size penalty to be hit, a +1 size "Brown Beggar", partly due to their reputation for petty theft.
bonus on attack rolls, and a +2 size bonus on Hide checks, but use smaller
weapons than humans use, and lifting and carrying limits are three-quarters of Dabbers prefer to ambush at range (usually with short bows) than close in with their
those of a Medium character. daggers or other small weapons.
Claw, bite (1d2/1d2/1d2)
2/3 normal food intake
Low Light Vision (10)

Skills: Jump, Move Silently, Stealth at -1 cost (pay cost of 1 level less than
taking)

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