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It is unsure how old they are or where they originated from. They appeared throughout recorded history. We encountered them on occasion through the eons, forever being the prey to these hunters. They stalked in shadows, killed in secret, and left with trophies of their victories. Now, as mankind spreads throughout the universe, these tribal creatures, seemingly unchanged over the centuries, have resurfaced. They continued their search for symbols of their superiority.
However, we were aware now. No more would we assume their hunts
were the acts of cultists, rabid animals, or devils. They had a name…yautja.
They were alive; they were real, and they were looking for prey.
This time, we were prepared…
…but so were they…
They came down from the sky in ships of ivory.
EACH PREDATOR SHIP IS EQUIPPED AS FOLLOWS:
2 – Ghost Imager. All ships can confuse missile targeting systems. Missiles have a –4 penalty to hit. 3 – Turbocharger. All ships can boost their systems for three rounds. This doubles speed and # of attacks. This can only be done once per hour. 4 – Reflective coating. All Lasers do half damage (does not apply to Plasma weapons). 5 – Environment Protection. Predator ships can travel in any environment including flying to almost to the chronosphere of the sun and even underwater. 6 – Remote Operation. They can autopilot in an atmosphere and in orbit as well as between systems. They cannot fire automatically but can dodge an their own. They can drop a Hunter on a planet then retreat into orbit and wait for the signal to pick up. 7 – Mass Destruct Sequence. Similar to the self-destruct sequence, this is a major scramming of the reactor that results in a major thermonuclear reaction. The Hunter must arm this system by remote or directly on the ship. The explosion will destroy EVERYTHING within 1-km radius and will cause 20 K the next 100-m dropping by 1 K every 100-M past that. 8 – Self-Destruct. If set by the Predator or if he/she dies, the ship automatically disintegrates. Some form of chemical reaction occurs which eats away at all components. The ship does not explode, but simply vaporizes, leaving no remains. 9 – Targeting Analyzer. Predator ships can scan enemy craft with extreme detail. This involves specifying weapon systems, life sensors—pretty much everything Star Trek vessels boast to have. NER’UDA (STANDARD SUTTLE)
The Standard Yautja Shuttle is a small, dropship-craft designed for a quick,
atmospheric interception and insertion of a single hunter looking for honor.
They are short range craft and cannot travel outside of the system they are
dropped in. Shuttles drop almost exactly like Marine dropships with
the exception that Shuttles offer very little in atmospheric maneuverability.
They have no visible power source. The vehicle drops into the atmosphere
and doesn’t even begin breaking thrusters until 2000 feet above sea level.
Predator drops occur twice as fast as Marine drops.
The Shuttles are also significantly smaller, only holding air and food for
one Hunter with enough extra capacity for a comfortable number of trophies.
The shuttle, after a completed mission, launches out of the atmosphere in
less than two minutes. Other than that, the shuttle is not much use.
The ship is very clunky with few armaments. It lands and can
then bury itself in the ground or launch into orbit, invisible to sensors,
awaiting the order to self-destruct or retrieve its hopeful successful hunter.
NOTE: The Shuttle is that small craft that broke away from the
larger vessel at the beginning of the 1st Film. STATISTICS
Crew: 1 Pilot, Life support for 6 personnel. Maneuverability: +1 Dodge in space. Additions: Medkit Evacuation: None Armament package: What the Hunter/s carries with him Range: Atmospheric: Unlimited Orbital: 100 AU Cargo Slots: 0 Hardpoints: 1 Armament: Usually one Plasma Cannon
MAN’DACA (STANDERD CASTE VESSEL)
The Hunter Families move around the systems
usually in these ships of varying size and design. It is rumored that
each group customs their own craft. Over generations, the ships become
more distinct from the original format.
The Standard vessel is what the hunters usually employ but they don’t often
land in hunting zones unless larger groups leave. Members from all castes
live inside the craft. Lower decks for lower castes are damp, humid,
and unkempt. Fires are used for cooking and hunters sleep on floor.
Upper castes have their own quarters and get the best food. Fights
rage between the castes in an attempt to move up the ranks. Those who
have earned it rise up. The most honored command the vessels to their
new hunt. If they don’t find one, they can also start one.
These vessels are equipped with shuttle craft to drop Predators in a hunt
but they also have a dozen egg-droppers. These drones can travel up
to a half a light year to enter a planet’s atmosphere. There, they
search out well-populated areas and then soft land and wait for curious investigators.
The drones then blossom to reveal from 6- 12 eggs, ready to strike.
The eggs are kept in isolation and cannot open accidentally unless removed
from the pod. The aliens can then spread and start their own hives.
The droppers follow the progression of the infestation. When a large
enough infestation occurs, the dropper transmits a homing beacon to its mothership,
alerting of the sprouting hive. The vessel can now arrive for the hunt.
The vessels themselves sometimes contain chained alien queens as a source
of their eggs.
Standard vessels have an effective unlimited range but must stop and charge
its engines for one week after its range is used up. It is unsure how
long these vessels travel between service checks or even if they require service
checks at all. All evidence points that these vessels maintain themselves
somehow. Even the variety of weapons seems maintenance free.
The bottom decks are slums. Upper decks are command and upper castes.
The mid-decks form the core of operations. Fights rage, trophies are
displayed. Weapons are fashioned. Whole communities rise and
fall in the decks of a Hunter Vessel. STATISTICS
Crew: 1 Pilot, 1 Gunner, Life support for up to 100 personnel. Bunks for 30 passengers on the upper decks. Average crew is around 50. Maneuverability: +2 dodge in space. +4 dodge of guided missiles. (not including the automatic bonus above) Evacuation: 4 Shuttles. Range: Atmospheric: Unlimited Orbital: Unlimited FTL: 20 FTL Speed: 0.7 ly/day Cargo Slots: 2 Hardpoints: 8 Basic Armament: 4 Plasma Cannons 3 Particle Beams 1 Heavy Plasma Thrower
JAG’D’JA ATOLL (STANDERD MOTHERSHIP)
The monstrous Hunter motherships are mobile bases which have been rumored
to exist but which no human has ever seen. They are totally independent
craft where a variety of smaller vessels can dock, move around, interact,
and fight. These ships hardly ever move into direct fighting with any
other force, but is rather used a mobile town where Hunters can dock with
and gloat about their trophies.
Like the other craft, they are totally invisible to all sensors, making it
virtually impossible to find in the expanse of space unless you fly another
Hunter vessel. These vessels all have beacons to locate a nearby Atoll.
Space is big. Really Big. It is rumored that a handful of these
bases are even located in Terran space but outside normal spacelanes.
Like Man’Dacas, the Atolls have slums and upper castes separated between
decks, there is just a lot more of them. Here, warriors can seek out
mates, fight for honor, and acquire new devices and weapons.
Atolls don’t often move but often drift when they need to between systems.
They hardly ever enter systems on fear of being located. They never
initiate hunts. They let the smaller vessels do that. Atolls only
contain a handful of their own craft and operating crew but most that wander
through the systems can have up to 500 people moving in and out at any time.
Some have large numbers of the homeless dishonored with no place to go.
They await until the moment they can gain the strength to return to the hunt
or they wait for their death.
Atolls don’t often have Egg-Drones but do usually have live queens on board
to distribute the eggs to whoever needs them. Even though sometimes-smaller
vessels fight among themselves, no honor can be achieved from attacking an
Atoll. STATISTICS
Crew: 1 Navigator, 90 crew bunks, Life support for up to 1 000 Maneuverability: +6 dodge of guided missiles. (not including the automatic bonus above) Evacuation: 8 Shuttles, 2 Cast Vessels Range: Orbital: Unlimited FTL: Unlimited FTL Speed: 0.5 ly/day Craft Slots: 8 Cargo Slots: 8 Hardpoints: n/a Weapons are fixed. Basic Armament: 2 Plasma Cannons 3 Particle Beams 2 Heavy Plasma Thrower
NOTE: “HONOR” is described later as the
cost required to acquire weapons. The black market cost of this weaponry
in human circles is the honor x 100 000 but are extremely, extremely rare.
CAMOFLAGE DEVICE: To hunt successfully, the perfect camouflage is needed. Every Warrior is given these techniques. Perfectly mirrored with his surroundings, he becomes invisible. This arm-mounted mechanism is the source of the unique capabilities of the hunter to render him virtually invisible. It works by creating a strong field which bends light around the Hunter—only the distortion of the bend causes a slight visual apparition which can be spotted on a Competent Difficulty role (DV-18) if actively searching and a Incredible difficulty (DC-26) if not. If spotted, the target is still hard to see. No matter what conditions apply, there is always a –3 to hit anybody with active Camouflage. If someone is firing blindly (having not seen the Hunter yet) there is an additional –5 penalty. There is another –2 added to that if the Hunter is NOT moving. Also, the terran behind also plays a factor. Uniform terrain (Ship corridors, etc) offer an additional –1 but a “busy” terrain (forest, etc) offers an additional –2 penalty. EG: A marine trying to fire blindly at a hunter remaining perfectly still in a forest has a –12 to hit him {-3 + -2 + -2 + -5 = -12}. The GM has to already slap a DV penalty depending on range, and the environment (usually between 14 and 18) and then +12 onto that.
HUNTER PADDING: This is basic armor given to new warriors trying to attain a position in the upper castes. The padding is a basic mesh that doesn’t offer much more protection to the thick hide of the Hunters already. Most are designed like armored jump suits meant for casual wear in the corridors of their dark vessels. This is the closest they get to flight suits. HUNTER ARMOR: Hunter armor is the equivalent to the Marine M3 body armor, which offers protection where you need it the most. The armor is light and maneuverable but it’s still vulnerable to heavy strikes. CEREMONIAL ARMOR: Usually only reserved for the upper castes and the elders, Ceremonial Armor is only found on one hunter per combat team usually, always the leader. He/She stands out from the group as a proud symbol of honor and leadership. This interchanging plate armor is somewhat clunky, offering more dazzle than heavy-duty defense. However, the ceramic plating is composed of a totally foreign compound which seem totally immune to the alien acid. This makes the armor very efficient when fighting the hostile species. HUNTER’S MASK: This is the basic Mask worn by lower caste warriors. It does not offer the radical spectrum viewing seen from upper caste warrior helmets but only head protection and atmospheric support (gas filter to adjust atmosphere gases to a breathable buffer substance)
AUDIO WAVEFROM ANALYZER: A function of the bio-helmet that must be bought separately, the Waveform Analyzer reacts to changes in the audio environment. A flux in the displayed waveform indicates the presence of an enemy that may or may not be in a Warriors line of sight. All Hunters with this get a +2 to initiative to strike first. The Analyzer can also imitate previous words spoken to it in an effort to communicate with alien life forms. There is a +2 to a Language skill. BIO HELMET: This is a total upgrade of the helmet when a warrior has attained enough Honor. The Helmet can filter through five settings: Infrared, Ultraviolet, Thermal Imaging, Low-Light Amplification and Air Density Pressure (movement), It can also has switches for x-rays and Microwaves. It has a built it Magnetometer and a Geiger Counter. These offer almost unlimited viewing scale to see anything in almost any environment. It also works with the Laser Sight to lock onto targets. Bio Helmet in any one setting adds +2 to Awareness. It takes one phase to switch from the five settings. If viewing through all settings, the bonus to awareness rises to +8. There is also a +1 to hit any target (added onto the laser sight if that is being used). The Helmet also offers more protection than the basic and is also acid resistant. MEDIKIT: Predator medical technology is short on pain killers but highly effective. A simple 5 round procedure can heal half his/her REC. After that, an additional hour will recover a full REC. Any more past that requires returning to the craft and gaining medical aid. A First Aid roll is still reacquired. LASER SIGHT: The Laser sight is an advanced tracking and aiming sight that works in conjunction with any weapon but is primarily designed with the Plasma Caster. Using it, the Hunter gains a +3 to hit with any weapon being used.
PERSONAL WEAPONS
AR – Acid Resistant ENT – Entanglement * -- Special, see below SPD OF WEAPONS
SPACECRAFT WEAPONS
SCATTERGUN: The Scattergun is a hand-held plasma gun that fires a net of energy out to a long range. Any target two meters or closer to the hit target must also dodge or be hit as well, taking half DC. The weapon is, unfortunately, very clumsy, taking up a hand which can be replaced by melee weapons. Most prefer the shoulder mounted plasma caster.
DART GUN: The Dart Gun is the closest Predator equivalent to a pistol. It fires self propelled flachetes which inflict little damage but do come with a poisoned tip which inflicts an additional 4 DC if the subject is wounded directly (through armor). The weapon is small and easily concealed. NET GUN: The Net Gun is small and usually reserved for when a Hunter is planning to enter a major combat area and the temporary incapacitation of a subject is necessary. The net gun is not a kind weapon. The net usually pins an victim to the floor or a wall with razor sharp wire that viscously cuts into the flesh, making an escape a painful experience. The net needs a blade to be cut and required more than 15 points of damage to break the wire. Every round the victim is in the net causes an additional 2 DC. If the person tries to struggle, the damage increases by 1. This keeps up until the subject is released or is killed. The net can also release on a trigger from the weapon. WRIST BLADES: The Wrist-Blade is the weapon chosen for most yautja. Twin blades, double edged, and sharp enough to tear through bone, these retractable blades are effective against large and small opponents. Using it shows the yuatja pride, because they must fight face-to-face. They are the recommended first weapon because of their effectiveness and cheap cost. Those who have fought for years, still empty this weapons, although most have upgraded to the… ACID RESISTANT CLAWS: These are almost identical to normal Wrist blades. In fact the housing is the same. These new blades are only a inch longer, and are totally immune to all forms of damage including alien acid. The blades are virtually indestructible. The damage is only slightly more though. Those who have fought for many battles usually have made this simple upgrade. THE COMBI STICK: The Combi-Stick is self-powered, telescoping spear that is merely one meter at its shortest length. The Combi-stick extends by two meters at each end , making it a formidable weapon for close range attacks. Made of nearly unbreakable alloys, sharpened tips on either end produce electrical charges as it slices through any surface. The range increases by double the STR of the thrower.
SHOULDER PLASMA CASTER: The Shoulder Cannon, the most powerful aid in a Warrior’s arsenal, is a mounted and lightweight weapon capable of firing multiple long-range energy bursts. The destructive power unleashed by these bursts is immense. The weapon tracks with the head movement of the firer. The weapon must be attached to a Hunter’s Mask or a Bio Helmet for this to work. It can be used with the Laser Sight to increase the targeting capacity. SELF-DESTRUCT SEQEUNCE: This weapon of last resort is used by warriors to keep the honor when they die. After the arm-mounted device is set, there is a one-minute countdown until a micro-nuclear weapon is detonated. It causes 6 K damage to everything 100 meters out and causes 1k less ever additional 50 meters. The device becomes part of the armor suit and can be disabled.
SIDE BLADE:
This is a standard 12-inch blade common with the lower castes.
Perhaps one of the most pronounced differences between us and them is longevity, sometimes as long as 300 years. This longevity suggests that sons live with their mothers for much longer then we would before leaving, for it takes longer for them to grow up and fend for themselves, and daughters stay with their mothers for the protected environment to raise their own children and maintain dominance over their clans territory. It seems reasonable that more females in a clan means they can control a larger area. Mothers during this time would teach their young to fight and survive and they hunt for and protect their own children. They are also viciously and relentlessly protective. Predators aren't big on theory, with them you learn by doing. A female clan would thus be made of succeeding layers of generations; daughters, mothers, grandmothers etc. It would be easy to consider such a clan would be led by a single matriarch. Considering longevity once more, it takes a lot of energy to raise a child, and so individual females would probably only have a child every decade or two and would be very particular about who was to be the father, and perhaps choose favorites, but do not have permanent pair bonds. This leads to very high competition among males. Considering this difference, males live in packs of generally unrelated males and females live in clans of related females and their children. The nomadic nature of males suggests that they have no ‘home territory' of sorts, but that their home is what they carry with them. Their ships for example, are the territory that they carry with them. Sons would be more interested in who their fathers were then daughters, for it may reflect their rank when they leave. Since females rule over their territory and generally run internal affairs, Predators have a matriarchal society. Rarely is it ever needed to be enforced however, males do not involve themselves with female politics and females are uninterested in male socialization. Should the need to enforce this arise however, the male would not only be against a female physically larger then himself, but also her sisters, and their mothers and grandmothers etc. The brethren of this unfortunate male would offer no support, only their derision.
A warrior who would dare such would not be wise, for an insulted and angry
yautja female was In this atmosphere of high competition for breeding rights among males, for it is the male who must attract the female, there are many males who never get the chance to breed. These frustrated males may turn on their subordinates. But the males who do breed have proven themselves by hunting dangerous prey and gaining many impressive trophies. A second windfall of this accomplishment is the admiration of their clan brothers that they spend most of their time. Basically, males hunt for one reason, status.
It is a gray area why females would hunt for trophies. Females DO hunt for
trophies but it may be for somewhat different reasons then males. Dominance
may certainly be a factor yet it is doubtful if it is the only reason. Perhaps
to show their ability to protect their territory, from enemy female clans.
Perhaps to show ability in protecting their children, both their own and
their sisters. Perhaps just for a laugh. But this is entirely speculation.
Males conquer. Females rule. The Predator
species code of honor: THE YAUTJA CASTES UNBLOODED: Young Yautja who are trained the skills necessary for their adult hunting. They will move to the next rank after their first hunt. YOUNG BLOODS: Recently blooded Yautja. They are young and full of ambition and feel full of pride once they have collected the skull of their kill. BLOODED: The only difference between the BLOODED and the YOUNG BLOODS is that the BLOODED have more experienced but still not classed high among the great hunters. WARRIORS: Violent, respected, solo hunters with high Yautja technology. They travel the Universe to find honorable hunting. HONORED: The Top Dogs. They have earned more kills than the average hunter and are skilled in all ways. ANCIENTS / ELDARS: The greatest Yautja that have ever lived, they have survived a thousand hunts. They have hunted so much that they look for other means of sport. ARBITRATORS: Yautja police that mainly consist of ANCIENTS who are bored with the Hunt. RITUAL -- THE BLOODING
A ritual where a young Yautja goes on its first hunt. The difficulty of this
hunt depends on your MARK OF HONOR:
All Predators that make it to Young Blood have a mark burned into their foreheads
to denote their position as successful Hunters. This mark is the shape
of a wide lightning bolt. All who have this mark is recognized as a
true Hunter. The mark can only be given by Elders. Ceremonies
often occur but most of the time, this mark is awarded after the first hunt.
Predators, of course, are much stronger and much larger than a human, so their Characteristics are different. Please note that it would be very hard for a Predator to run properly in a marine group. But many ideas are available:
--A Predator in a Marine group in CL 5, 5.5, or 6 is possible.
The following steps should be taken to make a Predator character.
LIFEPATH:
CHARACTERICTICS:
FAMILY:
This is the same as the old “Money & Family” from Mekton 2 that determine
the status of the lineage and the Hunter’s current status when starting character
creation. The Predator gets one HONOR for every point in FAMIILY.
MAX STATS ARE AS FOLLOWS: OPTION POINTS:
--50 points allotted. The GM can consider up to 60.
No restrictions.
PERKS & PRIVELEGES
MENTAL POWERS PLUG-IN (Optional)
Mental Attack No one should have a skill above +1 at the beginning of their character. This should be enforced by the GM. Only one PC should have these skills and also consider not allowing it until later in the game.
MARTIAL ARTS PLUG-IN
HONOR Honor is used both as a way to move up in the ranks and as a method of currency. Of course, Predators don’t use money and the use of Honor is a very vague field. Basically, Honor is bestowed to a character upon creation to spend on equipment and weapons. To move up in the ranks and acquire more weapons, Honor must be achieved. Honor can only be achieved by bringing back trophies to be shown off. The Predator may give up trophies (and honor) in exchange for weapons and passage. If the Hunter kills enough for fifty honor but only has ten Honor in trophies, that’s all she/he’s got. If Honor is kept and improved, they may reach a level where they can move up in the castes. Moving up in the cast offer many perks listed in each caste. However, to be accepted in a caste requires a Predator to fight someone of the upper rank and defeat them. A Predator does not need to show off his Honor by walking with all the trophies under hand but rather show them off by visible markings, weapons, equipment, and followers. When the character starts, the Honor of their family denotes where they start in the caste. Even if a Predator has 0 honor after the creation of the character is complete, the Family standing keeps him/her in that caste. Course, it takes longer to move up to the next caste. The fastest way for a Hunter to move up is to win victories in hand to hand only…but most don’t survive this long.
FAMILY:
The automatic assignment for starting Predators.
Those who start at this level get the awards from the previous castes
as well.
YOUNG BLOODS
BLOODED
HONORED
ARBITRATORS HONOR AWARDS
The following Trophies offer the following Honor
@ This is
if the Predator is defeated and spared by his opponent. DISHONOR A Predator at zero honor simply means he must prove himself in the new caste he finds himself in (or herself in rarer cases). They may have weapons and armor but no trophies, having traded them off for newer trinkets. When a predator finds dishonor and his caste discovers this, he must either face consequences or be outcasted. CONSEQUENCES: When the Predator is placed in the negative, his weapons will be removed to off the balance. He is never removed from his caste, but is considered a dishonored member of it. Obviously, because of the high honor of honored and elders, the chances of them being dishonored in this nature is virtually impossible. Usually only Warriors and under find this level of punishment. Eventually, if the dishonor is so great, the warrior must give up all possessions. If this eventually puts him back into the positive honor, he may still continue in the fight. If, however, he remains in the negative, he is considered less of a person. These dishonored live without quarters in the slums of the ships, forced to live on whatever they can find. Most here don’t believe they will ever be strong again. Some try to fight for honor and challenge other Predators for their honor to be acknowledged again. If they continue to loose, their dishonor grows deeper. If their dishonor continues and drops below –10, this Predator is no longer allowed in the Caste. They cannot be reduced to another caste…the Predator is forced to endure discomidation. Stripped of his honor and banished, this Predator is left with his clothes and maybe a side blade on a planet to live the rest of his life without honor. Some of these Predators continue the hunt in their own mind, some others kill themselves. Others….adapt. These Predators are not outcastes, just discomidated and not acknowledged. Outcastes are different. If a dishonored predator who freely accepted his punishment is needed again, there have been reports of an elder making a special case and letting a trained discomidated Predator on a hunt. They usually have no major weapons and armor. If they survive, they are accepted. This is extremely rare. A hunt occurs on a planet with a dishonored Predator and that Predator saves the life of the leader. That Predator may be brought and accepted back. BAD BLOODS / OUTCASTS: The criminals among the Yautja have committed crimes such as murder, dishonorable hunting and failure. Strangely enough, Outcasted Predators can be recognized on sight by other Predators, like their face is placed on a bulletin board for all to see. If discovered to have dishonored the caste, and the Predator flees rather than accept punishment, there can be no forgiveness. The Predator flees with what he or she can carry--some of them already earned a ship or they might continue their dishonor by stealing one—never to return. Outcasted Predators that leave this way are never accepted back. Upon seeing them, honored predators are ordered to eliminate these dishonored fools. Outcasted Predators don’t often hunt except for food. They travel, always alone, from place to place, aimless, without purpose. Some are evil incarnate, hunting and slaying anything alive, even other Predators. This is the unfortunate norm since most dishonor is had not by defeat, but by crimes against the caste. There have been reports of a rare few predators that have been outcastes, only to exist as farmers on an abandoned distant world. It doesn’t matter what life they have chosen. Outcastes are outcastes and those who help them are as bad as they (-10 honor if an Predator helps an outcast and is discovered). RECOGNIZING HONOR IN OTHERS
However Elders are more laid back, having earned enough honor for a permanent position, they consider honored fighters of other species as respected as their own kin. Elders have often let warriors of other species live after they have proven themselves honored warriors. This usually only occurs if the subject has killed a predator or fought alongside a predator in a fight. There is also a common practice in these cases, to maintain honor by exchanging trophies by both sides. This can offer equal or more honor than killing the opponent. Currently, there has only been one story of a human living in a yautja community. This came from her fighting alongside an elder predator in a hunt. When he died, the human was accepted into the caste because of the obvious endorsement from a late elder. She was given the Mark of Honor, and therefore, became accepted. CONSPIRACY LEVEL 0 As it is known, the Hunters have moved through space for centuries. They have even been to Earth before mankind even attained space travel. If a GM wants to run a campaign outside the alien setting, he can configure the game to CL 0. This means all the technology from the core game is OUT. Refer to the FUZION rules for technology appropriate to the year the GM sets the story in, whether it be in the jungles of Southeast Asia or the crime filled streets of LA. Unlimited options become available from any time period and place. The moment the GM sets the story in the alien setting, the alien core rules come into play but unless set that way, the core rules of ALIEN-FUZION are not even necessary. As a result, this PLUG-IN can be a totally enclosed game system if the GM wishes it to be. If he wants aliens however, the core rules will be needed. Just imagine what a Predator-Hybrid would be like. Enjoy the variety.
UNBLOODED PREDATOR
YOUNG BLOOD PREDATOR
INT: 6 WILL: 6 PRE: 3 TECH: 4 REF: 10 DEX: 7 CON: 9 STR: 10 BODY: 10 MOVE: 5 FAMILY: 5 HONOR: 12 STUN: 50 SD: 18 HITS: 50 PD: 10 SKILLS
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