Skelemen are freakish extraterrestrials with bony indigo frames topped by an enormous, unblinking eye. They are mute and utterly silent in motion, and equally at home on land and in water. Skelemen see right through holograms, mirages, and illusions.
Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting vehicles of any and all varieties. In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.
Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).
Skelemen navigate the spaceways in craft of their own design, and they are experts at scavenging, repairing, and piloting vehicles of any and all varieties. In fact, their primary motivation seems to be procuring and hoarding such transports (particularly planes) for reasons unknown.
Skelemen travel in trios, and larger groupings always comprise multiples of three (six, nine, etc).
Skeleman
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Boating d10, Driving d10, Fighting d6, Intimidation d6, Lockpicking d6, Notice d8, Piloting d10, Repair d12, Shooting d6, Stealth d10, Swimming d10
Derived: Pace 7, Parry 5, Toughness 8 (1)
Special Abilities
- All-Seeing Eye: Immune to Illusions and like effects.
- Aquatic: Pace 10.
- Armor +1: Bony build.
- Claws: STR +d4
- Depth-Vision: Ignores penalties for Dim and Dark lighting.
- Fear -2: A skeleman's cyclopean visage triggers Fear checks at -2.
- (Very Little) Skin, And Bones: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; immune to gas-based attacks.
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Inspired by The Scooby-Doo Show episode #26, "A Creepy Tangle In The Bermuda Triangle" (1978).
And for the Mutant Future version, click here!
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