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==Veteran Trandoshan Slaver== '''Name:''' Trandoshan Slaver (Veteran)<br />'''Species:''' [[Trandoshan]]<br />'''Sex:''' Any<br />'''Dexterity: '''1D+2<br />Blaster 5D, Brawling Parry 5D+2, Dodge 5D+1,<br />Firearms: Snare Rifle 6D, Grenade 6D, Melee Combat 5D+1, Melee Parry 5D+2<br />'''Knowledge:''' 2D<br />Intimidation 5D+1, Streetwise 5D, Value: Slaves 5D<br />'''Mechanical:''' 1D+2<br />'''Perception: '''2D<br />Search 5D+2, Sneak 5D+2<br />'''Strength: '''3D+1<br />Brawling 6D+1, Stamina 6D+1<br />'''Technical:''' 1D+2<br />First Aid 4D+1<br />'''Special Abilities'''<br />''Vision: ''Trandoshans’ vision includes the ability to see in the infrared spectrum. They can see in darkness with no penalty, provided there are heat sources.<br /> ''Clumsy: ''Trandoshans have poor manual dexterity. They have considerable difficulty<br />performing actions which require precise finger movement and they suffer a penalty of -2D whenever they attempt an action of this kind. In addition, they also have some difficulty using weaponry that requires a substantially smaller finger such as blasters and blasterrifles; most weapons used by Trandoshans have had their finger guards removed or redesigned to allow for the Trandoshan’s use.<br /> ''Regeneration: ''Younger Trandoshans can regenerate lost limbs (fingers, arms, legs and feet). This ability disappears as the Trandoshan ages. Once per day, the Trandoshan must make a Moderate Strength or stamina roll. Success means that the limb regenerates by tem percent. Failure indicates that the regeneration does not occur.<br /> '''Move: '''10<br />Equipment: Blaster Pistol (4D), Snare Rifle (Special), Stun Grenades (6D/5D/3D), Blast Vest (+1D energy, +2 physical), Slave Collars (5D Stun)<br />'''Reference:''' Custom Build<br /> '''Snare Rifle:'''<br />A snare rifle fires a burst of shockstun mist, as well as a liquid spraynet. A character hit by this weapon is assumed to be effected by both attacks. The shockstun mist forces a character attempt a Difficult Strength roll. Failure indicates that the character is knocked unconscious for 5D minutes. In addition, the liquid spraynet covers a<br />target, entangling him. A character thus ensnared suffers a -1D penalty to all attack rolls, a -2D penalty to his Dexterity score, and can only move at half of his Move score. The fibers of a spraynet are hard to break, and resist damage as if they have an effective Strength score of 4D+2.
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