Kel Dor: Difference between revisions
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Kel | '''Kel Dor'''<br />Average Kel Dor: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.<br /> | ||
Home Planet: Dorin<br />Attribute Dice: 12D<br />DEXTERITY 1D+1/4D<br />KNOWLEDGE 1D+1/4D<br />MECHANICAL 1D+1/4D<br />PERCEPTION 1D+2/4D+1<br />STRENGTH 1D/3D+2<br />TECHNICAL 1D+1/4D<br />'''Special Abilities''':<br />Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.<br />'''Story Factors'''<br />Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br />'''Move''': 10/12<br />'''Size''': 1.4 to 2 meters tall. | |||
masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind | |||
within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the | |||
difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round | |||
unless returned to his native atmosphere.<br />Move: 10/ | |||
Revision as of 08:38, 18 May 2011
Kel Dor
Average Kel Dor: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Home Planet: Dorin
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.
Story Factors
Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.
Move: 10/12
Size: 1.4 to 2 meters tall.