PS Possum

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When possums were made, everyone knew this unit was not going to be destined to work in the core worlds as a rule. Ancient, jagged teeth look menacing even when smiling in all but a few cases meant they were prepared for use in the darker parts of the galaxy. The original species while small and harmless always looked dreadful to humans, and that was preserved in the wildkin. Because of their appearance and instinctive ability to deceive others, possum were built with criminal syndicates, gangs, and priates in mind. If it involves deception, you can bet a possum has probably been dispatched there. In additon, they possess a broad natural resistance to natural poisons and toxins up and beyond that of any wildkin. This makes poisoning less likely to terminate them, and it allows them to consume their own poisoned concoctions when it would allow them to get their target to consume it.

To those that don't know them, possums can seem like simple creature and a bit slow mentally and physically. The tendency towards looking like a backwater hick is another tactic that makes them more likely to be taken in by less avory crowds. Like nearly all wildkin, possum are versatile and range from master mechanics, sneak thieves, or scoundrels. Others find it useful to play up their frightful appearance and prey upon the fears of others.

Attributes (110 xp)
  • Brawn 2
  • Agility 2
  • Intellect 1
  • Cunning 3
  • Willpower 2
  • Presence 1
Wildkin Instincts (5 xp)
Deception, Discipline, Resilience, Skulduggery, Streetwise career skills and 2 advantage
Archaic Appearance (10 xp)
Possums look like they should have died out 65 million years ago, and their winning smile is not a comforting thing to behold. Possum start with one rank in Intimidating
Gliding (10 xp, optional)
Some possum have petagium, membranes connecting arms and legs down their sides that allow them to glide.
Skills (10 xp)
Deception 1 rank
Poison Resistence (10 xp)
Possums have a natural resistance to many poisons and toxins. Possum gain an extra success beyond regular wildkin when making checks against natural toxins and poisons. Application to synthetic drugs is at the discretion of the DM. (based this a little off coon)


Starting XP: 105 xp


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