PS Salamander

From Spindizzy Wiki
Jump to navigation Jump to search

Background

Unlike mammals, the manipulation of the amphibians has proved to be simpler. A simpler mind proved easier to handle for initial testing, but the real goal of the salamander experiment was to obtain the means to create a regenerative wildkin. Because salamanders can already lose entire limbs, sometimes by design naturally, their ability to regenerate whole limbs scarlessly has been long sought after by developmental and and regenerative medicine scientists.

Because their skin is a delicate membrane sensitve to dry conditions and airborne or waterborne toxins, they were not carried into the main wildkin project, but a limited number have been produced at Chimera Core for continues research and specialist applications.


Attributes

  • 80 points total
  • Brawn 2
  • Agility 2
  • Intellect 1
  • Cunning 1
  • Willpower 2
  • Presence 2


  • Wound Threshold: 10 + Brawn
  • Strain Threshold: 10 + Willpower

Species Characteristics

  • 40 points total
Salamander Instincts (5 xp)
Athletics, Skulduggery, Stealth, Streetwise, Vigilence are career skills and 2 advantage

Salamander Proficiency: (20 xp) One point each in Stealth and Skulduggery

Amphibious (10 xp): Salamanders are fully amphibious and can breath underwater indefinitely. They never suffer movement penalties for traveling through water.

Regeneration (10 xp) Salamanders can lose limbs and heal without scars.

Delicate Skin: (-5 xp) Salamander skin is sensitive to dehydration and chemical insults. Salamanders suffer one setback dice to survival and resilience checks against dry, hot environments and versus poison / toxin checks when their skin is exposed.

Starting XP: 130 xp


Back to Star Wars FFG