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Skellarian Advance Scout
Skellarian Advance Scout
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
12 DEX 14 12- OCV: 5  DCV: 5
6 CON 13 12-
2 BODY 11 11-
0 INT 10 11- PER Roll: 11-
-4 EGO 8 11- ECV: 3; Mental Defense: 5
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
3 PD 6   Total: 14 PD (8 rPD)
3 ED 6   Total: 14 ED (8 rED)
6 SPD 3   Phases: 4, 8, 12
0 REC 6   Running: 9" / 18"
0 END 26   Swimming: 4" / 8"
0 STUN 25   Leaping: 4 1/2" forward, 2" upward
Skellarian Advance Scout | Summary
Real Name: Various Hair Color: None
Concept: Agent Eye Color: Black
Affiliation: Skellarian Empire Height & Weight: Various / Various
Played By: NPC Nationality: Skellarian
Created By: Noah Thorp/Neil Ma Place of Birth: various, Skellarian Empire
GM: NPC Date of Birth: various
Cost Powers END
23 Light-Bending Harness: Multipower, 35-point reserve, (35 Active Points); all slots OIF (-1/2)
1u 1) Camouflage: Invisibility to Sight Group (20 Active Points); Chameleon (-1/2), OIF (-1/2) 2
2u 2) Misdirection: +4 DCV, Usable By Other (+1/4), Area Of Effect (One Hex; +1/2) (35 Active Points); OIF (-1/2)
Skellarian Abilities
3 1) Natural Mental Defenses: Mental Defense (5 points total) 0
8 2) Tongue Flicker: Targeting with Normal Smell (10 Active Points); Extra Time (Delayed Phase, -1/4) 0
6 3) Tough, Scaly Hide: Armor (2 PD/2 ED) 0
8 Communications Implant: Mind Link , One Specific Mind, Any distance, No LOS Needed (20 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), Sense Affected As Another Sense (Radio Group, Not Mental Group; -1/4) 0
20 Crossfire Pulse Laser Blaster: (Total: 40 Active Cost, 20 Real Cost) Energy Blast 6d6, 16 Charges (+0) (30 Active Points); OAF (-1) (Real Cost: 15) plus +2 OCV with Blaster (10 Active Points); OAF (-1) (Real Cost: 5) [16]
7 Personal Deflector: Force Field (6 PD/6 ED) (12 Active Points); OIF (-1/2), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]
2 Trained Leaping: Leaping +2" (4 1/2" forward, 2" upward) 1
6 Trained Running: Running +3" (9" total) 1
2 Trained Swimming: Swimming +2" (4" total) 1
Cost Skills
3 Combat Piloting 12-
1 Computer Programming 8-
3 Concealment 11-
1 Electronics 8-
0 Everyman Skills
AK: various, Skellarian Empire 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Skellarian (Idiomatic, native accent)
[Notes: Native Language]
PS: Soldier 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 KS: Skellarian Empire 11-
1 Mechanics 8-
2 PS: Scout 11-
3 Stealth 12-
3 Systems Operation 11-
3 Teamwork 12-
1 WF: Vehicle Weapons
80+ Disadvantages
15 Distinctive Features: Reptiloid
15 Monitored: Skellarian High Command 11-
15 Psychological Limitation: Racism (Skellarian Supremacist)
20 Social Limitation: Subject to Orders
0 Experience Points
Skellarian Advance Scout | Points Summary
Characteristics Cost: 34 Base Points: 80
Powers Cost: 88 Disadvantages: 65
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 23 Total Points: 145

The source of the sounds were clearly coming nearer to the temporary water source for the base. High pitched repetitive sounds and squeals as well as a mixture of medium and low pitched sounds that could be an alien language. The dense foliage of the forest muffled the sounds, but that didn't matter. No one on this garrison understood the barbarian gibberish. *Drumbeat one. This is Drumbeat five.*

*Go ahead, five.*

*Alien indigenous sentients approaching.*

*Standard orders, five. One out.*

An abrupt explosion of feather-winged wildlife swept over the pond and flew in a large circle and once again before landing in the protection of the undergrowth again. The alien-speech was closer now. And it was clear that there were two or more of them approaching the pond from the overgrown trail.

Drumbeat five's squad leader signaled with his hands. First team quickly and quietly took up positions on the sides of the path. Two scrambled up large vine-laden deciduous trees. The other two found ground positions that also provided good fields of fire. The rest of the squad faded back into their perimeter positions. And just as soon as all stopped moving, they all blended in with the foliage, virtually invisible.

As the two aliens turned the bend of the path, the larger one pointed to the pool. A wild chattering of alien speech ensued followed by the repetitive sounds emanating from both. Their fieldcraft was sloppy and a deaf histag would even hear them trampling through the forest. But that did not last for long. The sounds of the aliens were cut short as First team opened up with their Cross-Fire Blasters.

The two aliens were tossed into the sharp, but shallow ravine and covered with brush. Squad leader called, *One, this is five. No casualties reported. No aliens escaped. Five out.*

It was just another day in the life of an Advance Scout.


Believing that they are the best of the best, the Skellarian Advance Scouts are prepared to risk their lives so that Skellaria can conquer and grow.


"Skraak arag orn teirg gissallawal."


Skellarian Advance Scouts are veteran light infantry troopers specialized to building and securing advance bases on industrial worlds for which the Skellarian High Command has designated for conquest. They are equipped with Cross-fire Laser Blasters, Personal Deflector belts, and Light-Bending Harnesses that provide excellent scouting capabilities.


While the Advance Scouts look like other Skellarians, they wear a broad Personal Deflector belt and a Light-Bending Harness over their tunics.