Friday, August 30, 2019

SKITTERFAN



There were no artistically-inclined skittermanders available (or perhaps willing) to help with this rendering, so our poor social media internmander Ken had to knock this juvenile rendering during his lunch break.

No species in the Pact Worlds has managed to earn the fame and notoriety enjoyed by the Skittermanders of Vesk-3. These furry, “helpful” six-armed creatures have rocketed into the cultural zeitgeist in recent years as the residents of the Veskarium began exploring the Pact Worlds. To the annoyance of many vesk, skittermanders have become the unofficial mascot of the Veskarium, a development that has both alarmed xenoanthropologists and delighted their helpful, if apathetic, new friends.

One of the most confusing aspects of the skittermanders’ rapid ascent to celebrity status is the loose collective of skittermander enthusiasts who have dedicated their lives to emulating the species’ trademark frenzied helpfulness in their own lives - often to the chagrin of their friends and families.


Theme Knowledge (1st)


You have read all you can find about skittermanders - biology, history, psychology, and everything in between. Reduce the DC of Culture or Life Science checks to recall knowledge about Vesk-3 or skittermanders by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.


Making Nu-friends (6th)


Your persistent cheerfulness makes it easy for you to make friends and influence people. You can spend twice the normal amount of time when using Diplomacy to change a creature’s attitude. If you do, you may roll twice and take the better result.


Helping Hands (12th)


You possess a preternatural ability to provide aid to your allies at a dizzying pace. As a swift action, you can use the aid another, covering fire, or harrying fire actions; you cannot benefit from the aid another or harrying fire actions yourself. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

You’re Helping! (18th)


There is nearly nothing that energizes you as much as providing assistance to your friends and allies. Up to twice a day, when you use the aid another action and the check succeeds, you regain 1 Resolve Point.

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