Humanoids
BELTER
BELTER
Medium Sentient Humanoid (5d6)
STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15
VITAL DEFENCE 15
HEALTH 15
SOAK 3; VULN none
IMMUNE none
INITIATIVE 4d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; ZERO-G 5; JUMP 12'/3'
CARRY 60lb (max lift 150lb)
REACH 5-ft
ACTIONS 2
Brawling 3d6 (2d6+2 blunt damage)
Laser rifle 5d6 (3d6 heat damage; range 12)
Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), reactions 1 (1d6), zero-g 3 (2d6), mining 3 (2d6), gambling 3 (2d6)
Flexible. Belters can contort themselves into unusual positions and fit into the smallest spaces. When restrained by somebody not trained in Belter restraint techniques, they can escape in one minute. If the captor is aware of this they can make an opposed LOG v AGI check to nullify this ability.
Hold breath. A Belter can hold their breath for 10 minutes before having to form any kind of suffocation dice pool. This enables them to move in vacuums and ignore noxious fumes.