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Saiyan Scout OCC

(Version 1.00 - Last Modified: 03/24/2002)

Using an advanced technique to train infants before they are born and while they are still babies, Saiyans can create Saiyan Scouts and send them to other planets. During the trip the babies will be given all the knowledge and abilities it needs to complete its mission. Saiyan Scouts are used to prepare planets for sale if the population does not present a significant threat. Scouts are also used to explore for new planets in areas far from other Saiyans.

A Saiyan Scout is not as strong a fighter as the Saiyan Warrior is, but he is still more than capable of defeating most enemies. Scouts are usually required to operate alone without any support from other Saiyans since their missions tend to place them on unexplored planets. The Warriors, who consider Scouts to be inferior and weaker, look down at them and are constantly trying to pick fights with them, but on average, Scouts are more intelligent and more cunning than the Warriors. Unfortunately, in the culture that the Saiyans live in, strength is the only thing that really matters.

Raditz and Kakarott (Goku) are both examples of Saiyan Scouts. They were both trained as babies and then sent off into space. With Kakarott, he was injured while still very young and lost all of his programming as a Saiyan Scout. He was then trained on Earth as a Dedicated Martial Artist from the Ninjas and Superspies Book and was trained in the Art of Ki Manipulation.


 

O.C.C. Abilities:

  1. Physical Training
      Saiyan Scouts are subjected to intense physical training, although not as intense as what Saiyan Warriors must go through.
    • Bonuses: Add +1D4 to PP and PE, and add 1D4x10 S.D.C., +15 hit points, and +1D6x10 to ISP. Also, the Scouts gain the following bonuses, +4 vs. horror factor and +2 vs. all types of magic and psionics.

     

 

Attribute Requirements:

  • PS 20, PE 14, and ME 12.

 

O.C.C. Skills:

  • Language: two of choice (both at 70%)
  • Literacy: one of choice (at 60%)
  • Radio: Basic (+15%)
  • Detect Ambush (+10%)
  • Lore: Aliens (+20%)
  • Wilderness Survival (+15%)
  • Read Sensor Equipment (+20%, includes using the Saiyan Scouter)
  • Pilot: Single-Person Space Pod (+95%)
  • Navigation: Space (+10%)
  • Hand-to-Hand Combat: The Art of Ki Manipulation

 

O.C.C. Related Skills:

  • Select five other skills. Select one additional skill at level 4, 8, 12, and 15. All new skills start at a level one proficiency.
  • Communications: Any (+5%)
  • Domestic: None
  • Electrical: Basic Electronics only
  • Espionage: Interrogation only (+5%)
  • Mechanical: Basic Mechanics only
  • Medical: First Aid only
  • Military: Any (+15%)
  • Physical: Any (+10% where applicable)
  • Pilot: Any (+5%)
  • Pilot Related: Any
  • Rogue: Any (+10%)
  • Science: None
  • Technical: Any (+10%)
  • W.P.: Any
  • Wilderness: Any (+5%)

 

Secondary Skills:

  • Select five other skills with no bonuses. Limited to the list provided above.

 

Standard Equipment:

  • All Saiyan Scouts are given one suit of Saiyan Armor, which is replaced if damaged. The scouts are assigned two Saiyan Scouters and one Single-Person Space Pod, which they can use whenever they wish, as long as it does not interfere with their missions. Also, scouts can have one ancient or one modern weapon, including the special Forearm Blasters, but few Saiyans will choose any weapon, preferring to use their personal combat skills instead of weapons.

 

Money:

  • Saiyans start with the equivalent of 3D6x1000 universal credits. Their money is usually spent on alcohol and women as the Saiyans relax between missions.

 

Cybernetics:

  • None to start with, they interfere with their martial art abilities and most Saiyans consider it a weakness. Cybernetic, bionic, and bio-systems implanted in a Saiyan prevents them from transforming into either a Super Saiyan or an Oozaru until the implant is removed.


Copyright © 2002-03, Cheethorne (Kevin Barrett).
All rights reserved, duplication in part or in full by permission only.
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