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Green Fringe Terrorist
The Green Fringe are many things, some call them terrorists,
others freedom fighters. They operate in small cells making
temporary camps among the mangrove swamps of Granipres <View
System>. Survival is the primary goal of these groups,
they undertake missions only when opportunities present themselves
and the advantage rests squarely with them. Various cells
within the Green Fringe have their own agendas, this makes
the organisation as a whole difficult to pin down and to profile,
some behave like eco warriors striking only at polluters,
others display a particular grudge against an individual or
organisation and yet other cells behave in a manor more constant
by piracy. The low-level profile describes the base line recruit
to the Green Fringe, the mid-level profile describes cell
leaders or long serving members, while the high-level profile
describes the rare few who have made both a life and a career
out of the cause.
Low-level Green Fringe Terrorist: Thug 4;
Init +0 (+0 Dex); Defence 12 (+2 class, +0 Dex); Spd 10 m;
VP/WP --/18; Atk +5 melee (1d3, punch), +4 ranged (3d6, Blaster
Sport Rifle); SQ --; SV Fort +4, Ref +1, Will +1; SZ M; Rep
+3; Str 12, Dex 10, Con 15, Int 11, Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask,
Pack with survival gear (+2 bonus Survival checks), Camouflage
Netting (+2 bonus Hide checks).
Skills: Climb +2, Hide +2, Intimidation +2,
Jump +2, Languages +1, Ride +2, Survival +2, Swim +2.
Feats: Toughness, Skill Emphasis (survival),
Weapon Group Proficiency (simple weapons, blaster rifles).
Mid-level Green Fringe Terrorist: Thug 6
/ Scout 2; Init +0 (+0 Dex); Defence 12 (+2 class, +0 Dex);
Spd 10 m; VP/WP 16/18; Atk +8 melee (1d3, punch), +7 ranged
(3d6, Blaster Sport Rifle); SQ Trailblazing; SV Fort +7, Ref
+4, Will +4; SZ M; Rep +3; Str 12, Dex 11, Con 15, Int 11,
Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask,
Pack with survival gear (+2 bonus Survival checks), Camouflage
Netting (+2 bonus Hide checks).
Skills: Climb +4, Hide +4, Intimidation +4,
Jump +4, Languages +1, Listen +2, Move Silently +2, Ride +4,
Spot +2, Survival +4, Swim +4.
Feats: Point Blank Shot, Rugged, Skill Emphasis
(survival), Toughness, Weapon Group Proficiency (simple weapons,
blaster rifles).
High-level Green Fringe Terrorist: Thug
6 / Scout 6; Init +1 (+1 Dex); Defence 15 (+4 class, +1 Dex);
Spd 10 m; VP/WP 48/18; Atk +11 melee (1d3, punch), +11 ranged
(3d6, Blaster Sport Rifle); SQ Trailblazing, Heart +1, Uncanny
Dodge (Dex bonus), Skill Mastery (survival), Extreme Effort,
Evasion; SV Fort +8, Ref +5, Will +5; SZ M; Rep +6; Str 12,
Dex 12, Con 15, Int 11, Wis 14, Cha 10.
Equipment: Blaster Sport Rifle, Breath Mask,
Pack with survival gear (+2 bonus Survival checks), Camouflage
Netting (+2 bonus Hide checks), Blast Vest (DR2, -1 Armour
check penelty).
Skills: Climb +4, Hide +4, Intimidation +4,
Jump +4, Languages +1, Listen +2, Move Silently +2, Ride +4,
Spot +2, Survival +4, Swim +4.
Feats: Armour Proficiency (light), Point
Blank Shot, Rugged, Skill Emphasis (survival), Toughness,
Track, Weapon Group Proficiency (simple weapons, blaster rifles).
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