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WEAPONS
SR ATT
DAMAGE PAR
AP
Sampler Arm 1A 6
50%
1d6
45% 7
Sampler Arm 2A 6
50%
1d6
45% 7
Sampler Arm 3A 6
50%
1d6
45% 7
Electric Discharge*
+2d4
Electric Discharge - Drifters store electrical energy in their outer carapace. A drifter can release this energy as a powerful electrical shock. This will do additional 2d4 points of electrical damage on its next hit. An attacker striking a drifter with a metallic weapon while the drifter contains an excess charge will also suffer this damage to the attacking limb. This discharge cost a drifter 1d6 points of CHARGE.
Defensive Field - Drifters automatically generate a physical
protective field. Though generally invisible, the field acts in a way similar
to an Intensity 1d6 Damage Resistance spell, with armor protecting first.
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WEAPONS
SR ATT
DAMAGE PAR AP
Sampler Arm
6 50%
1d6 45%
7
Electric Bolt
2 DEX x5
3d4
Electric Discharge*
+2d4
Electric Bolt - Flitters can build up an electrical charge in their forward sensor array. Unlike other sheens, the flitter can project an excess electrical charge at any target within 30 feet. This discharge cost a flitter 1d6 points of CHARGE.
Electric Discharge - Flitters store electrical energy in their
outer carapace. A flitter can release this energy as a powerful electrical
shock. This will do additional 2d4 points of electrical damage on
its next hit. An attacker striking a flitter with a metallic weapon while
the flitter contains an excess charge will also suffer this damage to the
attacking limb. This discharge cost a flitter 1d6 points of CHARGE.