
Grown from a seed planted in soil, a Saibaman is a warrior by nature, and they possess a ruthless fighting style. Some are even willing to sacrifice their own if it means they’ll survive, and willing to self-destruct if it means victory.
Not much is known about where they come from, but they’re incredibly adaptable, changing to better survive in their environments. Some of them are even capable of adapting to specific habitats in the wilderness on Earth.
| Attribute Score Increase. Your Agility, Force, and Insight Scores are increased by +1. Racial Life Modifier. +1 Saving Throw: Impulsive Skill Ranks: 0 Minion Size: At Character Creation, Saibamen are of the Small Size Category. |
Primary Racial Traits
Seedling Biology (Body): Grown from a seed, your strength is dependent on the nourishment you were able to draw from the soil you grew from.
(1)-[Passive]: You gain the Saibaman Bomb and Acid Spit Signature Techniques (see – Signature Examples). If this Character is a Minion, it may still use the Saibaman Bomb Signature Technique.
(2)-[Passive]: At Character Creation, your ARC will increase your Racial Life Modifier by up to 3 depending on the Soil Quality you originate from – the higher the quality, the higher the Racial Life Modifier increases.
(3)-[Passive]: Increase your Defense Value by 1(T). Increase this bonus by 1(T) while your Racial Life Modifier is 3+, or by 2(T) if your Racial Life Modifier is 7+.
(4)-[Triggered/Start of Turn]: Regain Life Points equal to x(bT) – where x is equal to your Racial Life Modifier (max. 7(bT)).
Savagery (Mind): Nearly mindless and certainly aggressive, you respect only the strongest and attempt to trample anything else in your path.
(1)-[Triggered/Start of Combat Round]: Make a Basic Attack Maneuver against the closest Opponent as an Out-of-Sequence Maneuver.
(2)-[Triggered, 1/Round]: If you Defeat an Opponent, increase your Life Modifier by 1 for the remainder of the Combat Encounter (this does not retroactively increase your Life Points).
(3)-[Triggered/Power, 1/Encounter]: Increase your Life Modifier by 1 for each Health Threshold you are below (this does not retroactively increase your Life Points). As a Minion, instead increase your Life Modifier by 2 if you are below the Injured Health Threshold.
Secondary Racial Traits
Surprise Tactics (Mind): Quick and sneaky, your inherent tendencies, especially in groups, tend towards ambush tactics.
(1)-[Passive]: Gain 1 Skill Rank each in Acrobatics and Stealth.
(2)-[Triggered, 1/Round]: When making an Attacking Maneuver against an Opponent, make a Skill Clash (Stealth vs Perception/Clairvoyance) against them. If you win, increase your Strike and Wound Rolls for that Attacking Maneuver by 1(T) and x(T) respectively – where x is equal to 1/2 of your Life Modifier.
(3)-[Triggered/Injured]: You may use the Grapple Maneuver as an Out-of-Sequence Maneuver.
Desperate Grip (Body): When all else fails, you are capable of latching onto an opponent and taking them out with you.
(1)-[Passive]: While you are below the Injured Health Threshold, increase the Dice Score of your Grapple Checks by 2(T).
(2)-[Passive]: You possess the Claws Bestial Trait.
(3)-[Triggered, 1/Encounter]: If you end the Combat Round in a Grapple as the Grappler, you may use the Signature Technique Maneuver as an Out-of-Sequence Maneuver. If you do, you must use the Saibaman Bomb Signature Technique for its effects.