Saibamen

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.

Saibamen Aptitudes

Attribute Score Increase. Increase your Force and either your Agility or Tenacity Score by +4. Increase your Insight score by +2.

Age. Beans.

Health Modifier. +3

Size. The size of Saibamen is decided by their Racial Traits.

Z-Soul. Mean Green Bean.

Saibamen Skills & Proficiencies
Saving Throw: Impulsive
Skills – Select two of the following: Athletics, Acrobatics, Bluff, Intimidation, Perception, Survival

Soil Quality (Saibaman Trait) (Body). The strength of a Saibaman is decided by the quality of the soil they grew in. While raw power can be made up for through training, the inherent durability of their bodies can vary with the weaker Saibamen finding themselves more dedicated to avoiding danger. At Character Creation, choose one of the below options:

  • Low Quality. Increase your Defense Value by +1(bT) and reduce the Critical Target for Dodge Rolls by -1. The first time you would suffer from Diminishing Defense in each Combat Round, you do not.
  • Standard Quality. Increase either your Defense Value or Soak Value by +1(bT) and the other Aptitude by 1/2 (rounded up) of that increase. Additionally, increase your Health Modifier by +1.
  • High Quality. Increase your Soak Value by +1(bT) and your Health Modifier by +2.

Each time you would gain a Skill Improvement, increase the number of Technique Points gained by 1/2 (rounded up) of your Health Modifier (this does not include any bonuses to your Health Modifier from anything but your Racial Traits).

Acid Gland (Saibaman Trait) (Body). Once per Combat Round, you may spend One Action and 6(T) Ki Points to make an Acid Attack. An Acid Attack is an Energy Attack of the Blast Profile. If you successfully strike (hit) an Opponent with an Acid Attack, reduce their Soak Value by x(bT) until the end of your next turn, where x is equal to your Health Modifier -2 (this does not include any bonuses to your Health Modifier from anything but your Racial Traits). This effect does not stack, if multiple Saibamen have successfully struck (hit) a single Target with an Acid Attack, only use the reduction to Soak Value from the Saibaman with the highest Health Modifier.

Increase the Wound Rolls for your Acid Attack by 1/4 (rounded up) of your Defense Value or Soak Value (whichever is higher).

Savage Mindset (Saibaman Trait) (Mind). While able to engage in typical combat, the Saibaman’s movements are wild and animalistic. The first time in each Combat Round when you successfully deal Damage to an Opponent with the Basic Attack Maneuver or Acid Attack, increase either your Defense Value or Soak Value by +1(T) until the end of each Combat Round.

At the start of each Combat Round, you may spend 2(bT) Ki Points and One Action to use the Basic Attack Maneuver or make an Acid Attack as an Out-of-Sequence Action. If you do, increase the Wound Roll for this Attacking Maneuver by +x(bT) where x is equal to 3 minus the difference between your current Health Modifier and 3 (min. 1) (this does not include any bonuses to your Health Modifier from anything but your Racial Traits).

Surprise Tactics (Saibaman Trait) (Mind). Once per Combat Round, when you make any type of Attacking Maneuver against a single Opponent, you may make an Opposed Skill Check against that Opponent – your Acrobatics or Bluff (whichever is higher) against their Perception or Intuition (whichever is higher). If they win, nothing happens. If you win, you may increase your Strike Roll for that Attacking Maneuver by +x(bT) where x is equal to your Health Modifier -3 (min. 1) (this does not include any bonuses to your Health Modifier from anything but your Racial Traits).

If you would be Defeated by an Opponent’s Attacking Maneuver and an Opponent is within your Melee Range, you may choose to not be Defeated. If you do, you may make any type of Attacking Maneuver against that Opponent as an Out-of-Sequence Action. After that Attacking Maneuver, you are Defeated.

Classic Saibaman Traits

Evolutionary Kamikaze (Classic Saibaman Trait) (Body). You may spend One Action and 6(bT) Ki Points to target an Opponent within your Melee Range to make a Kamikaze Attack with them as the Target. A Kamikaze Attack is an Energy Attack of the Explosion Profile, with the Self-Explosion and the Final Chance Advantages (ignoring any prerequisites) and the All or Nothing Disadvantage. When making a Kamikaze Attack, you may make a Grapple Maneuver against your Target as an Out-of-Sequence Action immediately after Attack Declaration.

You gain access to the Claws Beast-Man Trait. Your base Size Category is Small or Medium (you decide).

Grown Warrior (Classic Saibaman Trait) (Mind). Grown from the soil and immediately thrown into battle, you are a warrior that acts for your sole survival. Once per Combat Round, when you are targeted by an Attacking Maneuver, you may spend 5(bT) Ki Points to use the Parry Maneuver without spending a Counter Action. If you do, you cannot select the Guard Option of the Parry Maneuver.

Additionally, gain access to this option of the Parry Maneuver:

  • Any attack types (Sly Retreat). You leap behind an Ally, using them as a human shield. Make your Dodge Roll as usual, but increase your Dice Score by +2(bT). If you fail, you are struck (hit) as usual. If you succeed, an Ally within your Melee Range (of your choice) becomes the Target for the Attacking Maneuver and must compete against the original Strike Roll made by the attacking character.

    You can only use this option if you have an Ally within your Melee Range.

Divergent Saibaman Traits

Evolutionary Diversity (Divergent Saibaman Trait) (Body). The Saibamen have proven to have a huge wealth of diversity among their potential for evolution. At Character Creation, choose one of the following options to gain the benefits of:

  • Bestial Classic. Increase your Health Modifier by +1. Gain access to the Claws Beast-Man Trait. Your base Size Category is Small or Medium (you decide).
  • Fan Bearer. You gain access to the Leaf Fan Special Item. While you possess the Leaf Fan Special Item, you may apply your Force Modifier instead of your Spirit Modifier for any Attacking Maneuvers of the Elemental (Wind) Profile. Gain access to the Thick Hide Beast-Man Trait. Your base Size Category is Small.
  • Carcinisation. You benefit from the Armored Form Aspect, even while not in a Transformation. Gain access to the Claws Beast-Man Trait. Your base Size Category is Small.
  • Crack Spider. Gain access to the Thick Hide and Claws Beast-Man Traits. Your base Size Category is Medium.
  • Slithering. You have no hands and therefore cannot wield any Weapons or use any Basic Items. Gain access to two instances of the Bite Beast-Man Trait and gain the Tail Beast-Man Trait. Your base Size Category is Large.
  • Lightning Bean. Increase your Normal and Boosted Speeds by +2(bT) and you have no hands and therefore cannot wield any Weapons or use any Basic Items. Gain access to the Wings Beast-Man Trait. Your base Size Category is Tiny.
  • Coconut Bean. You have no hands and therefore cannot wield any Weapons or use any Basic Items. Your base Size Category is Tiny.
  • Coconut Tree. You cannot select this option at Character Creation, unless your base Tier of Power is 2+. If you selected the Coconut Bean option for the Evolutionary Diversity Racial Trait, you may change your option to Coconut Tree upon reaching a new base Tier of Power. Increase your Soak Value by +1/2 of your Defense Value and you count as -2 Size Categories lower for the sake of the Punching Up Rules (as the target). Your base Size Category is Enormous and you benefit from the Size Increasing (Level 2) Aspect, even while not in a Transformation.
  • Cactus. Increase your Wound Rolls for any Physical Attacks by +2(bT) and Soak Value by +1(bT) but you cannot wear any Apparel. Gain access to the Treacherous Quills Beast-Man Trait. Your Size Category is Small.
  • Armored Ball. You have no hands and therefore cannot wield any Weapons or use any Basic Items. Gain access to the Thick Hide Beast-Man Trait. Your base Size Category is Enormous and you benefit from the Size Increasing (Level 2) Aspect, even while not in a Transformation.
  • Rock Armor. Reduce all Standard and Direct Damage you suffer by -2(T) but you cannot wear any Apparel. Gain access to the Claws Beast-Man Trait. Your base Size Category is Medium or Large (you decide).
  • Dragon. You have no hands and therefore cannot wield any Weapons or use any Basic Items. Gain access to the Thick Hide, Wings and Tail Beast-Man Traits. Your base Size Category is Large.

While not wearing any Apparel, reduce your Critical Target for all Combat Rolls by -1.

Pack Warrior (Divergent Saibaman Trait) (Mind). Unlike the Classic Saibamen, your people have evolved to become a flourishing species on Earth. As such, you are aware of how to work alongside your fellow warriors. Once per Combat Round, while both you and an Ally are within the Melee Range of an Opponent, you may increase the Strike Roll for an Attacking Maneuver you would make by +x(bT) where x is equal to 2 minus the difference between your current Health Modifier and 3 (min. 1) (this does not include any bonuses to your Health Modifier from anything but your Racial Traits).

Once per Combat Round, if an Ally is within the Melee Range of an Opponent, you may use the Movement Maneuver as an Instant Action to enter the Melee Range of that Opponent.

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