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Star Trek Voyager RPG d20 System

ST-VO v23c

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Boomer<br />

As soon as a population expands beyond the confines of its homeworld the need for an<br />

inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants<br />

tend to end up trading far and wide with many species that are not even know by their<br />

homeworld governments.<br />

Usually found far from home and in between worlds in deep space, your average Boomer<br />

usually has no one to rely on but themselves. Making repairs on the fly, being able to<br />

bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a<br />

day’s work’ for a Boomer.<br />

The Boomer<br />

LVL Base Attack Fort Ref Save Will Special<br />

Defence<br />

Bonus Save<br />

Save<br />

1 0 2 1 2 Bonus Technique Sensors 2<br />

2 1 3 2 3 Lucky Shot 1/day 2<br />

3 2 3 2 3 Barter Sensors 3<br />

4 3 4 2 4 Lucky Shot 2/day 3<br />

5 4 4 3 4 Skill Emphasis 3<br />

6 5 5 3 5 Sensors 4<br />

7 5 5 3 5 4<br />

8 6/1 6 4 6 Lucky Shot 3/day 4<br />

9 7/2 6 4 6 Sensors 5<br />

10 8/3 7 4 7 Bonus Technique, Skill Emphasis 5<br />

11 9/4 7 5 7 5<br />

12 10/5 8 5 8 Lucky Shot 4/day Sensors 6<br />

13 11/6 8 5 8 6<br />

14 12/7 9 6 9 6<br />

15 13/8 9 6 9 Skill Emphasis Sensors 7<br />

16 14/9 10 6 10 Lucky Shot 5/day 7<br />

17 15/10/5 10 7 10 7<br />

18 16/11/6 11 7 11 Sensors 8<br />

19 17/12/7 11 7 11 8<br />

20 18/13/8 12 8 12 Lucky Shot 6/day, Skill Emphasis<br />

Sensors<br />

8

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