Gremlin racial stats
POSITIVE CHARACTERISTICS - 7
Increase Attribute - Smarts (2): Gremlins are more cunning than most goblinoids. They begin with a d6 in Smarts, increasing the Trait maximum accordingly.
Increase Attribute - Agility (2): Gremlins are deft creatures. They begin with a d6 in Agility, increasing the Trait maximum accordingly.
Low Light Vision (1): Gremlins are accustomed to working in the dark, whether in caves or at night. They ignore penalties for Dim or Dark illumination.
Skill - Repair (1): Gremlins are mechanically inclined. Begin with d4 in Repair, increasing the skill maximum accordingly.
Skill - Stealth (1): Gremlins are adept at hiding. Begin with d6 in Stealth, increasing the skill maximum to d12+1.
NEGATIVE CHARACTERISTICS - -5
D-Bee (-2): Gremlins are very clearly not human, and have trouble hiding it. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
Inhuman Physiology (-1): Gremlins have unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 1 point the race has Near-Human Physiology giving a −1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification.
Size -1 (-1): Gremlins are smaller than average, reducing Size and Toughness by 1.
Ugly (-1): Gremlins are not an attractive species. They suffer -1 to all Persuasion rolls.
Increase Attribute - Smarts (2): Gremlins are more cunning than most goblinoids. They begin with a d6 in Smarts, increasing the Trait maximum accordingly.
Increase Attribute - Agility (2): Gremlins are deft creatures. They begin with a d6 in Agility, increasing the Trait maximum accordingly.
Low Light Vision (1): Gremlins are accustomed to working in the dark, whether in caves or at night. They ignore penalties for Dim or Dark illumination.
Skill - Repair (1): Gremlins are mechanically inclined. Begin with d4 in Repair, increasing the skill maximum accordingly.
Skill - Stealth (1): Gremlins are adept at hiding. Begin with d6 in Stealth, increasing the skill maximum to d12+1.
NEGATIVE CHARACTERISTICS - -5
D-Bee (-2): Gremlins are very clearly not human, and have trouble hiding it. They are treated with hostility by human supremacists, distrusted by commoners, spurned everywhere, and have no rights except in the most cosmopolitan areas. They should expect frequent trouble and violence, depending on the crowd and situation, and Reactions of others typically starts at Unfriendly, or Hostile for human supremacists. Failed social checks with Hostile parties often result in violence.
Inhuman Physiology (-1): Gremlins have unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. For 1 point the race has Near-Human Physiology giving a −1 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification.
Size -1 (-1): Gremlins are smaller than average, reducing Size and Toughness by 1.
Ugly (-1): Gremlins are not an attractive species. They suffer -1 to all Persuasion rolls.
Fortune, Glory, and Heroes Journey Rolls
F&G 1: Smart and Learned - +1 die type Smarts, 2 die types to any 3 Smarts-linked skills.
F&G 2: Choose Your Fate - 2 rolls on Heroes Journey tables
HJ1: Underworld & Black Ops - McGyver Edge and +1 die type in Repair
HJ2: Training - +1 die type Repair, Mr. Fix It Edge
HJ3: Training - Gains Ace (or Combat Ace) and 1 die type increase in Piloting
HJ4: Education - +3 Skill points on Smarts-linked skills
F&G 2: Choose Your Fate - 2 rolls on Heroes Journey tables
HJ1: Underworld & Black Ops - McGyver Edge and +1 die type in Repair
HJ2: Training - +1 die type Repair, Mr. Fix It Edge
HJ3: Training - Gains Ace (or Combat Ace) and 1 die type increase in Piloting
HJ4: Education - +3 Skill points on Smarts-linked skills