Saiyan Scout OCC
(Version 1.01 - Last Modified: 04/20/2004)
Using an advanced technique to train infants before they are born and while they are still
babies, Saiyans can create Saiyan Scouts and send them to other planets before they even
learn how to walk. During the trip the babies will be given all the knowledge and abilities
it needs to complete its mission. Saiyan Scouts are used to prepare planets for sale if the
population is believed to not present a significant threat. Scouts are also used to explore
for new planets in areas far from other Saiyans.
A Saiyan Scout is not as strong a fighter as the Saiyan Warrior is, but he is still more
than capable of defeating most enemies. Scouts are usually required to operate alone without
any support from other Saiyans since their missions tend to place them on unexplored planets.
The Warriors, who consider Scouts to be inferior and weaker, look down at them and are
constantly trying to pick fights with them, but on average, Scouts are more intelligent and
more cunning than the Warriors. Unfortunately, in the culture that the Saiyans live in,
strength is the only thing that really matters.
Raditz and Kakarott (Goku) are both examples of Saiyan Scouts. They were both trained as
babies and then sent off into space. With Kakarott, he was injured while still very young and
lost all of his programming as a Saiyan Scout. He was then trained on Earth as a Dedicated
Martial Artist from the Ninjas and Superspies Book and was trained in the Art of Ki
Manipulation by his mentor, Mr. Roshi. On the other hand, Raditz destoryed the population on the
planet he was sent to and returned to the Saiyan race. He continued to be sent on several
missions, including a mission that required the personal assistance of the leader of the Saiyan
Army, Nappa. This mission kept Raditz and Nappa away from the planet Vegita when it was
destroyed.
O.C.C. Abilities:
- Physical Training
Saiyan Scouts are subjected to intense physical training, although not as intense as
what Saiyan Warriors must go through.
- Bonuses: Add +1D4 to PP and PE, and add 1D4x10 S.D.C., +15 hit points, and
+1D6x10 to ISP. Also, the Scouts gain the following bonuses, +4 vs. horror factor
and +2 vs. all types of magic and psionics.
- Ki Manipulation Techniques
Saiyans Scouts have additional training and expertise in the area of Ki Manipulation
and as such they gain an additional Ki Manipulation Ability at levels 1, 5, 10, and 15.
These abilities can only come from the categories of Maneuvering Techniques and
Miscellaneous Ki Techniques.
Attribute Requirements:
- Must be a Saiyan and have PS 20, PE 14, and ME 12.
O.C.C. Skills:
- Language: two of choice (both at 70%)
- Literacy: one of choice (at 60%)
- Radio: Basic (+15%)
- Detect Ambush (+10%)
- Lore: Aliens (+20%)
- Wilderness Survival (+15%)
- Read Sensor Equipment (+20%, includes using the
Saiyan Scouter)
- Pilot: Single-Person Space Pod (+95%)
- Navigation: Space (+10%)
- Hand-to-Hand Combat: The Art of Ki Manipulation
O.C.C. Related Skills:
- Select five other skills. Select one additional skill at level 4, 8, 12, and 15. All
new skills start at a level one proficiency.
- Communications: Any (+5%)
- Domestic: None
- Electrical: Basic Electronics only
- Espionage: Interrogation only (+5%)
- Mechanical: Basic Mechanics only
- Medical: First Aid only
- Military: Any (+15%)
- Physical: Any (+10% where applicable)
- Pilot: Any (+5%)
- Pilot Related: Any
- Rogue: Any (+10%)
- Science: None
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+5%)
Secondary Skills:
- Select five other skills with no bonuses. Limited to the list provided above.
Standard Equipment:
- All Saiyan Scouts are given one suit of Saiyan
Armor, which is replaced if damaged. The scouts are assigned two
Saiyan Scouters and one
Single-Person Space Pod, which they can use
whenever they wish, as long as it does not interfere with their missions. Also, scouts
can have one ancient or one modern weapon of their choice, including the special
Forearm Blaster, but few Saiyans will choose
any weapon, preferring to use their personal combat skills instead of weapons.
Money:
- Saiyans start with the equivalent of 3D6x1000 universal credits. Their money is usually
spent on alcohol and women as the Saiyans relax between missions.
Cybernetics:
- None to start with, they interfere with their martial art abilities and most Saiyans
consider it a weakness. Cybernetic, bionic, and bio-systems implanted in a Saiyan
prevents them from transforming into either a Super Saiyan or an Oozaru until the
implant is removed.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2000 |
| 2 |
2001 - 4000 |
| 3 |
4001 - 8200 |
| 4 |
8201 - 16,400 |
| 5 |
16,401 - 24,500 |
| 6 |
24,501 - 34,600 |
| 7 |
34,601 - 49,700 |
| 8 |
49,701 - 69,800 |
| 9 |
69,801 - 94,900 |
| 10 |
94,901 - 129,000 |
| 11 |
129,001 - 179,100 |
| 12 |
179,101 - 229,200 |
| 13 |
229,201 - 279,300 |
| 14 |
279,301 - 329,400 |
| 15 |
329,401 - 389,500 |