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New Lifeforms
By Martin Hall
The following rules can be used to create characters from the Scarran elite caste, as seen on the show’s fourth season.

High Caste Scarran
Wound die type: 1d10. Though not as strong as their low caste brethren, high caste Scarrans are tough and difficult to harm.

Racial Control Modifier: +3. Scarrans have strong innate metaphysical abilities

+1 Strength, -1 Dexterity, -1 Charisma. High caste Scarrans are strong, but still somewhat bulky and only marginally more attractive that their low caste counterparts.

Medium-sized. High caste Scarrans have no special bonuses or penalties due to size.

Scarran base speed is 8 meters.

High caste Scarrans may wear armor (unlike low caste Scarrans), but they may only wear specially-constructed armor which costs double the equivalent type of armor.

High caste Scarrans receive a +1 bonus on Fortitude saves, and a +1 bonus on Will saves.

Standard Scarran temperature problems apply to high caste Scarrans (see the core rulebook, page 156).

High caste Scarrans do not receive a starting feat. Instead, they automatically know a modified version of the Inflict Pain power. Its range is limited to 3 meters and it does damage as follows: 1d6 at 1st level, 2d4+1 at 4th level, 2d6+2 at 7th level, and 2d6+level at 10th level. Duration and cost are the same, as well as well all other aspects of the power, as detailed in the core rulebook, pages 210 and 211. This ability does not stack with the formal purchase of the power.

Possible high caste Scarran classes: aristocrat, commando, diplomat, mystic, scientist, warrior.

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