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LP 36 AE - KP - INI 14+1D6
Actions: 1
Special Abilities: Combat Reflexes I, Feint I (Unarmed, Bite, Maru Saber), Forceful Blow I (Unarmed, Bite,
Tail, Maru Saber), Inured to Encumbrance I, Two-Weapon Combat I (Maru Saber), Suppress Pain
Skills: Body Control 7 (13/15/15), Climbing 3 (14/13/14), Commerce 5 (11/13/10), Empathy 1 (11/13/10),
Fast-Talk 2 (14/13/10), Feat of Strength 9 (15/14/14), Intimidation 10 (14/13/10), Perception 5 (11/13/13),
Self-Control 12 (14/14/15), Stealth 3 (14/13/13), Swimming 8 (13/15/14), Warfare 7 (14/11/13), Willpower 8
(14/11/13)
Combat Behavior: Marus are called raging lizards for a reason, since they tend to enter blind frenzies. They
attack relentlessly with tooth or sword. But their arms are weak, and they can use their weapons only for a
short time.
Experienced: COU 15 instead of 14; STR 15 instead of 14; LP 38 instead of 36; TOU 3 instead of 2;
Unarmed AT 13; Tail AT 13; Maru Saber AT 15 / PA 9; Body Control 9 instead of 7, Feat of Strength 11
instead of 9, Intimidation 11 instead of 10, Perception 7 instead of 5, Stealth 5 instead of 3, Swimming 10
instead of 8, Warfare 8 instead of 7
Competent: COU 15 instead of 14; CON 16 instead of 15; STR 16 instead of 14; LP 43 instead of 36; TOU 3
instead of 2; Unarmed AT 16 / PA 9 / DP 1D6+1; Bite AT 14; Tail AT 14; Maru Saber AT 16 / PA 9; Body
Control 11 instead of 7, Feat of Strength 13 instead of 9, Intimidation 13 instead of 10; Perception 8 instead
of 5, Stealth 6 instead of 3, Swimming 12 instead of 8, Warfare 10 instead of 7
Special Rules
*Weak Arms: a maru must succeed at Feat of Strength check after every five combat rounds during which it
fights without pause, or else drop its weapon and continue the fight unarmed. The second check during a
battle suffers a penalty of 1, the third suffers a penalty of 2, and so on. When wielding a one-handed
weapon, the maru can switch hands to avoid dropping the weapon on a failed roll. Switching a weapon to the
other hand takes 1 action.