Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (10 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear
Gear: Heavy Pulser (Range 30/60/90 Damage 2d8+1, RoF 4, AP 6, Auto, Snapfire, Heavy Weapon)
• Tentacles: Str+d4, AP2 on a raise, Never counts as unarmed.
• Telepathic: Kulathi can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Kulathi must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.• Aquatic: Kulathi cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Kulathi must immerse themselves in water one hour out of every 24. Those who don’t are automatically Fatigued each day until they are Incapacitated. The day after that, they perish.