Tuesday 31 December 2013

Kulathi Pistoleer

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Gambling d6, Healing d6, Intimidation d6, Notice d8, Persuasion d6, Psionics d8, Streetwise d6, Shooting d8
Charisma: -4, Pace: 6; Parry: 7; Toughness: 7(1) 

Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Ambidexterous, Arcane Background(Psionics), Dodge, Rock and Roll, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• 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. 

"Kree?" 

Kulathi Leader

Wild Card
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Knowledge (Battle) 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: Ambidexterous, Arcane Background(Psionics), Command, Dodge, Mentalist, Two Fisted
Powers: (20 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear

Gear: Light Pulsers (Range 12/24/48 Damage 2d6, RoF 4, AP 4, Auto)

Special Abilities:
• 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. 

"Kree!"