Sunday, 16 February 2014

Bathalian Exarch

Sinister Mind Master
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d10
Skills: Fighting d8, Healing d6, Intimidation d10, Knowledge (Battle)d10, Notice d10, Persuasion d6, Psionics d10, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 8; Toughness: 11(2)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Command, Command Presence, Fervour, Jack of all Trades, Tactician.
Powers: (30 Power Points) Burst(Telepathic Noise, Causes Fatigue rather than Wounds), Disguise(Editing peoples perceptions), Drain Power Points(Eating peoples minds), Fear, Puppet

Special Abilities:
• Armour +2: Armoured Scales.
• Tentacles: Str+d6+2, Bonus Die on a raise is a d8, AP3 on a raise, Never counts as unarmed.
• Telepathic: Bathalians can communicate with any sentient being. They cannot read minds,but can understand mental thoughts intended as response to the mind-flayer. The Bathalian must be able to see their intended partner in conversation, and be the first to initiate mental rapport for telepathy to work.
• Aquatic: Bathalians cannot drown, move at their full pace underwater, and begin with a d6 Swimming.
• Dehydration : Bathalians 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.
• Hated and Feared : Bathalian cerebophagy will not soon be forgotten, and hatred of the cattle runs deep. Guilty by diet, it is difficult for Bathalians to overcome such prejudice. -4 Charisma.
 • Size +2: Increases Toughness by +2.  

"By My Command."