Wild Card
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Healing d6, Intimidation d10, Notice d10, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 10(2)
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d8, Vigor d8
Skills: Fighting d6, Healing d6, Intimidation d10, Notice d10, Persuasion d6, Psionics d12, Streetwise d6, Throwing d6
Charisma: -4, Pace: 6; Parry: 7; Toughness: 10(2)
Hindrances: Major Habit(Eating the Brains of Sentients), Wanted (Cerebophage)
Edges: Arcane Background(Psionics), Command, Jack of all Trades, Mentalist
Powers: (40
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.
"Seize them."
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