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)
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."
"KREE."
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