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Thul (Gen 1)

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Thul

Aliases: #REDIRECT [[Thul (Gen 1)]]

[[Category:Alias]]

[[Thul]]

Aspects
High Concept: Nearly mindless sea-monkeys that consume and convert enemies.
Trouble: We think like a pathogenic swarm.
Aspects:
  • Mindless: These creatures are not intelligent as individuals, so the only mental stress they can take happens when they can not pursue The Purpose (HC). Unless guided by an external intelligence, their strategies are those of swarming insects, not intelligent agents. Thuls have an embedded AR interface that provides meaningful but simple direction.
  • Hunger: Thuls need to feed. About ¾ of Gen 2 Thuls use the Consume stunt to convert enemies into nutient pools for the Host.
  • Multiply: About ¼ of Gen 1 Thuls use the Convert stunt to make take over human brains with Thul parasites. The zombified humans obey phermonal instructions from the host and can infect other humans.
  • Puppets: The Implanted AR Interface (Full Sensorium) installed in Thuls allow them to be directed and controlled by a sufficiently trained AI to control some of them. People with Laces or full AR/VR systems can be tied into a control module that can handle command of 2[sup]Total Clever[/sup] Thuls.
Fate Points
Refresh: 2 Current Total 2
Approaches
Careful Clever Flashy Forceful Quick Sneaky
-2 -2 +2 +5 +5 +4
Sophant Characteristics
  • Thul: Antipersonelle clone drones designed to assault extraterrestrial habitats.
Stunts
  • Consume: +2 to Quickly infect a human with Thulzymes (biohazard attack). Full environmental containment and biohazard suits prevent the persistent damage - as long as containment remains perfect. Thulzyme viruses force human muscle cells to produce digestive enzymes, apoptosis triggering proteins, and masses of new Thulzyme viruses. A hit causes the target to start to digest itself into a glistening skeleton containing internal organs and interwoven with a filamentous nervous system - all resting in an oozing pool of viscous goo. Oh, and don't touch the goo. That's a fresh attack as long as it's in contact with you. The viral assault does +4 Persistent Damage with a +1 Wounding Factor. Clearing the infection occurs when the target successfully takes no damage from the persistent attack (+5 defense or more). Treatment with anti-viral medications can provide an advantage on this roll. The target can take damage as mental or physical stress (1L). Consequences should reflect muscles having melted off the body. Regenerative medicine or a healing factor is required to treat these wounds. (Stunt 1R, +1WF 2R, +4PD 8R, Any Stress 1L = 11R/1L = 10R. Choose either this or Convert.)
  • Convert: +2 to Quickly infect a human with Thul parasites (biohazard attack). Full environmental containment and biohazard suits prevent the persistent damage - as long as containment remains perfect. Thul parasites invade neurons, forcing the human to obey the phermonal directives of the Thul Host with a +5 Persistent Damage attack. The person is susceptible to Thul parasite control until all the damage is healed. Stopping the spread of the Thul parasites occurs when the target successfully takes no damage from the persistent attack (+5 defense or more). Treatment with anti-parasite medications can provide an advantage on this roll. Damage can be taken as mental or physical stress. Consequences are simply, "Obey The Host". (Stunt 1R, +5PD 10R/1L = 10R. Choose either this or Consume.)
  • Traumatic Insemination:[1] +2 to Forcefully penetrate self contained environments by stabbing through weak points with ultrasharp fingernails and toenails. Instead of causing stress, a] successful attack removes DR vs environmental threats such as biohazards, toxins, and vacuum.
Magic: Spells and Powers
Augmentation: Genetic and Cybernetic
Damage Resistance and Healing
Teams:
Stuff
  • Implanted AR Interface (Full Sensorium) (6R/3L): +3 to [Approach] actions in VR and AR gestalts. This bonus applies to Attack, Defend, Overcome, and Create an Aspect rolls. All nerves sending signals into the brain are wrapped in induction coils that allow for a full sensory overlay. These interfaces are shielded against ambient interference, but can be disrupted or hacked. This is a very complex and expensive procedure with significant costs.
  • Magnetic Disruption: Vulnerable to strong (1T+) magnetic fields that disrupt or damage the interface. +1MS and +2PS from strong magnetic fields (treated as attacks).
Stress: Mental Max 0 Stress: Physical Max 5
1 2 3 4 5
Consequences (Max 6)
2:
4:
6:

Appearance

Quarter-sized humanoids with sloping criminal foreheads, small cranial cavities, and a heavy brow. Disproportionately large arms sized for modern weapons make knuckle walking easy.

Backstory


References

  1. Look it up if you're brave.

Personal Events

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Data for Category:Characters stored in Special:CargoTables/CHARACTER with the Form:Character Sheet and Template:Character Sheet