Xenoglade

sapient bioweapon

Headcount

1

Vitals

com
d12
mov
d10
rea
d4
wil
d12
cha
d4
hea
32
grt
16
DR
3
(exoskeleton plus acidic blood, see below)

Habits

  • Crawling through a vent, making soft skittering sounds
  • Bashing its head into a metal door, trying to sink its fangs into a hiding cat-like beast
  • Uncurling from the pipes above the bulkhead, right behind you…

Dogma

  • Reproduction Filled Pip Filled Pip Filled Pip Filled Pip Filled Pip Filled Pip

Attacks

  • Bite, 2d12 damage.
  • Claws, d8 damage.
  • Each round, A xenoglade can attack with both its bite and claws

Powers

  • Acidic blood (passive) – Every melee attack against a xeno causes the attacker 2d4 damage plus burn 2.
  • Backstab CRB110
  • Melting spit (standard) – A xeno can burn 6 GRT to destroy an attacker’s weapon (not simply knock it away).
  • Slay CRB111
  • Vanish CRB101

Gear

  • Xenoglades have no gear, and their corpses are both dangerous and worthless. Theoretically, however, you could very carefully drain the acidic blood from a skull, bleach it to preserve it (otherwise, the chitin degrades into a noxious purple-gray mold), and sell it to a curio collector on-Spin for at least 4d30 gl.

Story notes

Xenos exist only to devour and reproduce. They cannot be reasoned with. A xeno will not kill an opponent reduced to 0 HEA but use their body to incubate a single larva.


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