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
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.