Luirthmaurgo Puppeteers
No. Enc.: 1d6
Alignment: Neutral (Inimical tendencies)
Movement: 120’ (40’)
Armor Class: 8
Hit Dice: 4
Attacks: 2
Damage: by weapon(1d8 nano tube strings)
Morale: 7
This strange off shoot of humanity is one of the least understood groups to come out of the colony worlds. They can be seen hanging out in many space ports, star lounges, & children's birthday parties. They pass for normal humans except for series of concentric rings growing upon their seven fingers. Each finger is home to a series of micro dermal factories that produce some 200 foot long nano tube threads.
Each of these threads is actually the Puppeteer's nervous system. These threads are razor sharp & capable of damaging most anything that they come in contact with. However once they connect with the flesh of another, the Puppeteer may take over the mind & body of a target. A saving throw vs poison or mind control will allow one to resist this effort.
It is known that the act gives the creatures a perverse sense of pleasure. The humanoids are often found at the head of spy rings. Yet they themselves often have no idea who or what they work for. They feel compelled to act & manipulate others.
They make excellent hirelings & mercs when one can put aside the natural prejudice that people often feel towards them.
No. Enc.: 1d6
Alignment: Neutral (Inimical tendencies)
Movement: 120’ (40’)
Armor Class: 8
Hit Dice: 4
Attacks: 2
Damage: by weapon(1d8 nano tube strings)
Morale: 7
This strange off shoot of humanity is one of the least understood groups to come out of the colony worlds. They can be seen hanging out in many space ports, star lounges, & children's birthday parties. They pass for normal humans except for series of concentric rings growing upon their seven fingers. Each finger is home to a series of micro dermal factories that produce some 200 foot long nano tube threads.
Each of these threads is actually the Puppeteer's nervous system. These threads are razor sharp & capable of damaging most anything that they come in contact with. However once they connect with the flesh of another, the Puppeteer may take over the mind & body of a target. A saving throw vs poison or mind control will allow one to resist this effort.
It is known that the act gives the creatures a perverse sense of pleasure. The humanoids are often found at the head of spy rings. Yet they themselves often have no idea who or what they work for. They feel compelled to act & manipulate others.
They make excellent hirelings & mercs when one can put aside the natural prejudice that people often feel towards them.
Clever. Do the puppeteer's strings have to stay attached, or is control retained even if they withdraw?
ReplyDeleteControl is retained of they withdraw but the person is allowed a saving throw every 20 turns or so.
ReplyDelete