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Sequids

Sequids (stats for typical member of race)

F) Pr4
A) Gd10
S) Ty6
E) Gd10
R) Fe2/In40
I) Ty6/In40
P) Fe2/Am50

Health: 30 Karma: 10/130
Resources: Pr Pop: 0

Known Powers:
Gestalt Mind: Mn, The Sequids can form a large group mind of vast intellectual ability; however, to do so, they must have at least one host body of human-level intelligence. Without the host body, the entire race is little more than highly trainable animals.
-The Martians' shape-shifting physiology makes them immune to Sequids taking them over.
-Host bodies become little more than extensions of the will of the Sequids, with no control over their thoughts or actions. Hosts must make an Am Psyche FEAT to resist, against each Sequid that attempts to latch on.
Fangs: Able to pierce Ex Body Armor and do Fe damage. The Sequids must successfully latch on with their fangs to take over a host. The damage heals normally while the Sequid remains attached.

Equipment:
Assorted weapons, ships, and technology with up to Am ability.

Talents: Leadership, Engineering, Sciences, other assorted skills that have been learned over the years as slaves of the Martians, or remembered by the group mind over the years.

Contacts: None