“The Perfected”

Threat

FULFREMMEN “THE PERFECTED”

A hyper-intelligent form of xenobiological life, the Fulfremmen are the ultimate secret of the 26 Draconis Strain—it doesn’t just turn people into Abominations—it evolves anyone who survives those stages into higher beings. The Fulfremmen have an affinity for the black goo, manipulating its coding to meld flesh and steel into biomechanical monstrosities like the Living

.

A forbidden evolutionary variation accidentally unlocked by the Cronus crew on LV-1113, the Fulfremmen seek revenge against the beings who engineered humanity. Unable to reproduce without hosts and the Living Hive, the Fulfremmen have no gender. They intend to multiply themselves through human and Engineer hosts and spread Proto-Hive spores across the middle heavens.

HYPERBLIND: The Perfected are unable to detect living things in cryosleep.

“THE PERFECTED”

SPEED: 3

HEALTH: 12

SKILLS:

: 9, 12

ARMOR RATING: 12 (5 against fire damage)

FLUIDITY OF MOTION: The Fulfremmen move with a measured grace that allows them to leap twice the distance of a human being without any negative side effects.

“THE PERFECTED” ATTACKS

D6

ATTACK

1

MESMERIZE: The Perfected stares down its victim in SHORT range with its pitch-black eyes. The victim must make a Wits roll (the attribute only, no skill) or be lost in the depths of those soulless voids, entranced and immobilized. If the roll fails, the victim loses their next fast and slow action. In addition, STRESS LEVEL increases by +1 for the victim and all friendly PCs in SHORT range. If uninterrupted, the Perfected will attempt a Fatal Kiss attack (below) on its next action.

2

TURN: The Perfected locks eyes with the nearest victim. Through a combination of mental prowess and pheromones, it can hypnotize a single victim into attacking their own kind. The victim must succeed at a straight Empathy test (no skill) or be compelled to defend the Fulfremmen who hypnotized them. The hypnotism lasts until the victim succeeds at an Empathy test, made at the start of each Round, or suffers damage, which breaks the link.

3

PSIONIC BLAST: This mental surge reverberates through the victim’s skull, automatically causing critical injury #16 and ears, eyes and nose to bleed. The attack is made with ten Base Dice, Damage 2.

4

SLASH AND GRAB: Using six Base Dice, Damage 1, the Perfected attempts to rake its nails across its victim’s torso. Unless the victim is able to contain the bleeding, the Perfected will be able to track the victim through the scent of their blood.

5

PSIONIC SUMMONING: A psionic whistling rings in the ears of everyone present, calling two

to the Perfected’s defense. They reach the zone the following Round, then draw initiative and can act.

6

FATAL KISS: Make an opposed roll with ten Base Dice against the target’s

skill (does not count as an action for the victim).

  • If the Perfected is successful, it embraces the victim, leaning in for a kiss. Immediately roll for another attack with ten Base Dice (does not count as an action). One or more means the Perfected locks lips with the victim, lashing its barbed tongue into their mouth. The victim is immediately Broken by this and automatically suffers critical injury #46.
  • If the victim wins, they fend off the kiss, but must still make an immediate Panic Roll.