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Soul Wyrms
Char  Total  Base  Cost  Roll  Notes 
STR 1 10 -9 9-   HTH Damage 0d6 END [1]
DEX 8 10 -4 11-  
CON 1 10 -9 9-  
INT 8 10 -2 11-   PER Roll 11-
EGO 15 10 5 12-  
PRE 5 10 -5 10-   PRE Attack: 1d6
           
OCV 3 3 0
DCV 11 3 0
OMCV 3 3 0
DMCV 3 3 0
SPD 2 2.0 0 Phases: 6, 12
           
PD 2 2 0 2 PD (0 rPD)
ED 2 2 0 2 ED (0 rED)
REC 4 4 0
END 5 20 -3
BODY 3 10 -7
STUN 10 20 -5
           
Running 7m 12 -5
Swimming 4m 4 0
Leaping 4m 4 0 -44 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
20 Physical Complication: Minuscule (12.5 cm, +24m Knockback; 6.4 cm Reach) (Frequently; Greatly Impairing)
10 Negative Reputation: Extremely Dangerous "Infestation", Frequently (Extreme; Known Only To A Small Group)
25 Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish)
55 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 55 0 125

Soul Wyrms

Soul Wyrms
6 +3 with Grab
5 +5 with Puppetry
40 Hive Mind :  Mind Link , Alien class of minds, Quilopthic Minds, No LOS Needed, Number of Minds (x8), Psychic Bond 0
40 Miniscule :  +8 DCV
16 Miniscule :  +8 with Stealth
30 Puppetry :  Mind Control 11d6 (Human and Animal classes of minds), Telepathic (+1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2) (135 Active Points); Only vs Grabbed Target (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), No Range (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 0
11 Replication :  Duplication (creates 125-point form), Inherent (+1/4), Uncontrolled (+1/2) (44 Active Points); Extra Time (1 Day, Only to Activate, -2), Only Usable While Riding A Host (-1), Cannot Recombine (-0) 0
15 Symbiotic Cling :  Clinging (15 STR) 0
3 Concealment 11-
3 Stealth 11-
169 Total Powers Cost

Soul Wyrms
APPEARANCE
Height:   0' 5" Hair:  NA
Weight:  1 lbs Eyes:  NA
Soul Wyrms are small tentacular, almost sperm-like squiggles of translucent flesh, roughly 12 to 14 centimeters long. They propel themselves by squirming around, and can spring snake like upon an unsuspecting host.
BACKGROUND
PERSONALITY
Soul Wyrms are an extradimensional lifeform extruded from an outer realm in which ancient tentactular horrors dwell. Though not physically dangerous their ability to seize control of a host organism and then use that host's body and mind, and to rapidly self replicate makes them greatly feared and ensures they are taken seriously as a threat.

A Soul Wyrm must physically grab it's victim near it's spine in order to control them, typically between the shoulder blades or the back of the neck on a human.

It is unknown what these creatures ultimate purpose is, though they clearly act in such a way as to increase their own number and sphere of control above any and all else.

All known infestations have thus far been contained...but unfortunately not always by the most elegent of means. The various UN member nation governments of the world have a "by any means necessary" policy in effect when it comes to these dangerous outer-realm threats after a few close calls in America, Russia, and China over the last six decades. Fortunately Soul Wyrm infestations are very rare, to the point that randomness seems unlikely.

Section M has a full-time analyst assigned to working the known cases, keeping a lookout for new outbreaks, and trying to discover a common link between the infestations. Granted, its a dead end position career wise, held by a pariah agent with no political capital within the Agency, but its a significant investment of resources for the understaffed Section M department nevertheless.
QUOTE
Soul Wyrms communicate via their mounts, and typically try to pass as normal people. The appear to speak amongst themselves Telepathically.
TACTICS AND COMBAT NOTES
Soul Wyrms will not engage in violence unless it is to defend their brood. They do nothing that will call attention to themselves. Rather they endevor to use the bodies, skills and minds of those they have taken over to control other hosts so they too can be infected.
CAMPAIGN USE
Once hosts are infected, Hunters can be very conflicted over the need to stop the epidemic-like spread of Soul Wyrms, but the helplessnes of the human victims being puppeteered by them. Not to mention the fear of being controlled themselves...or that their allies have become controlled....

Soul Wyrms

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 1d6 +/- modifiers
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, abort
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
0 Total Cost of Fighting Skills

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