Chiron Corso, Thetur Spheres & the Hound
Handler Chiron, Handler Kane, Pouncer & Skulker
Chiron Corso is a rather tall, well-dressed Thetian with their classic unsettling orc-like front teeth and otherwise fairly human appearance. He wears shades to hide his eyes, the irises of which look like rolling cylindrical clouds of red electricity. In each of his temples are a small metal implant which taps into his frontal lobes to get probabilistic complete-readings of the entire brain's activity, and which emit a high-pitched whistle depending on Chiron's mood and intentional states. Over the course of a long rest and wielding his electric screwdriver and his trusty Futuretech PC, Chiron can write new code for the whistling outputs which correspond to his intentional/emotional inputs. These whistling commands correspond to outputs in Hound behavior. Any inputs he does have written he can swap between using audio commands Chiron is prone to fits of maniac homicidal anger, in which the whistling can become unbearable and the Hound extremely aggressive.
At his side is the Hound, a 500-pound cybernetic dog with hydraulic piston legs. Its jaws are pneumatic and close exceptionally hard. It can make enormous leaps and fuck. you. up. if it gets its teeth into you. Chiron constructed him and powered him with a Thetur Sphere (more on those later...). The Thetur Sphere also powers Chiron's neural headset. Chiron calls his hound Pouncer.
Chiron is one of the miniscule-and-dwindling Handlers on the planet. Handlers came about when military contractors constructed hounds that would home onto and kill creatures which made whistling-pitch noises. This was used in a colonization effort of Thetis, the homeworld of the Thetian people, whose main language consisted of whistling in that audio range.
The Handlers were a mercenary group which stole those military blueprints and wrote new code for it, allowing them to issue a variety of commands using whistling outputs relayed through their WolfWhistle (the neural headset with speakers in their forehead). Hounds and WolfWhistles are powered by Thetur orbs, powerful sources of electric energy that also attract and capture lightning while conducting. All the handlers took the last name Corso, in honor of the Roman war dog. The Thetur orb's connection to the Handler also gives them enhanced senses.
Each handler has a mod or two for their Hound or their Hound. Chiron's is a Handler's Failsafe, which implants a speaker in the hound and turns it on when connection to the neural headset is disabled, allowing the Hound to continue to act independent of its Handler. Chiron's protocol is kill (except don't kill him) and administer aid using a hypodermic needle filled with new-aged enhanced sci-fi-universe medicine.
Chiron's biggest problem right now is that he's being hunted down by fellow Thetian Handler Kane Corso. His hound, Skulker, is slightly larger than Chiron's, with different programming and mods. Skulker comes equipped with an Skulk Cloak, which mostly hides him from traditional sight and silences the area around him in any pitch lower than the whistling range. It also has a Scenter, which can track scents. Skulker has Chiron's scent, and Kane hopes to hunt Chiron down for a bounty.
Thetur Orbs
Thetur orbs are the most valuable product of Thetis. Connecting to one digitally enhances the human brain so much so that the person generally wastes away from the calorie expenditure. Vials of Thetur Fuel are handed out and basically function like super-scifi-Aderol, creating incredible mental clarity and acuity. They also expend huge amounts of calories.
Handler Chiron
HD 2 AC +1 Leather Move 30ft Attacks Shotgun or AR
Wolfwhistle. Chiron can change Pouncer's protocol for the next turn with an action on his turn. Each Pouncer Protocol corresponds to a different Whistle Save Modifier. Every turn the Wolfwhistle is active, players have to save constitution or will or whatever or lose their action. Succeeding the save grants advantage on subsequent saves. Range: 60ft.
Thetur-Enhanced Brain. Chiron gets an additional action to use for mental activity every turn, and has advantages on all checks to use his senses. He must consume twice as much food and drink every day, and can breathe half as long underwater, and takes twice as much damage in the vacuum of space.
Pouncer
HD 5 AC Plate Move 50ft Attacks d10
Pouncer Protocol. Pouncer has a few distinct protocol sets, that determine what she does on her turn.
- Subdue. Pounce, Bite Attack, Grapple on hit. Keep target ineffectual. Target designated by Handler. WSM: advantage
- Slaughter. Pounce, Bite Attack, Tear on hit. Kill as fast as possible. Target smallest first unless override given, then target largest. WSM: -1.
- Protect. Cover Handler, Subdue if target too close, make sure to be able to Cover by end of turn (range-wise). WSM: -4
- Avenger. Slaughter, but administer aid at 2 failed Death saving throws. This brings Handler back to life at 1 HD. WSM: Disadvantage
Handler Kane
HD 2 AC +1 Leather Move 30ft Attacks AR or DMR/marksman's rifle thing
Wolfwhistle. Kane can change Skulker's protocol for the next turn with an action on his turn. Each Skulker Protocol corresponds to a different Whistle Save Modifier. Every turn the Wolfwhistle is active, players have to save constitution or will or whatever or lose their action. Succeeding the save gives advantage on subsequent saves. Range: 120ft.
Thetur-Enhanced Brain. Kane gets an additional action to use for mental activity every turn, and has advantages on all checks to use his senses. He must consume twice as much food and drink every day, and can breathe half as long underwater, and takes twice as much damage in the vacuum of space.
Skulker
Skulker Protocol. Skulker has a few distinct protocol sets, that determine what he does on his turn.
- Skulk. Veil, await future commands. WSM: no threat.
- Ambush. Can only be commanded while Skulker is skulking. Pounce on a target chosen by Handler, Bite attack, Tear on a hit. WSM: -3
- Bargainer's Chip. Can only be commanded while Skulker is skulking. Pounce on a target, Grapple for head grab, which will pretty much instakill any bare head it chomps down on. WSM: no threat.
- Shift. Ambush, then Skulk. Repeat on future commands. WSM: -3.
- Suppress. Move to make the least people possible able to hear. Make an attack if in range. WSM: -1
- Cover. Cover. WSM: disadvantage.
Cover. provide half cover if Handler is standing, 3/4 if handler is crawling. Upgrade cover by 1 if Skulker has moved the same distance Handler has moved.
cool art I found online teehee
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