Three Other Handlers

You should go back and read the original post for context if you haven't seen it yet.

Krule Corso, & Ripper.

Krule made it BIG TIME selling the military blueprints he obtained from the humans to his native Thetians. Now he runs a huge mercenary syndicate with his Hound, Ripper. Ripper is the second largest of the Hounds, well over the size of a wolf. And, of course, he kept a spare copy.

Ripper's modifications and size make him a fearsome opponent. His Blink Drive allows him to teleport 10ft at will, which always proves useful in combat. His Emotional Scanner allows him to read his opponents for their emotional states, something it uses frequently in combat.

- Emotional scanner: can read emotions. Some say it's linked to Krule's headset. Some say he's really good at reading emotion. Either way, he can read emotion too.

Krule Corso

HD 1 AC Chain Move 30ft Attacks Laser pistol

Wolfwhistle. Krule can change Ripper's protocol for the next turn with an action on his turn. Each Ripper 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 you advantage on subsequent saves. Range: 60ft.

Thetur-Enhanced Brain. Krule 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.

Krule's Tactics. Krule is aware that he's fragile, and aware that Ripper can choose targets by himself. Unless he really needs Ripper to attack someone who he's ignoring, Krule will generally hide and let Ripper handle enemies, taking potshots with his laser pistol when he has the opportunity.

Krule's kind of cowardly. If he's in a disadvantageous position, his fear readouts will quickly switch Ripper into Screening protocol, even if Krule doesn't want him to do that.

Ripper

HD 7 AC Plate Move 30ft Attacks d10

Ripper Protocol. Ripper has a few distinct protocol sets, that determine what he does on his turn.

  • Rip. Attack one target, Tear on a hit. Called Shot to the throat if possible. Blink to get in range if necessary. Prioritize low-fear targets. WSM: -1
  • Tear. Attack one target, Tear on a hit. Blink to get in range if necessary. Prioritize high-fear targets. WSM: -1
  • Screening. Cover Handler if opponents are attacking. Maintain 20ft safety perimeter around handler through threatening behavior and an Attack if necessary. Blink to dodge attacks. WSM: -3
  • Cover. Cover.  Attack and use Blink to escape opportunity attacks if opponent within 20ft of range. WSM: disadvantage.
Blink Drive. Ripper can activate its blink drive once as a free action on its turn, or once as a reaction per round. How he does this is determined by his protocol.

Tear. save strength/fortitude or lose a limb.

Emotional Scanner. Ripper can see peoples' emotional readouts. He's only programmed to respond to fear levels.
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Kotir Corso, & Ferret

Kotir Corso is Krule's right-hand man and main contractor. He does tons of assassination jobs on Thetis, especially in their urban capital, where Krule's influence is greatest. He's sadistic and clever, almost never out of control emotionally, giving him tight control over Ferret's protocol.

Ferret is by far the smallest of the Hounds; it's the size of a large dog with the body structure of a cybernetic ferret. It's Sling Neck can extend 15ft like a yo-yo, and its forefeet have long retractable claws on it which it can use to attack. 

Kotir Corso

HD 3 AC +1 Leather Move 35ft Attacks The Needle or two knife attacks 

Wolfwhistle. Kotir can change Ferret's protocol for the next turn with an action on his turn. Each Ferret 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 you advantage on subsequent saves. Range: 60ft.

Thetur-Enhanced Brain. Kotir 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.

The Needle. Kotir's signature sidearm is a laser pistol. It takes a turn to charge up and then holds a constant beam for a turn, letting him swipe it across a room to hit multiple enemies. Use the damage for a laser pistol in your game, and allow a dexterity-equivalent save.

Assassin. Kotir Corso is extremely talented in combat. His Thetur-Enhanced Brain also lets him do an additional combat-related action per turn (besides extra movement or attacks).

Ferret

HD 4 AC Plate Move 45ft Attacks d8, d6/d6

    Ferret Protocol. Ferret has a few distinct protocol sets, that determine what it does on its turn. In addition, itsprotocols are separated into two distinct Suites; Self & Handler.

    • Self: Execute actions behind or close to cover. Start and end your turns behind cover if possible. Personal safety top priority.
    • Handler: handler's safety is top priority.
    Self Protocol
    • Isolate. Use Sling Neck and minimal movement from cover. Attack target, grapple on hit. Retract neck to bring close to you, move behind cover. Next turn, claw attacks. WSM: -1
    • Skirmish. Use Sling Neck and minimal movement from cover. Attack two targets within Sling Neck range. WSM: -1
    • Scramble. Move to new safe place. Use Sling neck to reel into a safe location, or to do one Attack. WSM: -3
    Handler Protocol
    • Deter. Use Sling neck to attack, grapple, and reel into target with aggressive posture towards Handler. If you used full movement, one claw attack; otherwise, two claw attacks. WSM: -1
    • Cover. Cover Handler. Use Sling neck to launch attack on enemy closing in, or to attempt to block a projectile. WSM: disadvantage
    Sling Neck. Ferret's Sling neck has 15ft range. How it uses it depends on its protocol.

    Saw Claws. Each claw attack does d6 damage. They can only be used in specific protocol situations; Ferret's default attack is always a bite with the Sling neck.
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    Caleb Corso, & Lupa

    Caleb Corso is the only human Handler. He was the inside man in the ICIA (Intergalactic Central Intelligence Agency) who located and the blueprints for their mercenary group and brought them to Krule. Krule tried to terminate him as a loose end, but he escaped when Lupa carried him to safety (though he lost an arm and a two legs in the process). He wants desperately to kill Krule, though he has no active plans to do so.

    Lupa is the largest of the Hounds, the size of a bear. She has three pups that she can deploy from her underbelly. Caleb keeps a fourth one, Ace, in an inside pouch of his trenchcoat. Caleb can reconstruct a Pup during a long rest with the appropriate tools, electronics, and scrap metal. For this reason, the pups are somewhat expendable-- much more expendable than either him or Lupa.

    Caleb

    HD 3 AC Chain Move 35ft Attacks Pistol, Cybernetic Fist

    Wolfwhistle. Caleb can change Lupa's protocol for the next turn with an action on his turn. Each Lupa 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 you advantage on subsequent saves. Range: 60ft.

    Thetur-Enhanced Brain. Caleb 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.

    Ace. Ace doesn't respond to Caleb's whistle by default. Caleb can issue a voice command (much like a protocol change) that activates Ace. He can do this as a reaction, and Ace will leap out of his pocket and attack a target within 10ft before following Pup protocol.

    Caleb's Tactics. Caleb will sic Lupa on targets near the flanks of an enemy group, so that Caleb can run along Lupa's larger side and gain the benefits of cover. He'll activate Hail Lupa in dire situations, and Cover in the beginning of a fight if the odds are against him. 

    Lupa

    HD 8 AC Plate Move 25ft Attacks d12

      Lupa Protocol. Lupa has a few distinct protocol sets, that determine what she does on her turn. In addition, some of her protocols are separated into two distinct Suites; Solo & Mama.

      • Solo: Lupa's protocol has no effect on the Pups' actions.
      • Mama: Lupa's protocol effects the Pups' actions. Always Cover any number of pups/Handlers on their movement. Corresponding Pup protocol is in parentheses.

      Solo Protocol:
      • Murder. Choose one target. Attack, Grapple on hit. Crush next turn. WSM: -1
      • Deploy X. Deploy X Pups. They take their turn after Lupa. WSM: no threat
      • Cover. Cover Handler. Attack on own turn if you can return to Handler at the end of it. WSM: -3
      Mama Protocol:
      • Pin (Swarm). Choose one target. Attack, Grapple on hit. Keep immobilized if possible. WSM: -1
      • Leash (Return). Mama moves within range to pick up a designate Returning Pup, and to keep herself within as close to 25ft of as many pups as possible. WSM: -1
      • Dote (Cry). Mama moves towards a Pup that is in trouble and Attacks its assailant, Tearing on a hit. WSM: -1
      • Hail Lupa (Hail Lupa). Mama picks up Handler and runs away.  WSM: disadvantage
      Tear. save strength/fortitude or lose a limb.

      Pups
      HD 1 AC Plate Move 25 ft Attacks d4

      Pup Protocol. Pups have a few distinct protocol sets, that determine what they do on their turn. Each of their protocol options except Default matches one protocol option of Lupa's (in parentheses).
      • Default: Choose distinct targets. Attack, grapple on a hit. 
      • Swarm (Pin). Choose one target. Attack. WSM: -1
      • Return (Leash). X Pups return to Mama. The remainder must end their turn within 25ft of her. WSM: -1
      • Cry (Dote). Mode can be entered on an individual pup-by-pup basis. Pup signals distress to Mama before reverting to previous mode at end of turn.
      • Hail Lupa. Pups choose targets, prioritizing weakness then distinctness (meaning they'll gang up for a kill over choosing individual targets if it comes to that).
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      I tried to look up a picture for cybernetic Bear & cybernetic Ferret, but one was just bears with metal armor and the other was furry art so I took that as a "stay away" sign.

      Up next: a GLoG class for the Handler!

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