• Broadband Audio – hearing is twice as sensitive and can register super and subsonic ranges. range: hearing, 360°.
• Long Range – doubles all sensor ranges.
• Nightvision – used to see in very low light conditions, though not in complete darkness. Vision is green and white, not color. range: sight.
• Scan – Gathers vital statistics on living things, including wheth- er or not something is alive or dead, its age, its gender, its level of health, and whether or not it is diseased. range: 100 yards. • Sonar – only usable underwater; bounces sound waves to paint a picture of all objects within range, including terrain features. range: 1 mile, 360°.
• Thermal – registers heat signatures. range: 100 yards. • X-Ray – uses x-rays to see through most materials, register- ing dense substances, including metals and bones. range: 50 yards.
combat
• Tagers use their Fighting skill instead of their Armed Fighting skill when wielding their natural non-projectile weaponry, such as blades or claws as these weapons are an extension of their body.
• Tagers regenerate Vitality, even in their natural mortal form. the number listed first represents the amount of Vitality they regenerate every hour in their natural form and the second num- ber listed is the amount of Vitality they regenerate each turn in their shifted form.
• Each Tager has what is called a Limit Weapon which is very powerful. limit weapons can only be used once every 24 hours to activate the attack the tager must first succeed at a hard te- nacity Feat test. using a limit weapon requires all of a tager’s actions for the turn and can be the only action that turn. • The hands of a shifted Tager are too large to use convention- al weaponry. however, the eldrith society has modified some types of weapons, including assault rifles and man-portable an- ti-mech weaponry, with larger grips, triggers, and trigger guards for tager use. the availability of these special weapons is up to your storyguide.
• Tagers have a Fear Factor, which represents the Difficulty for Fear tests for mortals who observe their monstrous forms.
gear
since most of the characters in cthulhutech are middle-class, feel free to give them whatever normal kinds of possessions might apply. assume they all have PcPu’s (peeks) – portable computers with wireless access that are also phones and debit/ credit cards. if you want to give them firearms, several are out- lined in the head case adventure.
DaDelka
dadelka is just plain single-minded and dangerous. he revels in opportunities to bring his own unique style of pain to others. For him the boundary between good-guy and bad-guy is very blurred. For someone who lives day-to-day just to get radical, it’s certainly fortunate that he has developed an intense loyalty to the society, meaning that he does what it takes to protect their secrets. he’ll play it cool if he has to, but boiling endlessly underneath the surface is that vicious predator just waiting to strike out.
DaDelka’s syMbionT: nighTMare
looking down at you with its mass of uneven eyes, the night- mare bristles like the machine of death that it is. if your feet weren’t frozen in place, you’d run anywhere to get away from it. it has a dozen ways to kill you, but it can’t seem to decide how… the nightmare lives its name. uncommon and enormous, it stands more than a head taller than most other tagers and strikes commensurately more fear. despite its bulk, it is just as fast as other tagers, though it hits much harder. while it’s as heavily armored as the Phantom, what makes a nightmare more deadly is its accelerated rate of regeneration. it might heal from almost dead to deadly in less than five minutes.combined with its significant strength, the claws of a nightmare make it lethal up close. but it is best known for its deadly shoul- der Pods. these Pods ejaculate crimson force balls at targets within a 180° arc of the tager’s front, punching into them like the rounds of a large machinegun. they track and fire together like the eyes of some horrible beast and together they manifest the terrible Mystic blast. the Pods condense energy into three triangular floating gravity points, finally firing a trigger blast through the center and releasing all the energy at once. it cuts an eight-foot tall, five-foot wide swathe of destruction in a straight line for 400 yards, happily punching through walls and other solid objects.
the nightmare is a dangerous and bloodthirsty symbiont. those who are bound with one develop a certain menace and preda- tory ease, combined with a cold temper and murderous streak.
size: Medium (8 to 9 ft. tall) Weapons:
Talons (+2) – these vicious claws tip the tager’s fingers. Shoulder Pods – range 25/60/170, damage +3, shots 1, infinite rounds
Tentacle Sheathe (+1) – this tentacle sheath may be used to entangle foes.
limit Weapon:
Mystic Blast – range 30/75/200, damage +6; this blast is a five-foot wide swathe of eldritch destruction. it damages any- thing in its path, in a straight line. this attack does hybrid damage. this uses all actions and can be the tager’s only ac- tion that turn.