Mister E Missive #7: The Silicons



Howdy.  Last Missive we generated a mission and put flesh on the bones.  We decided that Major Terry Wayne now serves some sort of intelligent creatures that he and his archaeologist girlfriend, Dr. Nancy Kain, accidentally discovered on an archeological dig on a remote island in the Caribbean.

So what is the creature(s) they disturbed?

The basic creature stats from Agents of Oblivion are as follows:

Attributes: Agility d6; Smarts d6; Spirit d6; Strength d6; Vigor d6

Skills: Fighting d6, Intimidation d6, Investigation d6, Knowledge (Paranormal)

d6, Notice d6, Shooting d6

Charisma: 0;  Pace: 6;  Parry: 5;  Toughness: 5

Monstrous Abilities: (Determine two randomly)

Monstrous Edges: (Determine two randomly)

Dark Gifts: (Determine one from Minor Taint Table)

So our first task is to determine what the creature is like by generating its Basic Form.  I rolled a 5.  Silicon based life form.  Hmm, very different, and obviously alien.  This means our creature gains Armor +4, Pace is halved, but it can burrow through rock, and its Vigor increases to d10.

I decided to follow the advice found in the generation section of Agents of Oblivion, and generate a Plot Type to better understand this new race of beings.  I generate Descension.  Wow. Umm…okay.  These guys are out to destroy the human race, take over the planet and its resources?  Why not?  I decide that these creatures want to gain humans to serve them so they can learn more about the human race and decide on how to bring about their dastardly plans.

Now to generate the Monstrous Abilities.  I rolled an 83: Stretchy.  These creatures can squeeze through spaces ¼ of size at ½ Pace.  Hmm…making me do math is never a good idea.  So it move 1.5 inches when squeezing through tight spaces and not burrowing.  As Director, I decide to make it a full 2 inches of movement, just to be easy on myself.

The second Monstrous Ability I rolled a 36: Low Light Vision.  So these are stretchy, nocturnal, burrowing silicon based life form.  Heh, I’m thinking the pizza rock from the original Star Trek series!

Okay, now to generate two Monstrous Edges.  I roll a 45: Improved Level Headed.  The second Edge I generated is a 98: Danger Sense.  Finally I generate a Minor Taint.  For this one I rolled a Blessed Parry giving the creatures a +1 Parry.

The biggest problem with this creature is that my plot calls for Wayne to become controlled by them.  I decide that the Creature’s Leader has the Puppet ability with a limited Telepathy to gain control of other intelligent beings.  I also decide that the Leader can control half it’s Spirit die of beings at one time, and that once controlled, the victim is controlled until harmed, then he is allowed another opposed Spirit roll to break free.  That will make it more interesting.

So here are the creatures that I’m gonna name the Silicons.  (Those silly cons! LOL)

Silicons

Attributes: Agility d6; Smarts d8; Spirit d6; Strength d6; Vigor d10

Skills: Fighting d6, Intimidation d6, Investigation d6, Knowledge (Paranormal)

d6, Notice d6, Shooting d6

Charisma: 0;  Pace: 3;  Parry: 6;  Toughness: 7 (11)

Monstrous Abilities: Stretchy; Low Light Vision

Monstrous Edges: Improved Level Headed; Danger Sense; Leader is a Wild Card and gains Puppet with an increased Spirit to d8.

Dark Gifts: Blessed Parry

 

Nice, but how does it fight?  Well it generates some kind of acidic silicony slime thing, so it could attack carbon based life forms and do some hefty damage.  I decide that base damage would be Strength + d6 (acid).  Cool.

I also decide that the Silicons are Size 0, generally look like large glowing rocks that can change shape (stretchy), and that they are trapped on the island as it is volcanic at its core and they cannot swim. Hmm…nope, not good enough.

What if  water damages them?  Eureka!  So I’ll add Weakness: Water, which may cause the creature to be Shaken.  Now a story develops in my tiny, little brain.  In ancient days the Native Americans fought a war with the Silicons and managed to trap the last few on this island.  The glyphs they left behind are warnings to future generations to beware the Silicons.  The Silicons need to get off the island to the mainland if their dreams of conquest are to be realized.  So how many are there?  Can’t be too many, so I decide to make it six Silicons and one Silicon Leader.

Pandoran legends speak of the Silicons and Pandora hopes to use these aliens as assassins, which is why they are interested in capturing them.  I love it when a plan comes together!  <evil laugh>  I’ll generate our NPCs next Missive.

Till next time Agents, clean those guns.  Yer gonna need em!

Ed

 

2 Notes on, Mister E Missive #7: The Silicons

  1. What if the Silicons don’t want to cooperate and are more interested in taking over Pandora? Alien control of the nemesis?

  2. Heh, I never believed the silicons would cooperate. They like to be in control. This is also the reason why the Pandorans (in Missive 8) have brought the special boxes to capture them.

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