XCOM TWILIGHT WATCH
The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. They are highly mobile and durable, and their claws and fangs secret a potent neurotoxin. Chryssalids are also capable of implanting incapacitated or freshly dead bodies with Chryssalid eggs. When the eggs hatch, the larval Chryssalids cause the body to reanimate as a “zombie” until the hatchling matures and tears free from the corpse.
Mental Attributes: Intelligence 1, Wits 3, Resolve 2
Physical Attributes: Strength 4, Dexterity 5, Stamina 4
Social Attributes: Presence 3, Manipulation 1, Composure 2
Skills: Athletics 4(Leaping), Brawl 5(Natural Weapons), Intimidation 3, Stealth 4, Survival 4
Merits: Fast Reflexes 2, Iron Stamina 1
Speed: 17 (Species Factor 8)
Animalistic: Chryssalids display a sapient degree of intelligence, but their behavior is predatory and animalistic. As such, they use the higher of their Dexterity or Wits when determining Defense. The creature cannot truly relate to most terrestrial life forms in a non-hostile manner. All Social rolls (except Intimidation) made by a Chryssalid when interacting with a human do not have the “10-again” quality and each “1” rolled negates success.
Implant: A Chryssalid may implant an incapacitated or recently dead body (less than 5 minutes) with a Chryssalid egg. Implanting an egg costs a_ _point of willpower and living targets make reflexive Stamina +Resolve roll to reject the implant. Failing the roll allows the egg to take root. If the egg is not removed within an hour, the subject dies (if they were not already dead) and becomes a “zombie” (for lack of a better term).
Leaping: Chryssalids are prodigious leapers, and can leap and jump 4 times as far as a human.
Natural Weapons: The Chryssalid can attack interchangeably with their claws and mandibles, treating either as a 2 Lethal weapon attack. These attacks are supplemented by a neurotoxin that causes paralysis. Those struck by the Chryssalid take the Poisoned (moderate) Tilt. Outside of combat this is considered a Toxicity 5 Poison. A failed resistance roll inflicts a -2 penalty to Dexterity dice pools for (Toxicity) minutes. Multiple exposures are not cumulative.
Psionic Resistance: Chryssalids a resistant to psychic powers, and have +2 bonus to Composure and Resolve rolls to resist Psionic Effects.
Resilient: Chryssalids highly resistant to incapacitation. In addition to the armor provided by their chitin carapace, Chryssalids do not need to roll Stamina to resist falling unconscious when their health boxes are filled with bashing or lethal damage and gain a +2 bonus to resist any effect that would stun or daze them, as well as to any rolls to escape grapples.
Senses: Chryssalids are nocturnal by nature, and can see clearly in total darkness.