Val CHA Cost Roll Notes -15 STR -25 6- Lift 3.1 kg; 0d6 HTH Damage [1] 15 DEX 15 12- OCV: 5/DCV: 5 13 CON 6 12- 8 BODY -4 11- 3 INT -7 10- PER Roll 10-/13- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 6 COM -2 10- 2 PD 2 Total: 2 PD (0 rPD) 3 ED 0 Total: 3 ED (0 rED) 2 SPD 0 Phases: 6, 12 4 REC 2 26 END 0 15 STUN 0 Total Characteristics Cost: -13 Movement: Running: 3"/6" Leaping: 0" Swimming: 0" Cost Powers & Skills 148 Poison Sting: Drain CON 4d6, Delayed Return Rate (points return at the rate of 5 per Hour; +1), NND (defense is appropriate LS [Immunity]; +1); Linked (RKA; -1/2), Gradual Effect (4 Segments; 1d6/1 Segment; -1/4) plus RKA 4d6, NND (defense is appropriate LS [Immunity]; +1), Does BODY (+1); No Range (-1/2), Must Contact Bare Skin (-1/2), Gradual Effect (4 Segments; 1d6/1 Segment; -1/4), END 30 19 Poison Sacs: Endurance Reserve (180 END, 1 REC) 40 Plant Body: Physical Damage Reduction, Resistant, 75%; STUN Only (-1/2) 20 Plant Body: Physical Damage Reduction, Resistant, 50%; Only Works Against Certain Attacks (see text) (-1/2) -6 Slow Mover: Running -3" (3" total) -2 Land Plant: Swimming -2" 6 Sensitive To Sound: +3 PER with Hearing Group 27 Motion Sensitive: Spatial Awareness (Hearing Group), Increased Arc Of Perception (360 Degrees) 6 Sensitive To Sound: +4 versus Range Modifier for Hearing Group 8 Plant Body: LS (Expanded Breathing (unaffected by many gasses); Sleeping: Character does not sleep) 7 Long Lash: Stretching 2", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), Limited Body Parts (lash; -1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Skills 4 +2 with Sting 6 Penalty Skill Levels: +4 vs. Hit Location modifiers with Sting 7 Concealment 14-; Self Only (-1/2) 3 Stealth 12- 293 Total Powers & Skills Cost 280 Total Character Cost 75+ Disadvantages 25 Physical Limitation: Blind, no senses other than hearing (All the Time, Fully Impairing) 10 Physical Limitation: Near Human Intelligence (Frequently, Slightly Impairing) 5 Physical Limitation: Reduced Leap, cannot leap (Infrequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Vulnerability: 1 1/2 x BODY fire-based attacks (Very Common) 135 Experience Points 280 Total Disadvantage Points
Ecology: As near as can be determined, a triffid is a artificially created life form, engineered by the Russians for unknown purposes. It can grow in almost any clime, walk if it needs, and feeds upon insects and decaying flesh. Triffids are smart enough to avoid dangerous areas (such as fires or electrical current), find their prey (by motion and sound), strike at the eyes of their victims, and can communicate to an extent by drumming on their central stem with secondary branches. As ungainly as they may look (and as silly as they may sound) triffids are very deadly and decimate the local population in Wyndham's book.
However, triffids are plants, albeit intelligent plants, but they are still plants. They can't swim, can't really climb stairs of other steep inclines, cannot lift anything of great mass with their lash, and have no senses other than their Hearing. Triffids don't like fire at all, and burn rather easily.
Personality/Motivation: Typical "animal" motivations. Triffids are attracted to motion and sound—especially sound. Loud noises (if repeated) will draw them from more than a mile away. They hunt based on motion, and usually sit quiet, Delayed, ready to snap out with their sting as soon as a target presents itself. They are fairly good at vanishing into masses of growth, although if you know what to look for they can be easy to spot.
A triffid, as a plant, should be considered a separate class of mind as per the mind divisions given in HERO System 5th Edition. If you wish to make the triffids more of a danger, give them a higher EGO and some Mental Defense. This different class of mind should also make the triffids immune to many forms of PRE attacks.
Powers/Tactics: The triffid's main power is it's sting. This weapon is located on the end of a long lash that can reach targets 10' away if needed. The poison is sufficient to kill a man instantly if the lash strikes bare skin directly. The poison sack contains enough poison for about 6 stings, after that it will take some time to refill. Triffids are very accurate with their stings, striking for the face (specifically the area near the eyes) or hands of humans. The sting can be stopped by reasonably thick clothing, wire mesh masks, and the like. Thick fur (such as on a sheep) seems to be sufficient proof versus a triffid's sting.
Triffids, being plants, are difficult to destroy. In the book, two good blasts from a shotgun are needed to kill one. They aren't really affected by the weather (they grow virtually everywhere), rain, cold, gases, bullets, shrapnel, and most "blunt" attacks. This is reflected in their Damage Reduction. One can rend the lash with their bare hands (it won't snap, but you can pulp it) and shotguns tend to shred the plant instantly. The best weapons for triffids are "triffid guns," which fire some sort of spinning blade, or fire.
Appearance: A typical triffid stands about seven feet tall, with an almost spherical bole supported by three stubby, root-like projections that lift the plant a good foot or so above the ground. A long, straight stem sprouts up from the bole, reaching a maximum of 10 feet in height in optimum conditions. This stem is flanked by three bare 'sticks' that grow up along side the stem. The top of the stem is funnel shaped and contains the plant's long, slender stinging 'lash'. Short sprays of leathery green leaves decorate the stem itself.
Designers Notes: Triffids are the intelligent plants found in John Wyndham's Day of the Triffids, which is not quite the same thing as The Day of the Triffids, a very weak movie adaptation of the book.
(Triffids created by John Wyndham, character sheet created by Michael Surbrook)
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