Melted 4 (12)

Rust and Redemption

Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather, not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional energy.

Motive: Surcease from constant pain; absorb more sapient beings

Environment: Groups of three to five roaming the ruins

Health: 15

Damage Inflicted: Moderate wound (4 points); see Combat

Movement: Short

Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future

Combat: The melted attack with two claws.

If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.

A given melted may also have a trait associated with the transdimensional energy they burn with.
Transdimensional Energy Enhancement
d6Effect
1 Enhanced strength: Attacks inflict a moderate wound (6 points) (instead of 4)
2 Healing factor: Regains 2 health each round
3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts a moderate wound (6 points)
4 Gravitic repulsion: Flies a long distance each round
5 Dimensional instability: Teleports up to a long distance before or after each attack
6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse with other affect creatures, or creatures in alternate dimensions

Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent on finding and absorbing scientists.

Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.

Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor reinforcer or a sonic detonation.

GM Intrusion: The melted adapts to the kind of attack the character just inflicted, granting the melted +5 Armor against that kind of damage going forward.