Hands are the things that go bump in the night. These are about as far from human as a mutant can get. Hands come in just about every size and shape, the only unifying fact being that they are dangerous as hell.
- 6 (18)
- Following Orders/No Witnesses
Pick a random combat orientated Cyphers and a random Mutation and combine them. For added difficulty add another Cypher-Mutation. Example: An extra arm that creates a wall of fire.
Hands heavily rely on their mutations in battle, so their strategies should reflect that. Example: Someone that can create walls of fire will try to separate the players and pick them off one by one.
Hands are rarely seen away from the side of their assigned Mouth. The reason for this is they have strict orders to leave no witnesses when on solo missions. If you see a Hand on its own: Run, and hope to whatever god will listen that it didn’t see you.
Hands are a great way to remind your group that they are not the scariest thing in this world, and that nothing is as it seems. They also make a great Final Boss for a campaign, as the last confrontation before they get to the Big Bad.
Their powerful mutations can usually be adapted to work in your hands, get a cypher with twice as many uses as usual for each of the Hands combat mutations. Example: You rip off the extra arm and carry it around with you and use it to create walls of fire.
One part of the group known as The Hive. See the related article for additional members.