Saturday, April 18, 2015

Mythic Space Al-Qadim Conversions: Part 3

Here's part 3 of my series of conversions of Al-Qadim creatures for use with Mythic Space.

Heway are high order serpents, not quite sentient, but they are wickedly cunning. The creatures are hated by the colonists and inhabitants of Qadim, so much so that they are often killed on sight. 

The scales of the Heway are coated with a poisonous slime. This poison is of no danger with contact to flesh, but it is deadly when ingested. The serpents will find oases and submerge themselves into the water, thoroughly tainting it with their poison. If this water is consumed, the victim will suffer intense pain and hemorrhaging that will often kill them, and the poison also causes paralysis. Even if a creature survives the poison and is left unmolested by a heway, the water source is fouled (requiring extensive filtration and chemical cleaning to make drinkable again) and the next closest water source may be many miles away. 

Heway also have a strange, hypnotic stare that can freeze a creature that meets its gaze. This is not a psionic effect, but a strange physical adaptation in the coloration of the eyes that affects the brains of many mammals and avians. Heway typically use this ability to allow them to get clear of dangerous attackers. They do not have very strong bites or venomous bites, so they only eat smaller prey, but this adaptation allows them to avoid danger even in the face of strong opposition. 

Savage Worlds Stats
AttributesAgility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 5
Special Abilities
  • Bite: Str+d4 damage
  • Poison Slime: Heways are covered in a film of poisonous slime. If a PC ingests water fouled by this slime or some of the slime itself, The poison conveys a -2 penalty to the victim's Vigor test. A failed test means that the victim becomes paralyzed until treated or after 1d10 hours, whichever comes first. 
  • Hypnotizing Stare: A character that meets the gaze of a Heway must pass an opposed Spirit roll or become hypnotized by the serpent. Hypnotized characters are usually left alone so that the Heway can escape, but if the character is one that the Heway could conceivably eat, then the serpent commands the hypnotized character to follow it back to its lair. A new Spirit test can be rolled (opposed each time) each round until the effects are fought off. 

Rogue Space Stats
DRM+1 TP SZ MV Slithering (30’) AR DM HP SP *
Poison Slime: Anyone ingesting water fouled by Heway slime or the slime itself must make a Fighting roll against TN 9 or become paralyzed. A new Fighting test can be rolled each round to see the effects have worn off, otherwise the effects end after 1d10 hours. 
Hypnotizing Stare: A character that meets the gaze of a Heway must pass an Empathy test against TN 7 or become hypnotized by the Heway. A new test can be rolled each round to try and fight off the effects. 

The Maskhi are a reclusive species native to the coastlines of Jeduun II and one of the planet's only sentient residents. They have the ability to make their bodies appear to be made of stone.

In their natural forms, Maskhi are humanoids that stand around six feet tall with lithe and wiry forms. Their faces are elongated and their wide eyes are blue to green in color. All Maskhi have blonde hair, usually kept braided or tied behind their heads. Maskhi fingers and toes both end in six digits and all are tipped with talons. Their tanned skin is covered in light hair akin to peach-fuzz. Maskhi are also quite agile. Their dress largely consists of loincloths, but they also wear jewelry made of shells and colored stones entwined with twine. 

Maskhi tend to avoid explorers and colonists on Jeduun II, but as more outsiders travel to and made the planet their home, the Maskhi are finding it more and more difficult to keep away. Their religion is one of reverence for the natural world, so seeing colonists land in giant, shining, metal craft from the sky and who being to clear jungle, makes them look upon the outsiders with a mixture of fear and anger. Some tribes see colonists as demons that need to be slain and driven away from their lands. There have been some attacks, but their primitive spears and arrows are no match for modern armor and weapons. 

Since the discovery of a sentient species on Jeduun II, there has been a lot of debate on what should be done with the Maskhi. New colonization on the planet has halted, but exploration continues. The colonies of Emerald City and New Austin were three years old and quite successful when the Maskhi were discovered and those families are settled and consider Jeduun II their home. However, it goes against the Concord's First Contact Edict to have a colony on a planet of a primitive species. Still, many argue that the damage has been done and the only thing that can be done now is to try and live in peace with the Maskhi, and even begin the process of uplifting the beings should they prove interested in modern life. The recent attacks by Maskhi on some outlying facilities in New Austin may force the issue sooner rather than later. 

Savage Worlds Stats
AttributesAgility d10, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Shooting d6, Survival d8, Throwing d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Gear: Maskhi are usually armed with primitive spears and bows. 
Special Abilities
  • Tough Skin: Maskhi flesh is surprisingly tough, granting them a +2 bonus to Toughness. 
  • Chameleon Flesh: Maskhi can change the coloration of their skin to blend in with their surroundings as long as they are standing still. Anyone attempting to spot a Maskhi with a Notice roll suffers a -2 penalty to the roll. 

Rogue Space Stats
DRM+1 TP SZ MV Bipedal (30’) AR DM HP SP *
Chameleon Flesh: Maskhi can change the coloration of the skin to blend in with their surroundings as long as they are standing still. Anyone attempting to spot a Maskhi with an Acquiring roll must do so against TN 9. 

Mason-Wasp, Giant
Giant Mason-Wasps are a dangerous insect predator found on the planet, Zakhara. They look like 6 foot long versions of Terran Mason-Wasps, the primary difference being that they are impervious to fire and have a special gland that allows them to breathe gouts of chemical flame. They are largely harmless to humanoids, preferring to feed on the less dangerous creatures found in the vast desert plains. However, getting too close to a hive or otherwise harassing one of these bugs will cause attack. 

AttributesAgility d12, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 9 (2)

Special Abilities
  • Bite: Str+d8
  • Sting: Str+d4, if the sting causes the victim to become Shaken or Wounded, the victim must make an immediate Vigor roll with a -1 penalty. This is considered a venomous poison (see page 89 in SWD).
  • Fire Breath: 3 times per day Giant Mason-Wasps can breathe a gout of flame akin to a Heavy Flamer. The area of affect is the Large cone template, does 3d12 damage and affects the least armored part of the victim's body. 
  • Immune to Fire and Heat: Giant Mason-Wasps are immune to fire and heat-based attacks. 
  • Tough Chitin: The exoskeletons are tough, and grant them a +2 bonus to Toughness. 
  • Flight: Giant Mason-Wasps fly with a Pace of 20" and a Climb of 10".
  • Size +1

Rogue Space Stats
DRM+2 TP SZ MV Flight (50’) AR DM HP  SP *
Poison Sting: L damage. If this attack deal damage, the victim must make a Fighting roll against TN 9 or become feverish. Characters who are fevered suffer a -2 penalty to all Attribute rolls until either 1d10 days has passed or they receive medical treatment. 
Fire Breath: 3 times per day, a Giant Mason-Wasp can breathe a gout of flame akin to a Flame Rifle (DMG V, Range S).
Immune to Heat and Fire Damage

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