Saturday, April 18, 2015

Mythic Space Al-Qadim Conversions: part 4

Here's the fourth and final part of my series on using creatures from D&D's Al-Qadim setting to populate the worlds of Mythic Space.

Pahari are amphibious, shape-changing humanoids that live in the oceans and coastlines of Zakhara. Their primary form is that of a centauriod with the upper body of a beautiful female human and the lower body of a sunfish. They can transform their lower bodies into humanoid legs for travel on land. While their species has two genders, the differences are internal rather than the typical external differences of most humanoid species. Their culture is advanced with great underwater cities, but they have not developed much in the way of weaponry. 

The Pahari are a peaceful species that has had peaceful contact with many species and stellar nations. They are currently in talks to join the Galactic Concord, who they have had the most contact with. Few have left their ocean homes, but some have beyond ambassadors and their retinues. These beings are typically naive to the dangers of the galaxy, but sadly they soon learn. 

Pahari are available as a PC species if the GM approves. 

Savage Worlds Stats
Agile: Pahari are quite agile and start play with a d6 in Agility.
Aquatic: Pahari can breathe both air and water equally. They start play with a free d6 in Swimming, cannot drown in oxygenated water, and have a Swimming Pace equal to their swimming die. The increased Pace only applies when in their fish forms (see below).
Shapechange: A Pahari can somehow transform their humanoid legs into the body of a sunfish. This transformation takes 1 round during which no other actions can be taken. 
Clueless: Pahari tend to be very naive about the dangers of the galaxy and start play with the Clueless hindrance. 

Rogue Space Stats
Archetype: Pahari can be Scoundrels or Technicians and gain a +1 bonus to either Science or Empathy. 

Aquatic: Pahari can transform their legs into that of a sunfish with 1 round of concentration. They can breathe air and water equally and gain a +1 bonus to any Swimming-based Fighting roll. 
Psionics: Pahari can have psionic powers, with only Electrokinesis not seeing much use among their Espers. 

Sabu Lord
Sabu Lords are the apex predators of the few lush plains on the desert world of Zakhara. They are a sentient species, but they are exceedingly arrogant and territorial. Even with faced with modern weaponry, they still feel they have the upper hand; judging by the body counts some prides have racked up they actually do have the upper hand in many cases. While many have been captured and sold into slavery as exotic pets, the danger in doing so has greatly diminished this practice even moreso than authorities cracking down on slaver gangs. 

Sabu Lords, while similar in look to Terran lions, are much larger and stronger. Their fur is golden brown and males sport fiery manes. They stand around 5-6 feet tall at the shoulder can grow to be 12-16 feet long. Their roars are mighty and can be heard over a mile away. 

Savage Worlds Stats
AttributesAgility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d10
Pace: 10; Parry: 6; Toughness: 10
Special Abilities

  • Claws: Str+d6
  • Bite: Str+d10
  • Size +3
  • Roar: Up to three times a day, a Sabu Lord can unleash a deafening roar. This roar uses the large cone template. All targets within the cone must make a Vigor roll or immediately become Shaken. 

Rogue Space Stats
DRM+2 TP SZ RB MV Quadruped (50’) AR DM HP SP *

Deafening Roar: 3 times a day a Sabu Lord can unleash a roar that can stun his foes. Anyone in front of the Sabu Lord within S or M range must make a Fighting roll against TN 9 or be stunned and unable to make any actions for 1d6 rounds. 

Winged Serpents
Winged serpents, sometimes called spark snakes, are colorful reptiles found in Balmoria’s forests and jungles. Winged serpents come in many colors, ranging from sky blue and emerald green to raspberry red. They are supported by invisibly swift, gossamer wings, making them resemble reptilian hummingbirds. When their delicate wings are folded back, winged serpents can move as a common serpent, but they are also able to slither up rough vertical surfaces as well. Though they are from the planet Balmoria in the Ashen Nebula Sector, they have been captured and bred by exotic xenos merchants. Sadly these creatures make terrible pets, and most are released or escape captivity (often times by slaying their handlers) and can now be found on many worlds; regularly dealing great damage to ecosystems that prove very suitable to their physiology.

Savage Worlds Stats
AttributesAgility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8
Pace: 4; Parry: 5; Toughness: 6
Special Abilities

  • Bite: Str+d4 + poison. If the bite deals damage, the victim must pass a Vigor test with a -1 penalty. This poison is considered Venomous (see page 89 in SWD). 
  • Sparks: The wings of winged serpents builds up a static charge in a gland in the mouths. When fully charged (takes a round of flying to build up a charge), the winged serpent can spit a ball of electricity that causes 2d8 damage to anyone in a Large Burst. 
  • Flight: Winged Serpents can fly with a Pace of 24" and a Climb of 15"
  • Immune to Electricity-based Damage
  • Size +1

Rogue Space Stats
DRM+1 TP SZ MV Flight (60')/Slithering (20’) AR DM L/M HP SP *

Sparks: Every other round while flying, Winged Serpents can unleash a ball of electricity can affects everyone within 10' of the blast point. This attack does M damage. 

Silat are hideous, hulking humanoids standing 12 to 15 feet tall. They have pale blue or green skin and have two curling horns growing from the sides of their heads. To many human explorers that have encountered them, they are described an crone-like, though the species doesn’t have the same sexual dimorphism as other humanoids. The hair is usually the same color as the skin, but of a darker hue. Their teeth and nails look like yellowed ivory, but are harder than steel and sharper than obsidian.

Silats wander the wastes of their homeworld, Orlisk, rarely having much to do with one another. Small groups will meet up at certain areas, usually in some ancient ruin, to trade and take a mate before wandering off again. Their level of technology is essentially stone age, though it appears they once reached at least an industrial level of technology in their past before whatever ruined their culture befell them. 

Mated pairs will stay together long enough for their offspring to an age where they can fend for themselves (about the human equivalent of a 5-8 year old) before the parents drive off the child and then go their separate ways as well. 

Silats are a dangerous species. They are very strong and their claws and teeth are very effective weapons. not all Silats are aggressive or violent toward off-worlders. If an off-worlder can properly greet a Silat, then they are treated rather welcoming. However, what is considered a proper greeting is different for every Silat. For some an offering of food or some unique trinket is required, while for others it is to be insulted in a humorous manner. This makes meeting mated pairs even more dangerous as one may be honored while the other takes great offense. 

The ruins on Orlisk speak of a time in which the Silats lived in cities and built machines. It is unknown what caused the collapse of their society, and no living Silat knows or even seems to care either. What they do care about is that their ruins are left undisturbed, even by themselves (with the lone exception of their meeting places). Any found exploring a ruin is quickly and mercilessly attacked. It is unknown if there is any religious significance or the possibility that they may be hiding something valuable or sinister…

Savage Worlds Stats
AttributesAgility d6, Smarts d6, Spirit d10, Strength d12+1, Vigor d12
Skills: Fighting d10, Notice d8, Survival d8
Pace: 6; Parry: 7; Toughness: 13 (2)
Special Abilities

  • Claws: Str+d8
  • Bite: Str+d12
  • Size +3
  • Tough Flesh: Silat flesh is thick and tough to withstand the harsh conditions on their homeworld, which conveys a +2 bonus to Toughness. 

Rogue Space Stats
DRM+3 TP SZ RB MV Bipedal (30’) AR DM HP SP -

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