Tuesday, April 21, 2015

Spelljammer Creatures in Mythic Space: Part 1


This is the start of what is going to be a long series of adaptations from the two Spelljammer MC's. Unlike Al-Qadim, which was rooted in Middle Eastern folklore, Spelljammer creatures were designed from more sci-fi origins even if they are used in a decidedly "fantasy" setting. There are a LOT of great creatures in those to Monstrous Compendiums that can easily be adapted to a sci-fi/space opera setting.

Aartuk 
(Spelljammer MC1) 
Aartuk are primitive creatures that hail from Vortiss III in the Volis Solani Cluster. They are religious fanatics that believe that warfare is the ultimate form of religious expression. Vortiss III is a lush, Earth-like world in a system that isn't overly hospitable, so it is a prime candidate for travelers passing through to scrounge for natural resources or to simply set down and make repairs or take a break. However, due to the aartuk's nature, the Galactic Concord strongly advises avoiding the world. Off-worlders are one of the only things that seem to unite the constantly warring clans, as they see aliens as a more worthy foe than each other. To date, no fruitful contact has been made with any aartuk. 

Aartuk are a form of sentient vegetable. Shaped somewhat like a starfish and is covered in a rubbery bark that looks somewhat like spiked leather. Each of their five arms ends in a suction cup that allows them to climb sheer surfaces. Also, each suction cup houses pseudopods that allow for fine manipulation of objects. The sixth appendage is the long, snake-like neck. The neck can coil in and out of the center of the creatures. Aartuk heads are oblong in shape with a wide mouth surrounded by sensory organs that allow it to sense vibrations, smell, and see infrared light. Aartuk cannot see visible light. 

Aartuk tribes each have their own genetic makeup that grants them a different shade of bark. Tribes never co-mingle and only time tribes have any dealings with one another is during the many wars that rage between them nearly constantly, or if tribes join forces to attack off-worlders.  They see war as an artform and are therefore constantly working towards "perfecting" their art. 

Aartuk tribes are led by an Elder. Elders are larger, older, and better warriors. When an Aartuk becomes an Elder it undergoes a biological change. They gain the ability to use psionics. (Although some xeno-biologist argue that the Elders are already psionic-capable, but tradition dictates that they cannot use their powers until they are made Elder, if ever.) The Elder is the final say in all matters of the tribe, from where to move to, to which tribes they will war against. 

Savage Worlds Stats
Common Aartuk: AttributesAgility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d8, Notice d8, Stealth d10, Shooting d8
Pace: 4; Parry: 6; Toughness: 8 (2)
Special Abilities

  • Tough Hide: Aartuk bark is tough and conveys a +2 bonus to Toughness. 
  • Pellet: Str+d4 damage, range 4/8/6, ROF 1
  • Gooey Tongue: Instead of firing a pellet, an Aartuk can shoot out it's sticky tongue at any target within 5". This attack is made like a Shooting roll. If successful, the victim is essentially under the effects of the Entangle power until he/she can pass a Str check to break free. Each round that a victim is captured by their tongue, the Aartuk can fire a pellet normally and pull the victim 1" closer. Once in melee range, the Aartuk can make two attacks on the victim (without penalty) instead of firing a pellet. 
  • Infravision: Aartuk halve penalties for darkness when battling living targets. 
  • Wall-Walker: Aartuk can scale sheer surfaces at their Pace. 
  • Natural Camouflage: When standing still in their natural habitat, an Aartuk imposes a -2 penalty to anyone attempting to use the Notice skill to spot them. 

Elder Aartuk (WC): AttributesAgility d8, Smarts d10, Spirit d6, Strength d8, Vigor d10
Skills: Climbing d8, Fighting d10, Notice d8, Psionics d6, Stealth d10, Shooting d10
Pace: 4; Parry: 7; Toughness: 10 (2)
Special Abilities

  • Tough Hide: +2 bonus to toughness
  • Pellet: Str+d8 damage, range 8/16/32, ROF 1
  • Gooey Tongue: Instead of firing a pellet, an Aartuk can shoot out it's sticky tongue at any target within 5". This attack is made like a Shooting roll. If successful, the victim is essentially under the effects of the Entangle power until he/she can pass a Str check to break free. Each round that a victim is captured by their tongue, the Aartuk can fire a pellet normally and pull the victim 1" closer. Once in melee range, the Aartuk can make two attacks on the victim (without penalty) instead of firing a pellet. 
  • Infravision: Aartuk halve penalties for darkness when battling living targets. 
  • Wall-Walker: Aartuk can scale sheer surfaces at their Pace. 
  • Natural Camouflage: When standing still in their natural habitat, an Aartuk imposes a -2 penalty to anyone attempting to use the Notice skill to spot them. 
  • Size +1
  • Psionics: Elder Aartuk have 15 power points that they can use with following powers: Armor, Burst, Smite, and Stun.

Rogue Space Stats
Common Aartuk: DRM+2 TP SZ MV Hexapedal (20’) AR DM HP SP *

Pellet: L damage and S range. 
Gooey Tongue: Instead of firing a pellet, an Aartuk can fire it's sticky tongue at a target within 30'. If the attack hits, the victim is entangled in the tongue. A successful Fighting roll against TN 7 will break him/her free (roll at the start of each of the entangled character's turns). Entangled characters suffer a -2 penalty to all Fighting rolls and cannot move. Each round that an Aartuk has a victim entangled, they can fire a pellet as normal while moving the victim 5' closer. Once in close combat range, an Aartuk pummels the victim with its arms. 
Wall-Walker: Aartuk can climb walls at their full MV rate. 
Camouflage: When standing still, an Aartuk in his natural habitat conveys a -2 penalty to an Acquiring rolls made to spot them. 

Elder Aartuk: DRM+3 TP SZ MV Hexapedal (20’) AR DM HP SP *
Pellet: M damage and M range. 
Gooey Tongue: Instead of firing a pellet, an Aartuk can fire it's sticky tongue at a target within 30'. If the attack hits, the victim is entangled in the tongue. A successful Fighting roll against TN 7 will break him/her free (roll at the start of each of the entangled character's turns). Entangled characters suffer a -2 penalty to all Fighting rolls and cannot move. Each round that an Aartuk has a victim entangled, they can fire a pellet as normal while moving the victim 5' closer. Once in close combat range, an Aartuk pummels the victim with its arms. 
Wall-Walker: Aartuk can climb walls at their full MV rate. 
Camouflage: When standing still, an Aartuk in his natural habitat conveys a -2 penalty to an Acquiring rolls made to spot them.
Esper: Elder Aartuks are Espers. They roll their powers as if they have a +2 in Empathy. Common powers for Elder Aartuks are: Cryokinesis, Electrokinesis, Psychic Blast, and Pyrokinesis. 





Albari 
(Spelljammer MC1)
The Albari are a space-faring species from an unknown world. Their egg-shaped ships appear throughout the edges of charted space. Sometimes they offer trade of strange and wondrous goods, other times they attack ships, and space stations without provocation. 

Albari are an avian species. They stand around 3 to 4 feet tall and have strangely humanoid faces with wide beaks and slanted, beady eyes. Their bodies are covered in short, oily feathers that range in color from pure white to sooty gray with males tending to have lighter shades. Even though they only stand around 3 to 4 feet tall, their wingspans are an impressive 9 feet. The crook of their wings are equipped with small hands, and their can use their feet to manipulate objects as well. 

While contact with the strange, avian creatures has been made several times, it is unsure what to believe about them as they tales they tell about their origins conflict greatly, even among crew members of the same craft. What is known is that they are a psionic species, and fairly powerful ones at that. Where their homeworld is located is anyone’s guess as they have appeared all over charted space. 

The albari have been listed as a threat by the Galactic Concord, and even frontier stations and independent colonies have standing orders to shoot on sight in many cases. Still, there are those that are willing to deal with these infuriating beings if they are encountered in the mood to trade; still, weapons are still kept close by should an albari’s mood change. 

Savage Worlds Stats
*WC*

AttributesAgility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Psionics d10, Shooting d6

Gear: Albari are typically armed with a Laser Pistol, but they tend to rely on their psionic abilities.
Pace: 4; Parry: 4; Toughness: 4
Special Abilities

  • Claws: Str+d4 damage
  • Flight: Pace 12" with a Climb of 0"
  • Size -1: Albari stand around 3 to 4 feet tall. 
  • Psionics: Albari are psionic beings. They have 40 power points and have access to any powers the GM wishes, but they all have ConfusionInvisibility and Teleport powers, which  the last two are not typically available in Mythic Space. 

Rogue Space Stats
DRM+1 TP SZ MV Flight (40’)/Bipedal (20') AR DM HP SP *

Gear: Albari are usually armed with a Laser Pistol. 
Psionics: Albari are powerful Espers. They make their power rolls as if they have a +3 in Empathy. They all have Cloaking, but they also have an additional power as well. 




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