Showing posts with label Aliens. Show all posts
Showing posts with label Aliens. Show all posts

Wednesday, November 8, 2017

Yzel [Wermspittle+]



"Retaliation is related to nature and instinct, not to law. Law, by definition, cannot obey the same rules as nature."

Yzel
No. Enc.: 1d4 (1d6)
Alignment: Neutral
Movement: 120' [Levitation]
Armor Class: 3 (as Plate Mail)
Hit Dice: 3+ [Advance as Fighters, 1 in 100 may be a Ranger]
Attacks: 1
Damage: As Weapon
Save: F3+
Morale: 12

Special: Unaffected by Fear, Confusion, Illusions, Charm, or other mind-influencing powers/spells. All thief abilities are reduced by -4 penalty within 30' radius. Unwavering Morale (Never retreat, never surrender...unless ordered). When engaged in conflict become Mindless/Completely Instinctive with +2 on all Initiative rolls.

Gifted calligraphists of high order, the Yzel can only be addressed effectively in their own unique written language which in some ways resembles something alive unto itself. Any spell-caster seeking to learn this language must undertake a very demanding magical retreat lasting no less than one year in order to successfully assimilate and integrate a beginner's level appreciation of the complex whorls, squiggles and intricate diacritical marks involved in this uncanny textual tradition. Those who invest the time find themselves able to converse, after a fashion, with the Yzel and engage their services as guardians or soldiers.

Voiceless, faceless, telepathically muted, the Yzel are deeply intelligent plants from Somewhere
Else who are renowned as being highly civilized beings, despite being almost totally opaque to all forms of magical scrutiny, psychic snoopery or technological intrusion.

The Yzel are never found unarmored save when they first spawn, but so far no one has discovered where they go to get their distinctive body-casques made from multiple alloys of bronze and beryllium. The armor is so cunningly wrought that it cannot be removed from the creature and upon their death the armor crumbles away into an ultra-fine dust, as does the Yzel's body. They are incapable of being resurrected, raised or converted into undead.

When an Yzel enters into conflict they surrender to their instincts in a manner that renders them mindless, but not in the same way that a Berserker enters their rage. The Yzel in battle is a terrifying, implacable opponent that cannot be read, second-guessed or misled--they become focused completely on just the battle at hand...and that could be seen as a flaw of sorts, possibly leading to their downfall against an opponent willing to sacrifice lesser fighters to occupy the Yzel, allowing one to by-pass them altogether.



"To win any battle, you must fight as if you are already dead."

Monday, November 6, 2017

Red Hordelings [White Star / Space Age Sorcery]


Red Hordeling
ARMOR CLASS
5 [14]
HIT DICE
3 [May Advance as Brutes, Fighters, Rangers or Assassins]
TOTAL HIT BONUS
+3
ATTACKS
2 Nano-Obsidian Blades (2d4+2, each)*
SAVING THROW
16
SPECIAL
Boneless, Hyper-Dexterity, Expand/Contract, Bloodheal
Movement
8
HDE/XP
4/175

* Nano-Obsidian Blades ignore most common forms of shielding and inflict double damage on a natural roll of 19 or 20 when striking Machine-based or Cybernetically-enhanced foes. Should a non-Hordeling attempt to wield one of these nasty weapons, there is a10% chance ofthe weapon exploding into a swirling cloud of nanoscale obsidian flakes causing 6d6 damage within a 20' radius...and this chance increases by another 10% every time the weapon is used in combat. All non-Hordelings also suffer a -1 penalty on To Hit rolls using these things as they are arranged for the uniquely boneless grip of a Hordeling.

Boneless: Hordelings are invertebrates with a distributed cartiliginous mesh for a pseudo-skeleton so any melee attacks against them ignore any damage results on a roll of 1.
Hyper-Dexterity: Hordelings can attack in any direction with either hand at no penalty.
Expand/Contract: Anything within 10' is considered within melee reach/range.
Bloodheal: If a Hordeling remains completely stationary for fifteen minutes while bathed/soaking in an opponents blood they can regain 1d6 hit points.


The infamous Red Horde of Trilaxa III are vicious, blood-thirsty invertebrates from a hot, volcanic hellworld who mock all humanoids as clumsy weaklings, especially anyone wielding a ranged weapon. These boneless barbarians can be found in the service to all manner of planetary dictators, interstellar tyrants, crimelords or whomever else desires a private army of ruthless melee-fighters who never question an order and always fight to the very end against any odds as a matter of collective honor.

The Red Horde are ancient rivals to the Jarpha and is is suspected by more than a few academics that the Mistresses of the Horde may in fact have been involved, if not outright responsible for the slow decline of the Jarpha's cognitive processes by way of some very specifically tailored and targeted infectious wetware.



Spellcasters who have attained the Secret of the Scarlet Obelisk gain the means to summon forth a detachment of Red Hordelings in place of the usual creatures they might call forth...unfortunately there is little information provided in the commonly available sources concerning how one might best negotiate a contract with these entities one summoned.

Wednesday, October 25, 2017

Nelashtil (White Star)


Nelashtil
ARMOR CLASS
5 [14]
HIT DICE
3 (May Advance as a Class, but require 200% XP)
TOTAL HIT BONUS
+3
ATTACKS
By weapon or Sting (1d6)
SAVING THROW
14
SPECIAL
Detect Invisible, Telekinesis, Levitation
Movement
9
HDE/XP
4/175

Nelashtil are hyper-intelligent molluscoids whose primary culture is centered within the Splendid Array, a swarm of habitat-structures encompassing a trinary solar system and the various 'peripheral clusters' of semi-autonomous habitat-clusters engaged in forming star-shells around dozens of otherwise unremarkable orange dwarf stars scattered across known space. Ancient allies to the Rugalli, the Nelashtil approach to technology is entirely biological and involved time-scales measured in millions of years. They are patient, but determined in a way that most other species cannot begin to fathom.

Nelashtil brains are decentralized and massively redundant, making them extremely difficult to interact with using the standard forms of telepathy and their languages are so inherently self-referential as to make it nearly impossible to communicate with them until the Jrozzik were able to develop a suitable interface organism to serve as a translator for the Nelashtil, giving those voluntarily infected with the organism the ability to use any language contained within the Galactic Lexicon.

Relatively non-violent, the Nelashtil employ Telekinesis to wield various weapons or defensive mechanisms (shield-pods, etc.) out to a range of 10' per HD. This same Telekinesis allows the Nelashtil to Detect Invisible within the same range restrictions. The Nalashtil use their innate Telekinesis to enhance their mobility, especially in zero-g and micro-g environments.

A Nalshtil's Sting attack is usually reserved for last-ditch defense, unless the individual is a Sting-Fighter (their version of a Brute), and only has a range of touch, however it also forces the victim to make a Saving Throw to avoid having their advanced-technology items becoming encrusted with a slow-growing, glistening pink goo that replaces their inner workings with living components.

Nelashtil are absolutely fascinated with the non-biological technologies employed by so many starfaring species and individual Nelashtil have been known to join merchanter crews or to exchange repair services for a berth on less reputable/more interesting ships where they serve as translators, advisors and mechanics...though they have the tendency to graft, grow and embed biological sub-systems into the complex workings of any starcraft or habitat they occupy for extended periods.




Rip Floaters are monstrous beings from whom the Nelashtil might be descended, or perhaps the Nelashtil become Rip Floaters either through some rare form of atavistic degeneracy or the dangerous mutagenic sacraments of certain ancient cults that claim to hold unbroken lineages dating back millions of years. Rumors abound and many academics are keen to discover the truth, despite the dangers. Click over to the Swords & Stitchery blog to learn more about the Rip Floaters.

Tuesday, May 12, 2015

Alien Meddlers: The Rugalli for White Star


RUGALLI
ARMOR CLASS
6 [13]
HIT DICE
3
TOTAL HIT BONUS
+3
ATTACKS
By weapon
SAVING THROW
16
SPECIAL
Regeneration, Healing Touch, Rejection Protocol
Movement
12
HDE/XP
00/00


Rugalli are ancient beings who wander through space aboard a few heavily colonized rogue planets and moon-ships. They do not employ FTL-drives, preferring to coast along for centuries as they focus on medical research and biological experimentation. Famous and much sought after for their healing abilities, the Rugalli have accomplished incredible feats of medical science well beyond the norm of most space-faring species. 

Rugalli regenerate 1 hit point per turn and can restore 1d4 hit points to anyone they touch once per hour. Any cyborgs or those with technological implants who are touched by a Rugalli automatically take 1d6 points of damage and must make a Saving Throw or find one piece of cybernetic technology rejected and expelled from their bodies as a living replacement takes its place.


Monday, May 7, 2012

Rilligong Invaders (Rogue Space) +Paper Mini

The Rilligong are huge pseudo-mammalian cyborg-creatures from a cluster of war-torn solar systems within the Sagittarius Arm of the Milky Way Galaxy. Their war-pods have spontaneously, simultaneously popped into position directly over several densely populated worlds thanks to what analysts are tentatively calling 'Ripple Drives.' The Rilligong are heavily armored, extremely hostile and well able to chop most regulation tactical units into debris while advancing behind a rolling plasma-barrage expertly coordinated between each individual field unit. How many more worlds will fall before someone discovers a way to stop these marauders?

Bigger...
Rilligong (type I)
+3 SZ RB MV Biped (30') AR V/X DM V/X HP 12+ SP +

Rilligong are invaders from a cluster of worlds far removed from the Known Worlds. They are huge, powerful and have begun to attack several worlds simultaneously in what appears to be a massively coordinated effort.

Special: Rilligong continuously recover 2 hit points each round. They are also in continuous communication with each unit in their group allowing them to coordinate their efforts to suit prevailing conditions, adapt to surprises, call for reinforcements, focus their personal artillery to best effect, etc.


Tuesday, January 31, 2012

Xenotherm (Rogue Space)


Xenotherm

Challenge: +2
Type: Unknown
Size: Really Big (typically 10-12' diameter with a blast radius of 20')
Movement: Flies 30' (rarely in a hurry)
Armor: V/L (Treat as V vs kinetic weapons, bullets, etc. and L vs electromagnetic, ionic and energy weapons) 
Damage: V (Heavy: roll 2d6, use highest die: affects 10'/20'/30' radius as determined by creature)
Hit Points: X (1d6+2)

Special: Recovers hit points from breaking down atomic bonds of solid matter at a rate of 1 point recovered for every 30 points of damage it inflicts upon the landscape or structure.

Notorious hazards of the Scarlet Wastes of Nitochron II, the Xenotherms are best avoided whenever possible. Unfortunately for anyone stuck traveling the gritty wasteland that encompasses more than two-thirds of this planet's scorched and blasted surface, the Xenotherms are all over the place.

Originally denizens of another continuum entirely, the Xenotherms were drawn to this pitted and radically irradiated world by a bizarre alien artifact referred to as simply 'the furnace.' Some lonely old mostly-plastic prospector discovered a peculiar black device out in the deep dunes and brought it back into the ramshackle company-town surrounding what passes for a spaceport on this world. Somehow the mechanism was awakened or triggered and now there is a seething black volcano several miles high standing right where the spaceport used to be.

The towering volcano is still growing and there are more and more Xenotherms prowling the planet's surface every few days. Something sinister is going on, but so far no one can agree on just what it might be...

Several different groups have dispatched various agents and teams to Nitochron II in order to 'study' the Xenotherms. Most of them have been spotted bringing in a wide range of military-grade weapons systems and cutting edge experimental mechanisms of unknown design or function...


Monday, January 16, 2012

Green Star Whale (Rogue Space)

Green Star Whale
(Celestial Cetaceans of Sphere IIIAlpha Ceti)
Challenge: +1
Type: Animal/Trans-Cetaceoid
Size: Really Big (12' long or more)
Movement: Swim (0')/Flight 
Armor: Medium (D6)
Damage: M
Hit Points: 6
Special: + (Green Star Whales are adapted biologically and technologically to be self-sufficient, in effect they are autonomous whale-shaped micro-habitats that freely move between solar systems as though they were small-scale ships unto themselves, which in point of fact, they are. Also, as cyborgs, each Green Star Whale has 1d6 random biological or cybernetic mods.)

Three hundred years ago the cool luminous star Alpha Ceti appeared fairly non-descript and barely merited much attention by astronomers, aside from certain obscure pop cultural references and it being the favored star of a discredited eccentric who claimed to be the spokesperson for a collective entity she claimed inhabited the 'eleven orbital paths of Alpha Ceti.'. That was all before the Green Star Whales arrived in-system from Sphere III in the Gamma Eridani system. Over the course of three centuries, the Green Star Whales have reformed and restructured the Alpha Ceti system into a thriving Solar System Level Macrocology with millions of verdant habitats and other linked mega-structures to the extent that the immediate vicinity surrounding this solar system now appears to be a greenish haze.

Green Star Whales are descended from a hybridized sequence of aquatic mammalian genelines incorporating Orca and Dolphin DNA. Their nervous systems are augmented with organo-crystalline AI cores that develop in tandem with the inherent internal systems of each Star Whale, allowing them to learn, transfer information among themselves at light speed, and transfer identity/personality profiles when the need arises.

These beings are highly motivated, very intelligent and incredibly dedicated to their species' rather unique and idiosyncratic interpretation of the Panspermia Doctine. It is their mission, as a collective species, to spread, scatter and seed life across the otherwise Empty Void.

It is also curious to note, if only for trivia's sake, that the Alpha Ceti system does in fact have eleven orbital paths, if one does not count the very minor debris cloud that has shifted outwards from Orbital Zone 5 due to some undisclosed and unidentified mishap or possible sabotage.

---
S.H.I.P.S. Data
Name: Green Star Whale
Class: Autonomous Interstellar Cyber-Cetacean
Speed: 1 to 4

Percent         Section        Detailed
40%               Shields          (1) L
10%               Howitzers     (1) Laser
10%               Interior         (1) Core-Mind (treat as Bridge)
40%               Propulsion    (2) Fluke-Mounted Drives (Unknown configuration)
100%             Structure       10
---


Monday, January 9, 2012

Achernarian (Rogue Space)

Achernarian 
Challenge: +1
Type: Humanoid
Size: Average
Movement: Biped (40')
Armor: Medium (D6)
Damage: M
Hit Points: 4
Special: Achernarians have 1d4 psychic powers. Their status within Achernarian society is determined by the power(s) each one exhibits. Non-psychic Achernarians are considered expendable and treated as worker-drones.

Achernarians get a 10% discount on all non-weapon purchases due to their tendency to reveal all the most embarrassing and damaging secrets of merchants who attempt to cheat them.

Nectar, pollen and various grades of sap are the primary nutrients of these beings.

Archernarians can see extremely well in dim light, and far down into the infrared, but cannot discern the color blue (they see it as dark gray or black). Their hearing is twice as acute as an average human mostly because they sense sound in a tactile manner through their skin and not by way of ears at all.