Gardhyi
Initially, I did not find these aliens inspiring. But as I develop campaigns, I find ways to insert them. Mysterious leaders of crime syndicates, secret society agents, or hidden corporate CEOs running massive mega-corporations, I can see possibilities.
The gardhyi (pronounced gar-DYE-ee) have been around for a long time. Just as the fraal or greys influenced all kinds of legends about elves and fairies on Earth and other worlds, the gardhyi may be the origin of ancient tales of darker monster of mythologies throughout the galactic societies. Vrusks have legends of dark shadowy humanoid figures lurking, manipulating groups and beings, and committing dark acts. They were one of the reasons first contact with the Vrusk was tense at first. Humans have called them evil spirits and Men In Black, among other things, at various times m Earth’s history. Yazirian legends speak of the terrible necromancers who once roamed their home world. Dralasite tales tell of the shadow-lurkers who bring misfortune and evil magic. According to conspiracy theorists, these legends and others appear to have some connection to the gardhyi.
In truth the gardhyi are exiles from a far off stellar nation called the Gardh Technocracy. Very little is known of the Technocracy except that the gardhyi, for some heinous crime, were implant with the Star Web device and through them, were banished from their part of space. In service of the I’krl, perhaps they hope to find a way home. Until then, they serve the mysterious old gods of I’Krl.
Description
In the Frontier, a gardhyi works very hard to blend into Human space. Most of them blend in so wall that they are rarely, if ever, recognized for what they truly are. In most cases, the are referenced by their local legend names – shadow elves, shades, or agents of secret societies. Because the general size and shape of a gardhyi is close to that of a human, individuals of the species are often mistaken for such, especially when they are wearing their traditional dark clothing, dark eye-shades and either a dark hood or hat of some kind. Without such garb, a gardhyi would never be able to pass for anything other than an alien of unknown origin and intentions.
Star Web Implant (Weird Science Gadget)
Every Gardhyi was implanted with an alien bio-tech device called the Star Web Implant. If granted full control, it allows a gardhyi to make journeys through Void space without a ship for distances of up to 75 light-years. A
The gardhyi come in 4 varieties, based on power and ability to manipulate their starweb implant.
Outcasts (Novices)
The Outcasts (Novices) are the initiates with no conscious control over its starweb, and thus has no ability to teleport at will. However another gardhyi with an active starweb and control can key an outcast’s starweb to the same destination as his own. This Outcast tend to follow higher level gardhyi .
Attributes
Agility | Smarts | Spirit | Strength | Vigor |
---|---|---|---|---|
d8 | d6 | d10 | d8 | d6 |
Pace | Parry | Toughness | ||
6 | 7 | 5 (+4) |
Skills
Athletics | Common Knowledge | Notice | Persuasion | Stealth |
d6 | d4 | d6 | d8 | d6 |
Skills: Fighting d10, Shooting d8, Psionics d10
Hindrances: …
Edges: …
Special Abilities
- CALL SHADOWS – Gather shadows that obscure the area immediately around the gardhyi for 1 hour (+4 to Stealth).
- SHADOW BOLTS – Gardhyi produces dark bolts of numbing shadow that fire from the gardhyi’s hands. Range: 12. Duration: Instant. Shadow Bolt sends damaging bursts of shadow energy toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
- STAR WEB CONTROL: Outcasts are usually enslaved to higher level gardhyi and have no control of their Star Web devices.
Gear: Armored Coat (+4)
Rogues (Seasoned)
The Rogues (Seasoned) have the ability to psionically control their starwebs and can either use the Psionic power Telepathic datalink (Gardhyi only) to reprogram the jumps or use nanites, surgery or other invasive methods to reprogram the web to limited sites and distances.
Attributes
Agility | Smarts | Spirit | Strength | Vigor |
---|---|---|---|---|
d10 | d6 | d10 | d8 | d6 |
Pace | Parry | Toughness | ||
6 | 7 | 5 (+4) |
Skills
Athletics | Common Knowledge | Notice | Persuasion | Stealth |
d6 | d4 | d6 | d8 | d6 |
Fighting d12, Shooting d10, Psionics d10
Hindrances:…
Edges: …
Special Abilities
- CALL SHADOWS: The Gardhyo can gather shadows that obscure the area immediately around the gardhyi for 2 hours (+6 to Stealth).
- SHADOW BOLTS: Gardhyi produces dark bolts of numbing shadow that fire from the gardhyi’s hands. Range: 12. Duration: Instant. Shadow Bolt sends damaging bursts of shadow energy toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6+1, or 3d6+1 with a raise.
- STAR WEB CONTROL: Limited control of the device can be gained through Psionic technology or nanotech surgery. This allows for limited travel, within the same system and up to one light year away. They can also link to up to 3 Outcasts.
Gear: Armored Coat (+4)
Shades (Verterans)
The Shades (Verterans) can use weird alien powers in minor ways to readjust the starwebs and tap into abilities and conjure shadows and other effects normally outside the psionic abilities innate in some other gardhyi.
Attributes
Agility | Smarts | Spirit | Strength | Vigor |
---|---|---|---|---|
d10 | d8 | d12 | d8 | d6 |
Pace | Parry | Toughness | ||
6 | 7 | 5 (+4) |
Skills
Athletics | Common Knowledge | Notice | Persuasion | Stealth |
d6 | d4 | d6 | d8 | d6 |
Fighting d12, Shooting d8, Psionics d12
Hindrances: …
Edges: …
Special Abilities
- CALL SHADOWS – The Gardhyo can gather shadows that obscure the area immediately around the gardhyi for 3 hours (+6 to Stealth).
- SHADOW BLASTS– Gardhyi produces dark bolts of numbing shadow that fire from the gardhyi’s hands. Range: 24. Duration: Instant. Shadow Bolt sends damaging bursts of shadow energy toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 3d6, or 4d6 with a raise.
- DARKNESS – Darkness blocks illumination in an area the size of a Large Blast Template, making the area Dark, or Pitch Darkness with a raise.
- STAR WEB CONTROL: Limited control of the device can be gained through Psionic technology or nanotech surgery. This allows for limited travel, within the same system and up to 20 light years away. They can also link to up to 5 Outcasts.
Gear: Armored Coat (+4)
Krl’yth (Heroic)
The Krl’yth gardhyi (Heroic) exhibit a full range of powers and serve the I’Krl fully. They are they highest members of their disjointed and nomadic societies.
Attributes
Agility | Smarts | Spirit | Strength | Vigor |
---|---|---|---|---|
d12 | d8 | d12+2 | d8 | d6 |
Pace | Parry | Toughness | ||
6 | 7 | 5 (+4) |
Skills
Athletics | Common Knowledge | Notice | Persuasion | Stealth |
d6 | d4 | d6 | d8 | d6 |
Fighting d12, Shooting d10, Psionics d12
Hindrances: …
Edges: …
Special Abilities
- CALL SHADOWS – The Gardhyo can gather shadows that obscure the area immediately around the gardhyi for 6 hours (+6 to Stealth).
- SHADOW BLASTS – Gardhyi produces dark bolts of numbing shadow that fire from the gardhyi’s hands. Range: 48. Duration: Instant. Shadow Bolt sends damaging bursts of shadow energy toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 4d6, or 5d6 with a raise.
- DARKNESS – Darkness blocks illumination in an area the size of a Large Blast Template, making the area Dark, or Pitch Darkness with a raise.
- STAR WEB CONTROL: Unlimited control of the Star Web device. Can travel up to 50 to 75 Light Years.
Gear: Armored Coat (+4)