Gardhyi

Gardhyi

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 and committing evil 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.

The gardhyi come in 4 varieties, based on power and ability to manipulate their starweb implant.  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 . 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.  The Shades (Verterans) can use wierd 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.  The Krl’yth gardhyi (Heroic)  exhibit the full range of powers first attributed to all gardhyi

Outcasts (Novices)

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
Fighting d10, Shooting d8,  Psionics d10

Hindrances:

Edges: —

Special Abilities

  • CALL SHADOWS (ELEMENTAL MANIPULATION – SHADOWS) – Gather shadows that obscure the area immediately around the gardhyi for 1 hour (+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, or 3d6 with a raise.
  • WEIRD SCIENCE GADGET: STAR WEB IMPLANT – allows a gardhyi to make journeys through drivespace without a ship fora distance of up to 75 light-years, depending on the success achieved

Gear: Armored Coat (+4)

Rogues (Seasoned)

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 (ELEMENTAL MANIPULATION – SHADOWS) – Gather shadows that obscure the area immediately around the gardhyi for 1 hour (+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, or 3d6 with a raise.
  • WEIRD SCIENCE GADGET: STAR WEB IMPLANT – allows a gardhyi to make journeys through drivespace without a ship fora distance of up to 75 light-years, depending on the success achieved

Gear: Armored Coat (+4)

Shades (Verterans)

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 (ELEMENTAL MANIPULATION – SHADOWS) – Gather shadows that obscure the area immediately around the gardhyi for 1 hour (+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, or 3d6 with a raise.
  • WEIRD SCIENCE GADGET: STAR WEB IMPLANT – allows a gardhyi to make journeys through drivespace without a ship fora distance of up to 75 light-years, depending on the success achieved

Gear: Armored Coat (+4)

Shades (Heroic)

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 (ELEMENTAL MANIPULATION – SHADOWS) – Gather shadows that obscure the area immediately around the gardhyi for 1 hour (+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, or 3d6 with a raise.
  • WEIRD SCIENCE GADGET: STAR WEB IMPLANT – allows a gardhyi to make journeys through drivespace without a ship fora distance of up to 75 light-years, depending on the success achieved

Gear: Armored Coat (+4)

My Notes

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.

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