Splugorth Overlords Aka the Kydians

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Seswarick
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Splugorth Overlords Aka the Kydians

Post by Seswarick »

This is an attempt to stat the bruisers of the Splugorth forces, the Kydians. More for GM use, I kept it balanced just in case someone decides to play one.
Kydian.jpg
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The Overlords compose the Splugorth's main military force and a large percentage of the population among minions. The big bruiser on the cover is a Kydian Overlord. They are the indigenous life forms from a planet that was one of the Splugorth' s most unusual and bloodless conquests. The Kydians (pronounced Kid-dians) were the victims of overpopulation. Their incredible birth rate and fast rate of maturity was killing them! Multiple births are the norm for Kydians; triplets and quadruplets are average and as many as six young are possible. To make matters worse, the males and females reach full physical maturity at age 14 and the gestation period is a short six months. The planet was choked with too many people, which in turn lead to terrible pollution of every kind. Starvation and disease were everywhere. The emotional stress was incredible and instigated a high degree of violence, murder, crime and insane risk taking. Euthanasia of the sickly, criminals, and the elderly (age 45), was mandatory and there were plans to reduce the age of termination to 40! But even these extreme measures and circumstances could not relieve their plight. The planet's resources were soon gone! It was only a matter of another two generations before they'd become extinct. The Splugorth discovered the planet with its trillions of desperate people and made a deal. If they agreed to serve the Splugorth forever, they would rescue them from their certain oblivion and give them a new life in paradise. The Kydians could not refuse such a generous offer and have not been disappointed. Since their pact, 53,000 years ago, they have enjoyed a level of prosperity, health, and longevity they had never known. Best of all, the Kydians, so used to crowded conditions, have been set free to explore and conquer the universe and beyond. The Splugorth have instituted some birth control on some of the many planets dominated by the Kydians, but typically encourage the alien's frequent mating, birth and way of life in order to continue to amass a great army of zillions. Millions, even billions, may die in the conquest of a planet or the exploration of a strange, new dimension, but the Kydians don't mind because they enjoy the combat and adventure and see it as a small and reasonable price to pay for their prosperity.
The Kydians are normally huge, super strong, with powerful builds, and possess great physical endurance. This makes them ideal infantry soldiers. The Splugorth Overlords, as the Kydians are known, have become the backbone of the Splugorth empire. Given liberation from their crowded and dying world, the Kydians have shown great mental and emotional stability. They are very even tempered, obedient, and law-abiding, yet aggressive in battle. They are fairly good strategists and skilled in many forms of combat, but few ever rise to the ranks of commanding officers. Instead, the Overlords bow to the superior intellect and power of the High Lords and other minions.
The rogue Overlord is a rarity. The Overlords view the Splugorth as their saviors and have dedicated their lives to them. Furthermore, they enjoy the lives they lead under the rule of the Splugorth. To insure the Overlords' loyalty, the Splugorth teach them only those basic skills that they would need to function as good soldiers and most are uneducated in the ways of science, magic, and technology. The Kydians rely on the Splugorth for their every need, from food to weapons manufacture, as well as direction in their lives. Without the Splugorth, they'd be like lost and frightened children.

Benefits:
  • Brutes: The Kydians are infamously strong and tough they begin with a d8 in strength and a d6 in Vigor. (Cost 6)
  • Big'un: Kydians are Size 2 gaining +2 toughness. (Cost 2)
  • Low Light Vision (1): The being ignores penalties for bad lighting in all but pitch darkness. (Cost 1)
Complications:
  • Universally hated: The Kydians have long been stalwart servants of the splugorth and have the reputation that brings throughout the megaverse. They have a -4 charisma penalty with nearly everyone, everywhere. (Cost -2)
  • Restricted Path (Psionics): No known Kydian has ever expressed psionic power. They may not take an Iconic Framework that provides one nor may they take one thru advances (Cost -1)
  • Deserters Hunted: The very rare rogue Kydian is hunted by their fellow with a vengeance. Npc Kydians will target rouge first and with everything they have. Player charater Kydians gain the enemy major Hinderance to represent the succession of powerlords and overlords that will seek the heroes life. (Cost -2)
  • Bound to their "Liberators": The fate of all Kydians, loyal or rogue is tied to the Intelligences that freed them from pending extinction. NPCs have the Vow: Loyalty to their Splugorth Lord (major) hinderance, while PCs gain Vow: Defeat the Machinations of their former Lord (Major) (Cost -2)
Last edited by Seswarick on Mon Jan 28, 2019 11:50 am, edited 1 time in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Splugorth Overlords Aka the Kydians

Post by Seswarick »

Note on how I'm approaching Biowizard Gear: See main Bio-Wizardry thread.


Overlord Power Armor The biowizard powered armor was designed with the Kydians in mind and the telepathic control system is keyed to their psyches negating the need for special training(no PA jock needed) and making use by a non Kydian is nearly impossible. The biological portions bred to provide sufficient PPE for the suits basic functions as well as a pool to use for it's non continuous functions. The armor provides all the basic amenities of tech based PA, including full environmental protection. Its visual functions are further enhanced with continuous exalted detect arcana.
Stats: Size 2, +12 M.D.C. Armor, +2 Toughness, Strength d12+6, Pace 8, Flight Pace 24, Climb 1
PPE pool: 30
Spells available(including MD versions): Invisibility, Heal (self only), Speak languages. Wearer gains +2 and +1 die type to Bio-device Use rolls to pilot the armor. Note requires attunement.
The How
Based off of Triax X-10 Predator; I dropped the armors weapons both to compensate for the addition of spells and to reflect the source material, so they cost no mod slots.
Heroic tier B-W Item
Minor Mods:
  • +1 Bio-device Use for piloting for an attuned user
  • +1 Bio-device Use for piloting for an attuned user
Major Mods:
  • Living Power Source
  • Power points: 10 PPE
  • Power points: 10 PPE
  • +1 Die Type to Bio-device Use for piloting for an attuned user

Staff of Pacification (Loosly based on staff from HJ table)
Power by a lobotomized Zembahk, housed in the top of the staff, this massive weapon is often found in the hands of the overlords. The imprisoned worms acts as a battery for the powers of the staff, linking with it's user telepathically and responds to the users commands. Finally, it’s a combat-worthy staff (Str+d8 MD, Reach 1, Parry +1, twohanded). It has 30 PPE and the following powers, as well as their MD variants. Bolt, Blind, Puppet, and can fire an entangling net. Users also gain +2 to activation rolls for the staff. Note requires attunement. Net Gun 5/10/20 Special RoF1 Shots1 Min Str d6 wt 10 1 PPE to reload.
The How
Base item Net Gun 5/10/20 Special RoF1 Shots1 Min Str d6 wt 10 $5000 BW converted and made into a staff: Fires a super-strong, magical net. With a successful hit, the target is entangled. He suffers –2 to all actions and cannot move. He may try to break free with an Agility or Strength roll at –2. The net is Toughness 10, cutting attacks only.
Legendary Tier B-W item
Minor Mods:
  • +1 to Bio-device Use for activation of Staff for an attuned user
  • +1 to Bio-device Use for activation of Staff for an attuned user
Major Mods:
  • Living Power Source:
  • Power points: 10 PPE
  • Power points: 10 PPE
  • Power: Bolt
  • Power: Blind
  • Power: Puppet
Last edited by Seswarick on Wed Feb 06, 2019 10:36 pm, edited 4 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
User avatar
Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Splugorth Overlords Aka the Kydians

Post by Seswarick »

In using them I suggest adding a mars template appropriate to their role(I've altered two below just for them) and tailor the number of advances to you desired threat level. The PA and Staff should replace some of the gear pics and any remaining pics may include splugorth equipment. I do plan to stat more splugorth gear.

Kydian Overlord IF (MARS Merc Soldier variant)
  • Begin with +5 skill points. „„
  • Begin with any two Combat Edges, ignoring Rank Requirements.
  • Begin with Staff of Pacification, Overlord power armor, one purirobe, two clotrobes, and two additional bio-wizard devices, weapons or microbes. Police will also have two zombitrons. Other creatures and equipment may be available upon assignment and/or at headquarters. Only the highest ranking officers are given a rune weapon, but never greatest rune weapons. Available Bio-Wizard Weapons & Equipment Include: Eylor Floating Eyes, Eylor Helm of Omnipotence (officers only), Eylor Seeker-Hunter, Forearm Plasma Blaster, Helmet Laser, Jolt Gun, Microbes (available upon assignment), Plasma Rifle, Psi-Interrogator, Psionic Rod (officers only), Staff of Power (special operatives and officers), Staff of Eylor (special operatives and officers), Staff of All Seeing (officers only), Symbiotic Organisms (limited availability, usually for special operatives - dangerous parasites are never used on loyal minions), Symbiotic Weapon Modifications (special operatives and officers), Telepathic Holographic Imager (special operatives and officers
Kydian Powerlord IF (Cybernetic Techno-Warrior variant)
  • Begin with the Upgradable Edge. „„
  • Select Biowizard augmentation systems up to 6 total Strain in addition to Retractable forearm blades ( Str+d8 Notes: AP 4, Mega Damage, Parry +1. Requires Agility d8, worn as a pair) and Eyes of Eylor (20/20 vision, nightvision 600 ft (183 m), telescopic vision (6000 ft/1800 m), magnification to the 300th power, constant exalted Detect Arcana).
  • Begin with Staff of Pacification, Overlord power armor, psi-interrogator, two purirobes, two clotrobes, ID4 magic leeches, ID4 zombitrons, and two additional types of bio-wizard devices, weapons, or microbes (two doses). Others creatures and equipment may be available upon assignment and/or at headquarters. Only the high ranking officers are given rune weapons, but never greatest rune weapons.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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