BYAKHEE
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Identity: Lesser Servitor Race
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Group Affiliation: They are closely associated with He Who is Not to be Named (Hastur the Unspeakable).
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Base of Operations: Byakhee are an interstellar race, perhaps originating near Aldebaran. They prefer airless planetoids and comet nuclei for their habitat. A Byakhee enters an atmosphere only to feed on planet-bound organisms.
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Side: Evil
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Sex: Unknown (if applicable)
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Age: Unknown
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Height: 6' 2"
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Hair: None
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Eyes: Unknown
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Level: 8th
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Experience: 35,000
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Training: +1 Damage (Unarmed HTH Combat)
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POWERS:
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1. Body Power (Byakhee Composition): The Byakhee are composed of convential matter. The body of the Byakhee has two major sections - the thorax and the opisthosoma. All Byakhee share the following racial abilities:
a. Adaptation: Byakhee can survive the rigours of outer space.
b. Heightened Endurance A +10
c. Natural Weaponry (Claw/Bite): +3 to Hit, +6 Damage.
d. Special (The Hune): This unique paramagnetic organ occupies much of the Byakhee's opisthosoma. This unique organ allows interstallar travel. The Byakhee's Hune generates a spacetime pattern, called a keim by ancient writers, that allows travel through the vast gulf of space at a rate of 400 times the speed of light. Generating a keim is hard work and costs 1/2total Power. All Byakhees are voraciously hungry after emerging from a keim at the end of their journey and must feed as soon as possible.
e. Speed Bonus: +80" flight speed.
f. Wings: Maximum Flight speed 274" (62 mph), PR 1/hour.
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2. Heightened Agility A +8
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3. Heightened Strength A +10
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4. Heightened Expertise: +4 to hit with unarmed HTH attacks.
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5. Psionics (Cause Fear & Insanity): The Byakhee cause fear & insanity in humans around them (radius of 15" (I in inches) at no power cost), and it lasts until the victim can make a successful saving throw vs. Intelligence on percentage dice.
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6. Weakness (Prejudice):
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CHARACTER DATA:
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Weight: 240 lbs.
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Basic Hits: 5
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Agility Mod: Nil
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Strength: 20
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Endurance: 20
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Agility: 22
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Intelligence: 14
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Charisma: 15
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Reactions from: Good: -1 Evil: -1
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Hit Mod. (1.9) (2.2) (1.8) (1.2) = 9.0288
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Hit Points: 46
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Damage Mod.: +3
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Healing Rate: 2.5
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Accuracy: +4
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Power: 76
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Carrying Capacity: 1200 lbs.
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Basic HTH Damage: 1d10
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Movement Rates: 62" ground, 274" flying.
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Det. Hidden: 12%
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Det. Danger: 16%
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Inventing Points: 12.0
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Inventing (45%):
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Knowledge Areas: Mythos Lore
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Origin and Background: (Unknown) It is a noisy, active entity. At rest and in flight it screeches and croaks, except when stalking prey. Though its limbs are sturdy enough, the Byakhee rarely walks, flying whenever possiblle.
"There flapped rhythmically a horde of tame, trained, hybrid winged things... not altogether crows, nor moles, nor buzzards, nor ants, nor decomposed human beings, but something I cannot and must not recall."
-- H.P. Lovecraft
SPELLS
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Summon Byakhee
This spell costs 3 PR per turn and 2d12 turns to cast. Once the spell is cast, the caster must make a saving throw versus his Intelligence x2 or suffer an additional loss of 1d10 Power. The spell requires the material adjunct of a whistle, which must be blown during the summoning. This spell may only be cast successfullly at night when Aldebaran is above the horizon (October through March are the best months).
Once the spell has been cast, the contactee may not appear for an hour or a day or more (roll 1d100 hours) -- the caster does not know when, and must wait. The Byakhee will flap down out of the sky, stilll icy from space. Remember that there is no guarantee that a contacted Byakhee would rather bargain than devour the caster, or that it might not have some other alien scheme in mind.
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Bind Byakhee
This spell costs 4 Power per 10% chance of success. Once the spell is cast, the caster must make a saving throw versus his Intelligence x2 or suffer an additional loss of 1d10 Power. Once bound, the Byakhee must obey one order by the caster, even to attacking its own kind, after which it is freed and returns whence it came. If the caster should fail his chance to bind, then the Byakhee will attack the caster.
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Legal Status: None.
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Training Bonuses:
2nd Level:
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+1 Accuracy with HTH Combat
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3rd Level:
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+1 Damage with HTH Combat
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4th Level:
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+1 Accuracy with HTH Combat
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5th Level:
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+1 Damage with HTH Combat
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6th Level:
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+1 Accuracy with HTH Combat
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7th Level:
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+1 Damage with HTH Combat
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8th Level:
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+1 Accuracy with HTH Combat
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Notes:
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XP Value (Captured/Defeated): 1952 / 976
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