The Hyshkorrid
A savage denizen of the Underworlds of Lingusia
Savage Flayers, a Monstrous
Wild Card For Savage Worlds Adventure Edition Fantasy Companion
The Hyshkorrid are conquerors of the psionic mindscape,
travelers from distant universes, and telepathic masters of manipulation.
Though few in number, these cephalopodic humanoids dwell in the depths of the
Underworld beneath the shifting Sands of the Hyrkanian Deserts and the
Mountains of Madness (the Slithotendan Mountains). The few scholars to interact
with them say the hyshkorrid are obsessed with the observation of the mad god
Slithotep, though perhaps not in a reverent manner, but they do worship
Thasrik, the insectoid god of control and domination.
Hyshkorrid feast on the brains of sentient beings and use
their potent psionic powers to lay waste to small armies. They are not
physically adept at battle so usually prefer to dominate an opponent first to
make their attack certain.
Attributes: Agility D8, Smarts D12, Spirit D10,
Strength D6, Vigor D6
Skills: Academics D10, Fighting D8, Intimidation D10,
Occult D8, Psionics D12, Stealth D8
Pace: 6, Parry: 6; Toughness: 9 (4 from
psionic deflection)
Edges: Arcane Background (Psionics), Power Points X2
(+10 PP), Extra Powers X3 (6 powers)
Power Points: 20
Powers: All powers have a psionic/mental trapping; a
typical array of powers include: Blast – Psionic (3 PP base cost), Confusion (1+
PP), Disguise (2 PP), Farsight (2 PP), Invisibility (5 PP), Mind reading (2
PP), Mind Wipe (3 PP), Stun (2 PP), Telekinesis (5 PP)
Gear: robes, masking hood, usually 1D3-1 magic items (potions,
scrolls, rings, wondrous items), one roll on special chart below
Special Abilities:
Brain Extraction: STR+D6 damage, 2 AP. Hyshkorrid
are incredibly proficient at extracting a brain from a humanoid skull. If a
target is reduced to incapacitated by this attack then the hyshkorrid will use
its next action as a Finishing Move; the brain is extracted and eaten. An extracted brain immediately restores 1D4 psionic power points.
Psionic Immunity: Hyshkorrid are immune to
mind-affecting powers of psionic or magical nature that impact the mind (such
as mind wipe, confusion, etc.)
Psionic Armor: Hyshkorrid have perfected the art of
telekinetic deflection and gain +4 for toughness due to this trait. If a
hyshkorrid is somehow caught unawares this bonus cannot be applied.
Natural Telepath: The hyshkorrid can only communicate
via telepathy at will within 120 feet. For 1 PP it can extend the range to 1
mile for a minute.
1D10 Items on the body of a
Savage Flayer:
1 – A necklace of grown coral wrapped around a tiny crystal
ball showing the image of an eerie cosmic landscape
2 – A hideous holy amulet to Thasrik, the scorpion-like god
of domination and control
3 – A carefully folder flayed skin of a humanoid species
with a zipper attached to the back
4 – A locket which opens up to reveal a windable watch and
the painted image of a blonde woman of Imperial descent; behind the clasp is a
carefully folded note: “To my beloved, whom I shall devour last.”
5 – A clutch of what look like marbles but are squishy like
eggs, and against a strong light you can see tadpole like beings swimming
within
6 – A mimir skull of a kobold imbued with Smarts D8, Common
Knowledge D8 and Academics D12 which can speak on any subject but only in
draconic or aklo languages.
7 – A belt of threaded shrunken heads, all of gnomes, which
begin to animate and laugh hysterically when touched by anyone who fails a
Spirit check.
8 – A small, murky globe of swirling coppery color which
speaks strange and hideous chants in aklo when held by an unprotected hand, and
requires a Spirit check at -2 or the bearer experiences sudden terror and must
roll on the Fear table.
9 – a backpack with a folded-up, small animated skeleton of a
goblin, which functions as a servant that can carry out three word commands
10 – a tiara of platinum and diamond that looks worth 1,000
GP but if worn immediately requires a Spirit check at -2 or the wearer’s mind
is overwhelmed by the commanding presence of the god Thasrik; a new save can be
done once per day to break the spell
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