48 minutes ago
Sunday, January 27, 2013
Ghosts of the First Ones
Discoveries since the the advent of the space age have confirmed occult theories and assertions of the Book of Dzyan that humanity is not the first intelligence to arise on the earth. Astral projection has allowed a glimpse of the beings that inhabited earth in the distance past. The oldest of these was a protoplasmic race made of lighter elements than current physical matter--indeed, they were of a density we would currently term “etheric.” They inhabited a continent only slightly denser than themselves, long ago sublimated into the Astral, but then located at what is now the North Pole. For this reason, these beings have been dubbed “Polarians.”
Psychic impressions indicate the Polarians were alien in many respects. They do not appear to have possessed consciousness in the manner of humans and were perhaps part of a group intelligence. They weren't users of tools in the usual sense: they made what they need from their own substance. Polarian bodies possessed no organs and they reproduced asexually via binary fission.
Polarians are long extinct, but their tenuous ghosts are sometimes encountered, particular in the atmospheres of the gaseous outer planets, blown there by the solar winds.
POLARIAN GHOST
# Enc.:1 (1d4) Movement:180’ (60’) Armor Class: 0 (or 8) Hit Dice: 8 Attacks:1 Damage: 1d6, see below Save: M8.
These remnants of the Polarian race are ethereal and incapable of physical harm or being harmed by physical creatures. However, their presence is unnerving and may cause fear as per spell. Pyschic beings are particularly susceptible to their alien intellects and save at a -2. They can be harmed by supernatural abilities which effect ethereal creatures or by other ethereal being. They may strike ethereal creatures with pseudopods for 1d6 damage. On a successful hit they can envelope a foe if they wish, provided their man-size or smaller. To ethereal creatures this does a 2 points of damage per round. Their ability to damage etheric beings also allows them to disrupt psychic helms, effecting navigation in unpredictable ways.
Labels:
monsters,
pulp space,
rpg
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment