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CREATURES: QUAR BASTION ~ QUOVER

QUOVER 5 (15)

Elusive because they hide in plain sight, creatures called the quover transferred their
consciousness into fox-like creatures about 6 feet (2 m) in length. That was ages ago. Since
then, they’ve explored the wide lands, running and exulting in mere existence, unrestrained
from responsibility. Most quover never interfere with other creatures, unless it’s to defend
themselves or allies they’ve made. A few sometimes learn things that they wish to pass on.
When this happens, quover open their eyes especially wide, which then appear as great
voids of space filled with distant stars. To speak with others, a quover must mentally inhabit An Aeon Priest named
a host creature for a time, and speak using whatever method the host normally uses. Yles suggests that the
quover are all that
Motive: Defense, discovery remain of a previous
Environment: Almost anywhere alone or in flocks of three to five world’s sentient masters
Health: 22 who “ascended” to a
Damage Inflicted: 5 points higher—or at least
Movement: Long different—state.
Modifications: Speed defense as level 6 due to size and quickness; knowledge tasks as level
7.
Combat: A quover can deliver a pulse of psychic energy to scramble the thoughts of one
creature within short range. A target that fails an Intellect defense task takes 5
points of Intellect damage (ignores Armor).
Alternatively, a quover can use a psychic pulse to temporarily transfer its own
mind into a target that fails an Intellect defense task. For a period of up to
one minute (or until the target whose consciousness is submerged can
regain control with a successful Intellect-based task), the quover controls
the target creature while its own body stands silently by with eyes closed.
A quover-inhabited creature might try to negotiate with others,
or simply run the host creature off a cliff or into some other
dangerous situation if nothing else seems to do.
Interaction: The quover enjoy interacting with peaceful
creatures, but to do so, they must hijack a living
being that can speak. Most will trade information for
information, though some will volunteer without asking
for something in return if the information is deemed
important.
Use: A dying quover jumped into a PC’s mind
while the character was sleeping. It hasn’t
GM Intrusion: Two
tried to take direct control (yet), but it subtly
characters are affected
tries to direct the PC into locating a suitable by a quover’s psychic
replacement body for it. pulse, and risk having
their minds switched
for about a minute.
While their minds are
switched, each can use
the abilities of the other,
but all tasks are one step
more difficult because of
unfamiliarity.

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