Crossing the Void - Neurovore

by DJasonWright

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Neurovore

A terrifyingly alien species which call themselves the Psi-kran, the Neurovore emerged from the darkness beyond the light, bringing fear and destruction to Knowne Space. Their initial target was Mithril Forge, the homeworld of the Dvergr, where they swiftly overpowered the inhabitants and established their own dominance over the planet. From this stronghold, the Neurovores have begun to spread insidiously across Knowne Space, infiltrating the Many Worlds. Their strategy seems to be to subtly undermine the existing power structures, insinuating themselves into key positions to weaken the defense of the Nations and Peoples, paving the way for an inevitable larger, more devastating invasion. The Neurovore Threat looms large, as their psionic abilities and hive mind make them a dangerous enemy and an insidious threat.

Neurovore Drone

The most basic of the Psi'kran, but no less terrifying, these creatures operate in groups, forming a hive mind that enhances their coordination and efficiency. With multiple, faintly glowing eyes and semi-translucent skin revealing a network of pulsing veins, they present a nightmarish visage. Their tentacle-like forearms and lower bodies split into writhing appendages, making their movements both unpredictable and deadly. Neurovore Drones prefer to stay close to water, but can hover using their psionic abilities to avoid draggin their tentacles across the dry land. Their primary role is to swarm and overwhelm opponents, using sheer numbers to their advantage.

2 2 1 1 2 1
3 5 0 0

Skills: Brawl 1, Resilience 1.

Abilities: Hive Mind (When within Short Range of at least one other Neurovore, gain b to all checks), Amphibious (Can breathe underwater and swim without penalty), Psionic Hovering: (While hovering, ignore difficult terrain).

Equipment: Tentacle Swipe (Brawl; Damage 4; Critical 4; Range [Engaged]; Ensnare 1).

Neurovore Stalker

The advanced form of the Psi'kran, tasked with scouting and infiltration, the Neurovore Stalker possesses greater agility and independence compared to Drones. Despite their semi-translucent skin and glowing eyes, they are adept at blending into their surroundings. Stalkers have the ability to become invisible for short periods, allowing them to ambush unsuspecting prey. Their tentacle lash and psionic blasts make them formidable adversaries in both melee and ranged combat. Stalkers are often the first wave of an invasion, sowing chaos and confusion among enemies.

2 3 2 2 3 1
4 10 10 1 1
 

Skills: Brawl 2, Stealth 2, Athletics 2, Perception 2.

Abilities: Hive Mind (When within Short Range of at least one other Neurovore, gain b to all checks); Amphibious (Can breathe underwater and swim without penalty), Psionic Hovering (While hovering, ignore difficult terrain), Psionic Camouflage (Once per encounter, can become invisible for 2 rounds (add bb to checks to detect).

Equipment: Tentacle Lash (Brawl; Damage 5; Critical 4; Range [Engaged]; Ensnare 2), Psionic Blast (Willpower; Damage 6; Critical 3; Range [Short]; Disorient 2).

Neurovore Overlord

Neurovore Overlords are the leaders and most powerful of the Psi'kran. These creatures exhibit significant psionic abilities, capable of controlling multiple drones and stalkers with ruthless precision. Standing at six to eight feet tall, with multiple glowing eyes and a body that seems to pulse with otherworldly energy, Overlords are both awe-inspiring and terrifying. Their psionic mastery allows them to control minds, project psychic shields, and manipulate objects with telekinesis. Overlords serve as the strategic masterminds

of Neurovore operations, coordinating their forces to devastating effect.

3 3 3 3 4 3
5 15 10 2 2
 

Skills: Brawl 3, Leadership 2, Resilience 3, Psionics 4, Perception 3.

Abilities: Hive Mind (When within Short Range of at least one other Neurovore, gain b to all checks); Amphibious (Can breathe underwater and swim without penalty), Psionic Hovering (While hovering, ignore difficult terrain), Psionic Mastery (Can use the following psionic powers).

  • Mind Control (Psionics; Action; Difficulty 3; If successful, target is controlled for 2 rounds).
  • Psionic Shield (Psionics; Incidental; Increase Soak by 2 for 2 rounds).
  • Telekinesis (Psionics; Action; Difficulty 2; Move object up to Silhouette 1 within Short Range).

Equipment: Tentacle Strike (Brawl; Damage 6; Critical 3; Range [Engaged]; Ensnare 2), Psionic Wave (Willpower; Damage 8; Critical 2; Range [Short]; Knockdown).

Neurovore Convergence

Often referred to as the Knot, the Neurovore Convergence is a massive amalgamation of Neurovores fused together into a horrifying tangle of tentacles, flesh, and glowing eyes. This entity acts as the central intelligence for Neurovore operations, exhibiting unmatched psionic power. The Convergence's presence signifies a major escalation in the conflict, with its ability to connect to and control all Neurovore within a significant range. The flesh pit of writhing tentacles is both a defensive and offensive powerhouse, capable of unleashing devastating psionic surges and grappling foes with its many appendages. Encountering a Neurovore Convergence is a sign that the very heart of the Neurovore threat is near.

4 2 4 3 5 4
6 20 15 2 2
 

Skills: Brawl 3; Resilience 4; Psionics 5; Leadership 3; Perception 4.

Abilities: Hive Mind Overlord (The Knot can connect to all Neuovore within Long Range, providing bb to all checks, and coordinating their actions with ruthless efficiency); Amphibious (Can breathe underwater and swim without penalty), Massive Presence (The Knot's sheer size and psionic aura impose a fear effect on all enemies within short range, add bb to all checks due to fear).

  • Mind Control (Psionics; Action; Difficulty 3; Target up to two characters within short range. If successful, targets are controlled for 2 rounds).
  • Psionic Shield (Psionics; Incidental; Increase Soak by 3 for 3 rounds).
  • Telekinesis (Psionics; Action; Difficulty 2; Move objects up to Silhouette 2 within medium range).

Neurovore Implantation

In addition to their infiltration and stalking methods, Neurovore employ a more insidious tactic to subvert and control cultures: the implantation of a single Psi'kran Orb into a host. The presence of just one Psi'kran is not enough to trigger the mutation into a Neurovore. Instead, the implanted host remains outwardly unchanged, subject only to the subtle influence of the Psi'kran.

This subtle guidance can shape the host's decisions and actions without overtly altering their behavior, making the influence nearly undetectable. However, in times of great stress, the Psi'kran can assert full control, effectively taking over the host's mind. When this occurs, the host gains all the abilities of a Neurovore Drone, in addition to their own.

The Psi'kran within an implanted host is constantly on the move within the host's body, sometimes appearing as a visible bulge under the skin, similar to a faintly glowing boil or cyst. This occasional visibility can serve as a disturbing reminder of the hidden threat lurking within, highlighting the insidious nature of the Neurovore invasion.

By implanting themselves into key figures within a society, the Psi'kran can manipulate events from the shadows, weakening the structure of nations and planets and preparing them for full-scale invasion. This subversion makes the Neurovore threat not only a matter of brute force but of psychological warfare and subtle domination.

  • Psychic Scream (Psionics; Action; Difficulty 3; All enemies within medium range must make a Willpower check or be stunned for 1 round).
  • Regeneration: The Knot heals 2 wounds at the start of each of its turns unless it has suffered a critical injury.
  • Psionic Surge: Once per encounter, the Knot can unleash a powerful psychic surge, causing all enemies within Short Range to suffer 5 Strain and be knocked prone.

Equipment: Tentacle Slam (Brawl; Damage 8; Critical 3; Range [Engaged]; Ensnare 3), Psionic Blast (Willpower; Damage 10; Critical 2; Range [Short]; Disorient 3), Writhing Grasp (Brawl; Damage 6; Critical 4; Range [Engaged]; Grapple - once grappled, target is restrained and takes 2 Damage per round until escape).

All Images created with Midjourney Generative Artificial Intelligence Program, pending creation of original art.

 

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