Champions – Kyinn, The Friendly Eldritch Horrors


The Kyinn are one of the universe’s elder species, at least six billion years old (and possibly nearly twice that). Why they have not yet Transcended is an open question, although it’s possible that their existence in a universe which is blatantly ill-suited to them, or their apparent immunity to boredom, is having some delaying effect.

They seem to be best adapted for life on gas giant worlds; they move by flying, thrive in a rather cold reducing atmosphere (although they are capable of tolerating others), draw much of their metabolic energy from atmospheric electrical discharges, and are far more tolerant of temperature variations than humans – to the extent of being able to operate (albeit
slowly) at temperatures approaching -180 degrees celsius and even being able to survive being frozen solid, provided that it occurs slowly enough for them to shut hemselves down and go into archival mode. Existing on worlds with more earthlike atmospheres requires that they periodically absorb small quantities of various gases (or, according to some reports… salads).

Physically the Kyinn consist of a matrix of gases typical of jovian-style reducing-atmosphere worlds, compressed and contained by magical fields anchored to a material core – preferably a chunk of nickel-iron or similar material. Their “metabolism” employs electrical energy (absorbed periodically) along with hydrogen, ammonia, hydrogen sulfide, methane, water, nitrogen, ethane, acetylene, and modest amounts of other compounds and elements to build up complex, information-storing, organic molecules.

The Kyinn – or at least the ones “built” on sufficiently stable material cores – seem to be functionally immortal; as long as there is a bit of ambient magic and electrical energy, they seem to be able to sustain themselves indefinitely – and apparently quite happily. Kyinn do not seem to suffer any ill-effects from thousands, or even many millions, of years of imprisonment. If and when released… they simply go on about their business (another argument for them being constructs or at least EXTREMELY alien).

Kyinn reproduction requires a solid chunk of dense material, around which one or more (preferably a group) of “adult” Kyinn will intentionally construct another specimen – an involved and difficult process that requires a good deal of time and magic as well as “copying over” a great deal of information to the new specimen. While there is a “childhood” period, it’s relatively brief compared to most higher life forms and involves relatively little “education”. It’s mostly a time in which the new Kyinn gets its “inherited” information sorted out and (possibly; communication with the Kyinn is extremely limited) develops it’s own personality and traits. Alternatively, they can reproduce by “adoption” – converting other creatures to their own structure and metabolism. Unfortunately, such “hybrids” tend to gradually go mad (or possibly simply develop into full-fledged Kyinn) – although their mentalities may be recognizable for many centuries. Still, the temptation of near-immortality has been known to bring in willing recruits.

While little can be said to be impossible given the scale of the universe, and it is possible that – at some point – the Kyinn re-engineered themselves, most observers feel that the evolution of such a species is fabulously unlikely. Thus most biologists classify the Kyinn as either incredibly sophisticated constructs or true artificial intelligences. They are considered to likely be patterned after the Elder Ones, rather than following the natural patterns of life in this universe.

Their “natural” capabilities include flight (and possibly sublight interstellar flight), some shapeshifting (they are basically amorphous after all), exquisite sensitivity to atmospheric vibrations and composition, natural air-magic, the ability to exert fairly strong concussive forces by touch (via relaxing the magical field that keeps their internal pressures under control for an instant), some ability to absorb electrical energy to strengthen themselves, and minor resistance to most forms of injury – although if you exceed that tolerance their underlying structure is quite fragile. They are more powerful than baseline humans – but, at least as individuals, they are generally no match for superheroes.

Very little is understood about the culture of the Kyinn; they seem to be permanently happy, they tend to be quietly expressionistic, absorbing other races and transforming their worlds atmospheres when the opportunity arises – but they have been known to intervene on behalf of endangered worlds. While it is speculated that they simply believe that it would be a terrible shame for something to happen to a world before its inhabitants got a chance to become Kyinn, there’s no real evidence for or against that idea.

Unfortunately, the Kyinn are extremely vulnerable to the influence and powers of the Elder Ones – to the point where exposure to even moderate levels of “Darkstorm” energies can have major effects on their behavior and outright possession is not uncommon. Thanks to this, and to their tendency to absorb other species and their worlds, the Kyinn make difficult neighbors – to the point where it’s generally seen as best to seal them away if that is at all possible.

Value Characteristic Points
5 STR -5
18 DEX 24
13 CON 6
5 BODY -10
8 INT -2
11 EGO 2
10 PRE 0
0 COM -5
2 PD 1
2 ED -1
3 SPD 2
4 REC 0
26 END 0
15 STUN 0
Total 12
Points Powers END
4 Elemental Control: Gaseous Form (10-pt reserve); Generic Limitation (User is blatantly alien, akin to the Elder Ones rather than to any natural life form): -½; Generic Limitation (User is extremely vulnerable to the Darkstorm energies, to possession by the Elder Ones, and to their manipulation and corruption): -½; Generic Limitation (Considered a pest species by most of the universe): -½
a-4 10″ Flight (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
b-3 Shape Shift (Limited Group; Variously “blob” shapes, with or without tentacles); Generic Limitation (Always semi-translucent, somewhat ill-defined, and usually a bit smelly): -½ 2
c-4 Damage Reduction (Physical, 50%).
d-3 Force Field (5 PD/5 ED); Reduced END: Zero & Persistent, +1; Always On. 0
e-4 Pressure Wave Hand-to-Hand Attack (7d6, Total 8d6); Range: 0. 2
f-7 Life Support (total); Generic Limitation (Does require small amounts of electrical energy and various gases from time to time.): -¼; Generic Limitation (Subject to upper and lower limits: Kyinn can handle a considerably larger range of base temperatures, pressures, and radiation levels than humans, but it’s nowhere near “survive on Pluto” or “swim in the core of the Sun”.): -¼.
g-4 Wind and Pressure Control Telekinesis (STR 14); Range: 105; Manipulation: Coarse, +0. 2
h-6 2d6 Transform Gases (Minor, Limited Class); Range: 125. 2
i-9 4d6 Aid: Air Magic (Fade/hour, Max. 42); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Extra Time: 1 min., -1½; Maximum of seven prepared effects.: -½; Increased END (2 per turn over the one-minute usage time): ×5, -2; Visible (Extremely alien power signature): -¼.This ability is used to create new Kyinn, although the process is difficult, requires time and skill, and cannot be attempted very often. 25
j-8 Windreading
(8) Spatial Awareness; Generic Limitation (Not effective in excessive turbulence, underwater, or in vacuum): -½.
(3) 360-Degree Sensing (Unusual Senses); Generic Limitation (Not effective in excessive turbulence, underwater, or in vacuum): -½.
k-4 Sound Manipulation;
(4) Ventriloquism. 15-
(4) Mimicry. 15-
l-4 Enhanced Perception (Hearing, +10 to PER).
m-4 Detect Atmospheric Composition (+5 to PER); Addition (Analytic): +5; Time Required: Instant, +2; Range: Touch, +0.
n-4 2d6 Absorption (Electrical to any one Attribute) (Fade/hour, Max. 12); Extra Time (Only effective once per day): 1 day, -3½; Affects: All Powers of Special Effect, +2.
-12 Running (-6″, 0″, NC: 0″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -13 1
60 Total Powers  
Points Skills, Talents, Perks Roll
1 Immunity to Boredom; Frequency: Rare
1 Immunity to normal limits of verbal information transfer with each other while touching; Frequency: Rare
3 Stealth 13-
3 Simulate Death
2 Cramming; Generic Limitation (Only for languages): -1
0 Language: Kythin (Native Accent); Literacy: Standard, 0
10 Total Skills, Talents, Perks  
100+ Disadvantages
20 No comprehension of normal life forms (Frequently, Fully)
The Kyinn do not comprehend the thought-patterns or emotions of “normal” creatures: They do not see why EVERYONE does not want to become a Kyinn, and apparently think they are helping out by generously turning people into more Kyinn and transforming their worlds to suit their new forms.
10 Cannot reproduce sexually; must “construct” new Kyinn (Infrequently, Greatly)
15 Subject to warding and containment magic (“Change Environment”) keyed to their extradimensional nature. (Infrequently, Fully)
5 Permanently Happy (Infrequently, Slightly)
30 Vulnerability: Extreme Heat and Cold (1½× STUN and BODY); Attack: Very Common, +15
5 Vulnerability: Magic Disruption (1½× Effect); Attack: Uncommon, +5
15 Distinctive Features: Gaseous Tentacle Monsters; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
10 Reputation: World-Consuming Gaseous Horrors (8-, Extreme)
30 Susceptibility to Platinum and related Chemical Catalysts (1d6 STUN and BODY/Phase); Condition: Uncommon, +5
15 Hunted: The Firstborn (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
20 Vulnerability: Knockback, Being Thrown About, Etc (2× Effect); Attack: Common, +10
175 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base
12 + 70 = 82 275 = 175 + 100
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 4 0 7/5 7/5 4, 8, 12

As eldritch horrors from beyond go… the Kyinn are, in their own way, quite friendly. They just have no real concept of “boundaries” or “not melding with people”. Why WOULDN’T any thinking being not want to be become a part of the Kyinn? The Kyinn are the happiest people of all, and are close enough to immortal so that any “individual” (whatever that means when they can use their air magic to share memories) can continue to enjoy being a Kyinn for billions and billions of years! Life is PERFECT, except for those pesky people who (for some crazy reason) don’t WANT them absorbing every other lifeform in the cosmos while being open to the Elder Ones. Silly people! You try and do some folks a favor…

Height:188cm (6’2″), Weight: 36kg (79 lbs)

Appearance: By default the Kyinn are swirling blobs of translucent tinted gas, their slightly “fuzzy” surface defined by the faint glow of magic. They usually seem slightly egg-shaped, if you can envision an egg made of a vortex of wind with an assortment of tentacles coming out of it.

Basic Kyinn – even with another twenty points spent on customization – really aren’t all that formidable. A well-equipped competent-normal human has a pretty good chance to take one out – but they do have more than enough standard disadvantages for the occasional higher-powered specimen to achieve fairly high power levels. While this isn’t too common it does happen – and is perhaps one of the best arguments for them being truly “alive”, whatever their origin.


One Response

  1. […] Kyinn, The Friendly Eldritch Horrors: Gaseous elder entities who would like to help everyone be like them. […]

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