Each species will have an entry a lot like this:
SPECIES NAME
Dexterity:
Perception:
Strength:
Orneriness:
Special Abilities:
Size:
Capsule:
Frequency:
Species Name: The name of the species, natch!
Attributes: The attributes will be listed with an average rank for the species. This is not a "set in stone" number, but merely a guide to determine where an average adult of that species will be. A juvenile of that species will most likely have lower ranks in some attributes. Furthermore, only in special circumstances will an animal have attributes other than the ones listed here. Skills that fall under an attribute will be listed with the attribute.
Orneriness: Animals that can be used as pack animals, beasts of burden, or for riding will have an Orneriness code which will be matched against a character's Beast Riding skill to determine that character's success at utilizing the animal. In most cases the character's skill rank needs to beat the animal's orneriness code for success. In some cases (with extremely docile beasts) having a rank that is 10 less than the animal will suffice. In some rare and dangerous circumstances, a character's skill may have to beat the orneriness code by more than 10! Consult with Domino for any special situations involving orneriness.
Special Abilities: This section lists any physical or instinctual abilities the species has due to physiology or psychology.
Size: The size range of normal adult individuals
Capsule: A description of appearance, temperament, etc...
ADAR
Dexterity: 20
Perception: 20; Search: Tracking - 40
Strength: 40; Brawling - 60; Flight - 70
Orneriness: N/A
Special Abilities: Adaptive: Adars can eat virtually
anything to gain nourishment.
Claws: An adar's claws do 60 damage.
Leaping Attack: An adar can leap with great ability and ram a
perceived threat. Leaping attack does 70 damage.
Wings: Enable adars to fly. Flight speed is ~100 KMH (it
should be noted that through leaping they can achieve speeds of up to 40 KMH).
Adars can only fly for 5 minutes every hour, which is enough to take them out of
danger or remove the threat through attack.
Size: Up to 2.5 meters long
Capsule: Adars are long, reptile-like creatures with long tails, huge
clawed forelimbs, hooked rear limbs, and large membranous wings on their
backs. They prefer to live in temperatures between 30 and 90 degrees
Celsius (86 - 194 Fahrenheit), which is the mild season on their home world,
Omiddelon III. Adars move by using their rear limbs to propel them through
the air with great leaps, while their wings help them glide on air
currents. Their forelimbs help them scamper through obstructed areas, such
as forests, jungles and swamps. Their tails help them maintain their
balance for all movement.
They have an extremely high metabolism and must consume their full weight every
day to match their energy use. However, they are well adapted to
environments where food is scarce - their tails can store excess energy and
water. Also, when adars must begin drawing on stored energy, part of the
conversion process releases an enzyme which eventually induces a mild
trance-like state that begins once the stored energy is nearly gone. Adars
in sheltered areas can survive up to eight standard months while in this state.
Adars have evolved to metabolize virtually any food source. The prefer the
proteins of living beings, but they can eat plants and in some cases have lived
from eating wood, rock, and minerals. Dependency on non-food sources of
nourishment has been known to shorten the life-span of adars under study.
Adars have become a hazard on the few worlds they have accidentally been
transported to. Because of their adaptive feeding habits, they can thrive
virtually anywhere. Packs of roaming adars have been reported everywhere
from subterranean city waste systems to isolated farms and ranches. Adars
will not hesitate to attack humans (or any other species), large grazing
animals, and just about anything else that might be edible. Their cunning
and battle tactics make them dangerous opponents, especially at short
range. Adars typically hunt in small packs, ranging from four to three
dozen of the beasts. They separate, using their wings to cover a vast
area. Once food is located, a single adar will release a piercing scream
which will summon the rest of the pack. They circle their prey and, using
a series of leaping or "dive-bombing" attacks, wear their victim(s)
down. Needless to say, most targets don't stand a chance when confronted
by a pack of adars
Frequency: Uncommon
ALTAGAK
Dexterity: 50
Perception: 30; Sneak - 50
Strength: 40
Orneriness: N/A
Special Abilities: Claws: The foot claws do 60 damage.
Silent Movement: Altagak can move very quietly. A person
or creature practically needs to be listening for one to be able to hear it
coming.
Speed: When initiating an attack altagak can produce spurts of
high acceleration, maintaining this high speed (80 KMH) for up to five minutes.
Threatening Display: To discourage competitors when feeding or
nesting, altagak adults expand their spinal mane, making them appear to be much
larger than they are.
Tail: The spiny tail of an altagak does 50 damage in a tail swipe.
Teeth: Large, rending teeth do 50 damage.
Tusks: Commonly used to skewer prey during an on-rushing
charge, tusks do 60 damage.
Size: 1.8 - 2.2 meters long
Capsule: A lethal mass of destruction, the altagak has been descried
by natives of the planet Altora as "high speed death on four
legs." This description truly depicts how this predator passes the
day away in Altora's southern savannahs. The altagak is a solitary hunter
that enjoys the warmth of the planet's southern hemisphere. It sits in
the sun, basking in the warmth, until it becomes aroused by the prospect of
prey. They typically hunt large herd animals native to the southern
plains, but they are not above attacking warm-blooded humanoids if game is
scarce.
After spotting a potential meal, the altagak becomes a patient hunter capable of
stalking its quarry for hours on end. Using the cover of tall grasses, the
animal carefully approaches to within a hundred meters of its unsuspecting
"lunch" before bolting to a sudden sprint to rapidly close the
distance before the victim knows it is in danger. During such attack
charges, altagaks have been clocked at over 80 KMH.
The altagak uses the momentum of this charge to deliver a skewering attack with
its tusks, impaling the victim. The shock of this impact is usually enough
to bring the prey down to the ground. After the attack, the altagak's
sinuous snout retracts to allow several sets of sharp teeth to make short work
of the meal.
Because of the lack of major predators on Altora, altagak life spans are in
excess of 28 years. Due to this fact, and the voracious appetite of the
average altagak, large bounties have been placed on altagak hides by ranchers
who are losing their herds. Altagaks have been spread to other worlds, but
are primarily found on Altora.
Frequency: Uncommon
ANDOAN MINERAL- FISH
Dexterity: 10
Perception: 10
Strength: 10
Orneriness: N/A
Special Abilities: Fins: 20 damage.
Mineral Sense: Mineral-fish can sense large concentrations of
minerals and metals, which they feed on.
Shell: Adds 10 to strength to resist damage.
Tail: 30 damage.
Size: Up to 1 meter long
Capsule: Mineral-fish are native to Ando, the homeworld of the
war-like Aqualish race. They were once plentiful in the oceans of their
world, but they became a prime commodity in the wars between the two Aqualish
races and their populations suffered for it.
Mineral-fish are shellfish that form hard outer shells composed of incredibly
valuable metals and alloys. They have an extremely high metabolism and
produce a great deal of heat. Their value is derived from their
diet: minerals and metals. Harvested mineral-fish contain rich
deposits of valuable metals and ores.
Frequency: Rare
ARQET
Dexterity: 40
Perception: 30; Sneak - 50
Strength: 30
Orneriness: N/A
Special Abilities: Armor: The Arqet's dorsal and spinal
plates provide +20 against physical and energy attacks.
Camouflage: Arqet skin varies in hue according to the amount of
solar radiation received. This allows it to blend in with its rocky
surroundings (this ability is accounted for with the sneak skill).
Claws: The creature's hooves do 40 damage.
Feigned Immobility: Patient predators, Arqets remain absolutely
motionless to allow their prey to draw close to them before striking.
Horns: The curved horns of an arqet do 50 damage.
Teeth: The teeth do 40 damage.
Size: 1.8 - 2.2 meters long
Capsule: The arqet is a murderous predator inhabiting the mountain
ranges of the planet Pellastrallas. A solitary hunter, arqets feed off of
various smaller animals that inhabit the region.
The arqet combines sure-footedness, numerous dense plates of rigid hide, and
piercing sharp teeth for a package of grisly death. When hunting, the
arqet remains motionless, convincing its prey that it is nothing more than a
boulder in the mountains. Once the victim comes within range, the arqet
attacks by skewering the unfortunate "snack" on its horns.
Frequency: Uncommon
BALL CREATURES OF DUROON
Dexterity: 25
Perception: 20
Strength: 15
Orneriness: N/A
Special Abilities: Danger Sense: The ball creature is
famed for its ability to detect danger. Ball creatures are sometimes used
as guard animals.
Pseudopod Skin: The ball creature doesn't have limbs or sensory
organs. instead, its muscles allow it to form and extrude limbs as
needed. the creatures can also extrude some specialized organs, such as
mouths and eyestalks.
Attack: These beasts never intentionally attack. however, in the
event that someone is inadvertently hit by one, the creatures cause 25 damage
due to the force of their springing action.
Size: .3-.5 meters diameter
Capsule: The ball creatures are nocturnal and migrate in herds
(although individuals are often found feeding by themselves). While the
creatures are native to Duroon, they have been brought to many worlds by traders
and merchants. On planets where they have gotten into the wilderness,
visitors have reported seeing herds of the creatures bouncing, rolling, and
springing across the terrain during a migration. These sightings have
earned the creatures the nickname "bouncebeasts."
The creatures appear to be smooth spheres. Coloration varies widely, from
green, to blue, to yellow, to even fluorescent colors. Ball creatures
typically live in large herds and reproduce rather quickly. When predators
attack they tend to focus on the most brightly colored creatures, as the rest of
the herd bounces to safety. While the individual dies, its death allows
the continuation of the species.
Frequency: Uncommon
BANDARA
Dexterity: 20
Perception: 10
Strength: 5
Orneriness: N/A
Special Abilities: Hunger: Bandaras can (and will) eat
anything. Any object, including characters or other living creatures, that
comes into contact with a swarm of bandaras suffers 10 damage every ten seconds.
Mating Song: During mating season, male bandaras make an extremely
loud noise which is used to attract mates. Characters who are within 30
meters of a swarm of singing males are distracted if their perception is ranked
25 or higher. Unless a character has a willpower of 50 or higher, all
attributes and skills will suffer a -10 rank penalty until he is out of ranged
of the "Sweet Song of Spring."
Size: 2 centimeters
Capsule: Bandaras (Devaronian for "sandbar dwellers") are
small beetles that live on riverbanks on Devaron. Enormous swarms of these
insects turn the white sand of a beaches and sandbars black. Individual
beetles move quickly, but they never leave the swarm, and the swarm rarely
leaves the location it was formed on. New swarms are created when a swarm
becomes too large for one area of the riverbank. Several bandaras will
break away from the swarm and float downstream until they land on an empty
sandbar.
Bandaras do not actively hunt; they are scavengers of whatever river-bound
detritus floats their way. They are quite successful in finding
nourishment in this passive feeding style, and can eat almost anything.
They use their strong mandibles to reduce varied types of matter to fine
particles and mush, extracting whatever organic materials they need to survive.
For this reason, Devaronian river-boat pilots are careful when navigating in the
vicinity of a sandbar or beach known to be occupied by bandara swarms since any
boat that runs aground among a swarm will be quickly consumed.
Frequency: Common (on Devaron)/Rare (anywhere else)
BERGRUUTFA
Dexterity: 10
Perception: 15; Search - 35
Strength: 60; Brawling (head butt) - 70; Lifting - 90
Orneriness: 10
Special Abilities: Armored Body: Adds 15 to strength to resist
damage against energy and physical attacks.
Armored Head: Adds 25 to strength to resist damage against energy and
physical attacks.
Drool: Bergruutfas produce a lot of saliva: Any being
unfortunate enough to step in a sizable puddle of bergruutfa drool must have a
Dexterity greater than 25 or they WILL fall.
Head Butt: Strength +10 damage. Compare target's
Strength with the bergruutfa's Head Butt damage; for every 5 ranks that the
bergruutfa beats the target's Strength by, the target is thrown 1 meter
(Example: Bergruutfa Head Butt damage is 70. Target's Strength is
25. The difference between 25 and 70 is 45, so the target will be thrown 9
meters!).
Size: Up to 7 meters tall
Capsule: Bergruutfas are large but tranquil grazing beasts native to
the plains, jungles, and forests of Teloc Ol-sen. These creatures figure
prominently into the legends of the people of Teloc Ol-sen, and have a place in
historical accounts as well. Bergruutfas are known for their size and mild
temperament; they have been known to grow up to 7 meters tall at the shoulder
and are perfect for traversing the treacherous terrain of their world.
They are incredibly calm and docile beasts, seemingly failing to take notice of
other wild beasts around them. They have such thick armor plating all over
their bodies that most attacks are completely ineffective, causing no damage
whatsoever. This armor is also thick enough to stop blaster fire of most
hand weapons. When angered, bergruutfas are very dangerous and few
hand-portable weapons exist that can stop them.
The animals show keen intelligence and even a sense of humor. As trained
mounts and beasts of burden, they learn their names and commands easily; they
can often be sent to do simple tasks without supervision. They have served
as farm animals, war beasts, and caravan animals, but they are also excellent as
guard beasts (they are quite capable of stopping an intruder with a grunt and a
head butt). As for their sense of humor, they have been known to hide
objects belonging to their riders and then physically use the bulk of their
bodies to prevent their masters from finding the object. They are very
playful, but that can be dangerous considering their massive proportions.
Their coloration ranges from light brown to dark green, but during winter
seasons their coloring lightens considerably. Young bergruutfas are almost
always brown when they are born. In the wild, they travel in herds of up
to 150 beasts, though most herds seldom exceed 50 adults and their accompanying
calves. They feed on rich vegetation, and prefer fruits, nuts, and
leaves. Adults have no natural predators and seem to have a balanced
position in nature. Young are hunted by large predators, but there are
usually adult bergruutfas nearby to keep everyone in the herd safe.
Frequency: Uncommon
BLOODSNIFFERS
Dexterity: 30
Perception: 20
Strength: 30
Orneriness: N/A
Special Abilities: Blood Drain: Bloodsniffers survive
only on the blood of their victims. They must consume their own weight in
blood every two days to survive.
Claws: 40 damage
Thorny Spur: Bloodsniffers attack by tackling or clawing their
victim. The spur does 40 damage, and a wound has a 65% chance of hitting a
major vein or artery (First Aid rank of 35, or 25 with a medpac to stop the
victim from bleeding to death in five minutes).
Size: 1-2.1 meters long
Capsule: nearly as ferocious as howlrunners, bloodsniffers are vicious
predators native to the deserts of Kamar. Because its metabolism consumes
potassium at an enormous rate, a bloodsniffer must consume its weight in blood
every two days. Bloodsniffers do not drink water or eat because the blood
of their prey provides all vital nutrients. Needless to say, the creatures
can only survive where prey is plentiful.
Bloodsniffers are well-muscled animals with a low center of gravity. They
have a tongue with a sharpened, horny spur to draw blood from their
victims. The animals live in small packs (3-8 adults plus pups) and are
extremely territorial. They are known to prefer mountains, but can survive
anywhere they can find enough prey.
Frequency: Rare
BOGAN'S BROWN NAFEN
Dexterity: 50
Perception: 40
Strength: 10
Orneriness: N/A
Special Abilities: Disease Transmission: All characters
who are bitten by a nafen must match their Strength rank against a disease rank
(rank is 40) every three hours. Every three hours the disease rank
increases by 5. Unless the character receives medical attention, they will
eventually become ill. The disease will vary, at the will and whim of
Domino, the site administrator of the Battle Zone. Domino will determine
the nature of the illness and the means to cure it.
Venom: nafen produce a relatively weak venom, but they usually
attack in large numbers and the cumulative effect of the bites can be
deadly. Characters bitten by fewer than 10 nafen will not be harmed beyond
the stinging sensation and the risk of disease that accompanies each bite.
Characters bitten by 10 or more nafen must match their Strength rank against the
rank of the venom (15) which doubles in rank with every ten nafen bites.
Characters who are bitten enough will become incapacitated.
Size: 30 centimeter wingspan
Capsule: Winged rodents known as nafen are found on many plnets
throughout the galaxy, but Bogan's brown nafen are one of the largest and most
unwholesome species and are only found on planets that are primarily
tropical. Like all nafen, brown nafen hunt insects and other small flying
creatures and gather their food while flying through the air. This
behavios would cause many to consider the nafen to be beneficial creatures, but
any benefits accorded by the nagen are countered by the risks that are created
by a large population of the creatures.
While they consume large quantities of insects, they are also a highly efficient
method for disease transmission.
The venom and fangs of the nafen are primarily a defensive device meant to
be irritating, not fatal. However, the nafen are territorial; the entire
swarm will gather to attack an intruding presence. The attack of an
individual is nothing to cause panic, but when an entire swarm attacks the
results are often devastating to the victim.
Juvenile nafen are tailless, quadrepedal rodents that are usually not
seen. The 2 centimeter long creatures burrow under the ground eating roots
and tubers. At some point, a currently unknown trigger causes the juvenile
nafen's rate of growth to increase substantically, and it burrows deeply into
the ground. Its skin begins to excrete a sticky substance which produces a
cocoon. Inside the cocoon, the nafen grows wings and its fangs and venom
glands develop.
Nothing preys on the mature nafen, but many small predators feed on the
non-flying juveniles (which are considered a delicacy by many sentient reptilian
species).
Frequency: Uncommon
BOMA BEASTS
Dexterity: 35; Dodge-40
Perception: 40; Hide-65; Search-60; Sneak-70
Strength: 70; Brawling-85; Stamina-90
Orneriness: 30
Special Abilities: Claws: 90 damage (OUCH!).
Spikes: Any attacker making a melee strike against a Boma Beast
must be prepared for pain. They will immediately be inflicted with 60
damage from the creature's razor-sharp spines.
Size: 2-3 meters tall
Capsule: These monstrous beasts skulk about the forests of Onderon,
their massive bodies destroying the flora underfoot. Many children's tales
speak of the dreaded beasts and of their terrible vengeance against those who
dare to invade their territory. They have sharp, spike-like bone
protrusions which at first glance appear to be wicked weapons meant for
aggressive purposes. However, these spines are a defense, protecting the
beasts vulnerable face and skull. Anyone encountering a Boma Beast would
do well to avoid testing just how "vulnerable" the face and skull
truly are.
Frequency: Unique
BORCATU
Dexterity: 30
Perception: 20
Strength: 15
Orneriness: N/A
Special Abilities: Armored Hide: Adds 10 to Strength to
resist damage from physical attacks.
Bite: Does 20 damage.
Claws: Do 20 damage.
Digging: Borcatu can hollow out a burrow or dig out a tasty meal in
a matter of minutes.
Size: 2-3 meters tall
Capsule: Small and bad tempered, borcatu range from desert sands to
urban slums, crossing the galaxy as stowaways on trading vessels. These
tough little creatures have rock-hard digging claws and powerful jaws, which
they use on anyone who tries to pick them up. Borcatu come in a variety of
colors, though most tend towards mottled dark patterns suitable for camouflage.
Frequency: Uncommon
CHERFER
Dexterity: 30
Perception: 20
Strength: 40
Orneriness: N/A
Special Abilities: Hooves: Do 50 damage with a kick and can quickly
throw a lot of dirt.
Snout: Cherfers can gore an opponent for 50 damage or use their
snout to dig into the ground.
Size: 1-1.5 meters tall at the shoulder
Capsule: Unlike the ranphyx which shares their world, the cherfers of Eloms
deserts are vicious killers; herd beasts so wrathful that they have been known
to turn on their own kind and gore them to death with sharp hooves and bony
snouts. Newborn cherfers are born aggressive, fighting each other in their
own litters with tiny vestigial horns. These horns fall away as the foal
grows toward maturity and their snout grows. Like so many creatures of the
plains of Elom, cherfers are omnivorous. Their preferred meal, however, is
flesh. Although small burrowing creatures make up a majority of their
diet, the beasts will not hesitate to attack larger mammals, ranphyx, or even
Elomin if food is scarce.
Cherfer coats are rough and brightly colored. Red, orange, and yellow
stripes on an off-white base are common, though blue and green stripes are not
entirely uncommon. Cherfers in colder climates tend to have lighter base
coats while those in more temperate regions grow darker fur.
Cherfers are very stupid; the cleverest would have trouble beating a bantha
in a battle of wits. A cherfer's stupidity is inversely proportionate to
its viciousness. Herds become temporary social units; cherfers fight
within the herd, get thrown out, wander until they join another herd, then begin
the process all over again. A cherfer herd can number anywhere from five
to thirty individuals, depending on the season and available prey. Anyone
attacked by a cherfer herd will not be happy about it, for the creatures attack
in force, running their prey to ground and goring them to death. Some
criminal gangs even export cherfers to decadent worlds for arena sport.
Although captive cherfers can live more than 15 standard years, wild ones rarely
do.
Frequency: Rare
CHIILAKS
Dexterity: 10; Dodge - 40
Perception: 20; Search - 40; Tracking - 40
Strength: 55; Brawling - 70; Climbing/Jumping - 70; Swimming - 80
Orneriness: N/A
Special Abilities: Claws: Do 65 damage.
Stamina: Chiilaks can hold their breath for 20 minutes and have
immense stamina, able to swim for hours on end without tiring.
Size: 1.9-2.5 meters tall
Capsule: Chiilaks are large, six-limbed omnivores inhabiting the glacial
regions of the moon Misnor. On that world, their skins are quite valuable
for furred garments, such as coats and cloaks, and they are much sought after by
hunters who range the frigid terrain of that world. Fortunately, the
chiilak are hardly defenseless. They are tall and quite strong beasts, and
their size guarantees that anyone with the misfortune to fall into their grasp
will suffer grievously - one story exists of a Wookiee being flattened by a
chiilak with one swing. Their rear limbs have sharp claws which are used
for climbing as well as combat.
Chiilak excel at water travel; their four forelimbs are long and muscular, with
webbed paws. They swim quite swiftly. They are sir breathers, but
have been known to be able to hold their breath for up to twenty minutes at a
time. They can remain underwater for extended periods, and can dive into
deep, frigid waters to hunt for fish. With their great stamina, chiilaks
have been known to swim nearly 300 kilometers in one day.
Hunting chiilaks can therefore be a problem. They are adept in the water
and can swim great distances fairly quickly. Even with servo-enhanced aqua-gear
and ranged spear guns, hunters are no match for a chiilak underwater.
Chiilaks tend to have white, gray, or tan fur, and the coats darken as the
chiilak ages. Their diet consists mainly of fish, marine plants, and a
number of bushes, grasses, and berries that thrive on the surface of the frozen
regions of Misnor. While their natural lifespan can be over 50 local
years, few chiilaks live beyond 20 local years due to uncontrolled
hunting. Many interested groups and parties have lobbied the Imperial
Governor to restrict or ban chiilak hunting, but the current government is
siding with the local garment manufacturers' association, which is a great
source of revenue for Misnor.
Frequency: Rare
CLAWBIRD
Dexterity: 15; Dodge-50; Flight-40
Perception: 10
Strength: 10
Orneriness: N/A
Special Abilities: Poison Spines: Clawbird poisonous spines do 15
damage and inject a slow-acting poison into a target. Consider the poison
to have a paralysis intensity of 30 which increases by 5 every 30 minutes
(maximum of 60). The numbers are to be matched against the victim's
Strength or Stamina - which ever is higher every time the poison's intensity
grows. If the poison is less than half the character's Strength or Stamina
rank, the character will be fine. If the poison is more than half the
character's Strength or Stamina rank but less than the rank itself, the
character feels sick and all Dexterity and Strength skills suffer by 10 ranks
(temporarily). If the poison is equal to or just barely greater than the
character's Strength or Stamina rank, the character will be stunned and barely
able to move. If the poison is greater than the Strength or Stamina rank
by 10 ranks or more, the character will be completely paralyzed. If the
poison is more than 15 ranks greater than the character's Strength or Stamina
rank, the character will be die. The poison can be counteracted by
medicines found in any standard medpac.
Size: 10 centimeters long, 15 centimeter wingspan
Capsule: Clawbirds are from Wayland. They are small but dangerous
avian creatures with sharp, needle-like spines on the tip of each wing.
The spines inject a poison into a target. Despite their size, they are
more than a match for larger predators, especially when they hunt in flocks
(which range in size from 5 birds to over 100). Clawbirds attack in swarms
using a series of "wave attacks" to bring down their prey.
poisoning their prey, they wait for the victim to die and then feed communally.
Frequency: Rare
CRACIAN THUMPER
Dexterity: 30
Perception: 40; Sneak-50
Strength: 30
Orneriness: 10
Special Abilities: Claws: 35 damage
Tail: 45 damage
Silent Movement: Thumpers can move very silently, adding 20 to
their sneak rank if they move only 5 meters or less every 10 seconds (Thumpers
can move at a ground speed of 30 meters/10 seconds).
Size: 1.7 meters at the shoulder
Capsule: Cracian Thumpers have long been used at work beasts by the natives
of their world of origin. When the Cracians decided to market them to the
galaxy, Thumpers became indispensable for use as both riding and pack
animals. The Thumper got its name from the sound it should make
when it runs. However, the remarkably agile creatures have such a light
touch that they hardly make any sound at all. They are extremely loyal and
obedient animals and can be taught to follow verbal or touch commands.
They can even determine between friends and enemies if their masters train
them. Some can be taught to attack on command.
Sharp fore claws and a whip-like tail provide these creatures with remarkable
offensive capabilities, although they are not aggressive.
Frequency: Common
DANCHAF (Tree Goblin)
Dexterity: 40
Perception: 40; Search - 60; Search (Tracking) - 70
Strength: 25-35 (depending on size); Climbing - Strength +10
Orneriness: N/A
Special Abilities: Claws: Do Strength +10 damage.
Senses: Danchaf have exceptional tracking senses; which is reflected
in their Search and Search (Tracking) ranks.
Stealth: Perception ranks lose 10 rank levels to spot a danchaf
when the creature is in a tree or a bush.
Size: 1.5 - 2 meters tall
Capsule: There has been great debate among the galaxy's xenobiologists
and zoologists as to whether or not the danchaf, also called "tree
goblins," should be considered sentient. Most scientists claim that
the beasts lack the abstract reasoning, communication skills and societal
structure shared by intelligent species. The Jenet
of Garban, the danchaf homeworld, argue that the goblins exhibit problem-solving
skills and complex interactions when they aren't being observed by offworlders.
The Jenet natives claim that the tree goblins are too smart to be successfully
studied. In fact, they are one of the few predator species to survive the
Jenets' sleansing of their homeworld.
According to Jenet legends, danchaf packs marauded across the forests of Garban.
It was only by the courageous actions of warriors and hunters that the danchaf
hold on the forests was broken, enabling the Jenet to claim supremacy on Garban.
The tree goblins have since fallen into their current primitive state; however,
the Jenet claim that the danchaf remain more subtle and intelligent than they
appear.
Xenobiologists dismiss this as paranoid ravings by the Jenet. They say
that the tree goblins are primates of the most elementary kind. Only one
known study by a team lead by Republic xenobiologist Wanth Xemlorn has
documentation of tool or language use among the danchaf. All other studies
have dismissed Xemlorn's observations as fantasy fed by the wild tales of the
Jenet.
Danchaf are ferocious pack carnivores, hunting from the trees in groups of five
to fifteen. They stalk their prey with their keen sight and smell, then
leap from the trees, often onto one predetermined target. Their tactics do
indicate some degree of cunning, but other pack animals exhibit similar
behavior. Although danchaf have been known to eat tree fruits on occasion,
fresh meat is their obvious preference.
They are heavy (roughly 150 kilograms) and bipedal, with broad shoulders and
large climbing claws. They have expressive faces that can range from angry
scowls to contented/mischievous grins. They have large horns on their
shoulders and backs. Xenobiologists have speculated about the horns, but
they seem to serve no purpose for the beast. Tree goblins communicate with
odd cooing noises, which seem incongruous coming from such menacing
beings. The coloration of danchaf runs from mottled greens to speckled
browns and blacks.
Frequency: Rare
DINKOS
Dexterity: 35
Perception: 25
Strength: 20
Orneriness: N/A
Special Abilities: Bite: The bite itself does 20 damage,
but also injects a toxin. The toxin has a damage rank of 30 which the
victim must match Strength or Stamina rank against. If the toxin rank is
stronger, the victim is overcome with nausea.
Stink: The dinko's scent glands secrete a substance that is horribly
offensive to most beings. The smell is repulsive and may take weeks to
eliminate (even after repeated molecular cleanings).
Size: .1 meters long
Capsule: Among the most unpleasant creatures in the galaxy, dinkos are
tiny scavengers from Proxima Dibal. They are practically hatched in a
state of perpetual rage. They are long, thin animals, with powerful rear
legs, twin pairs of grasping extremities on their chests and long fangs.
Aside from their incredible temper, dinkos are known for the incredibly vile
smell they produce. unlike some animals, the dinkos scent is not a
defensive measure, but a tool of mating dominance. The creatures will
attack anything that moves (they only see things that are moving - even a tree
branch moving in a breeze).
Frequency: Rare
DIVTO
Dexterity: 40
Perception: 40; Sneak-60; Sneak (Forest)-70
Strength: 40; Brawling-50; Stamina-50
Orneriness: N/A
Special Abilities: Teeth: 50 damage
Multiple Attacks: The Divto can make three attacks every 10 seconds
(one per head) without suffering any loss in ability.
Poison: Divto bites deliver a potent poison to its prey, causing 70
"stun" damage.
Size: 3 meters long
Capsule: Divto are fearsome three-headed snakes, indigenous to Endor.
They grow to a length of three meters and each head can strike the same
target. These predators lie in wait in the tall grass, springing at the
last minute when prey passes by. They seek to strike three times in quick
succession with their three heads, attempting to deliver poison to their
intended victim.
Frequency: Rare
DRAAGAX
Dexterity: 40; Dodge - 50; Running - 60
Perception: 30; Sneak - 50
Strength: 40; Brawling - 50; Climbing/Jumping - 50
Orneriness: N/A
Special Abilities: Enhanced Speed: After ingesting modest
amounts of Relkass Sentinel plant, the draagax lapse into a chemically-induced
berserker state which lasts several hours. A by-product of this berserker
state is an increased running speed (~80 kmh!).
Infrared Vision: Draagax eyes can see into the infrared
spectrum. During periods of darkness, draagax can see with no problem.
Poisoned Fangs: Draagax have a specialized set of fangs behind their
primary cutting incisors. These are connected to poison glands located
alont the lower jaw. When the draagax attack, they use their primary
cutting teeth to hold their prey while injecting them with a paralytic
poison. Humanoids coming in contact with draagax poison must match their
stamina against the poison's rank of 50 or be immediately incapacitated.
Match the stamina against the poison every 10 minutes, increasing the poison
rank by 15 every time until the character falls unconscious.
Size: 1.6 - 2 meters tall
Capsule: Draagax are a thoroughly nasty cave-dwelling hunter
indigenous to the planet Relkass. Draagax are pack-oriented predators who
hunt primarily along the planet's equatorial grasslands, living in the many
caves that dot the neighboring foothills. Draagax feed primarily on the
tall razorgrass and small rodents found in the region, but prefer the wild
Relkass Sentinel plant. This is a form of cacti that blooms in the dry
season. It is during this time that the draagax are the most dangerous.
The Relkass Sentinel plant contains a chemical compound that acts as a powerful
narcotic. Once in the bloodstream, even small amounts of the plant toxin
can send an average draagax into a frenzy (which will last for several
hours). During this period they will attack warm-blooded creatures on
sight, aided by their ability to detect heat sources. Packs of berserker
draagax have been known to wipe out small villages, dragging small children and
cattle off with them into the night. For this reason, government officials
have offered large bounties to cull the draagax population during the dangerous
dry season.
Only the most experienced hunters apply for the job.
Frequency: Rare
DRAVIAN HOUNDS
Dexterity: 30
Perception: 30; Search (tracking venom)-70
Strength: 45; Brawling-70; Stamina-110
Orneriness: N/A
Special Abilities: Armor: adds 10 to strength in
resisting damage.
Barbed Tail: Tail swipe does 55 damage and marks prey with tracking
venom
Claws: 65 damage
Teeth: 60 damage
Tracking Venom: Once a nashtah has marked its prey with tailbarb venom
or its saliva, it can track the victim unerringly for one month.
Size: 1.1 meters tall at shoulder; 1.5 meters from head to
tail-tip
Capsule: Dravian hounds, or nashtahs, are the only animals from Dra
III that have ever been domesticated. The six-legged predators are native
to Dra III's mountains, and they have diamond hard claws and teeth for digging
prey out of basalt formations. The creatures have three sets of jagged,
sharp teeth, as well as a long barbed tail. Coloring ranges from green to
dark brown.
In the wild, nashtahs usually attack in packs and can outsmart larger, faster
and more vicious creatures. The animals are tireless and eager to
kill. Some prominent crimelords and gangsters use nashtahs as guard
beasts, even though they are as likely to attack their owners as defend them.
Frequency: Uncommon
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