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 Native Species (Hexisan Creatures)

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PostSubject: Native Species (Hexisan Creatures)   Tue Oct 28, 2014 11:25 am

HEXISAN NATIVE SPECIES
Unlike the Milky Way, most creatures of non-sentient species have either been domesticated, put on wild life reserves or are extinct. The below creatures are those who still manage to live in the wild, regardless of the Hexisan Union's thorough exploration and coordination. Many of these species have special psionic features or metaphysical traits that make them unnaturally proficient at surviving in their native environment.
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PostSubject: Re: Native Species (Hexisan Creatures)   Tue Oct 28, 2014 11:34 am

Crolothians

The Crolothians are subterranean creatures who live in the deep crusts of moons and dead planets. They start as mere microorganisms, but quickly grow into a full sized Crolothian within a year's time. They can grow so rapidly because Crolothians are non-biased as to what they'll eat. A Crolothian can digest everything from minerals within soil to other living creatures and even biological waste. Such is why the species has been given the nickname, "The Hungry Ones".

Crolothians are attracted to heat, though they do not need it (or atmosphere) to survive. Many explorers have found Crolothians attempting to eat parts of their ships, and have had to fend off the creature in order to not become stranded. Crolothians are very resistant to many forms of energy weapons and attacks, making them frighteningly persistent when attempting to devour their prey. Crolothians have a special gland that expels a thick gas, blinding live prey while the Crolothian creeps up from behind and devours them.

AGILITY 3D+2
Brawling 5D+2 {Scale: 6}, Geo-tunneling 5D+2

STRENGTH 5D
Stamina 7D, Lift 7D

Knowledge 1D
Survival 4D

Mechanical 1D

Perception 2D
search 4D {+4 Heat Sensors}

Technical 1D

Move: 12 Dig, 6 Run
Scale: 6

Advantages/Special Abilities
(S.A.) Endurance [1] +3D per rank to Strength or Stamina checks when performing taxing physical tasks
(S.A.) Environmental Resistance [1]: Resistant to extremes of heat, cold, and pressure; gaining +3D per rank to Strength or Stamina checks for environmental conditions
(S.A.) Attack Resistance, Energy Attacks [2 Rank 3]: +3D resistance to all Energy Attacks
(S.A.) Hardiness [1] Add 1 per rank to damage resistance total against any damage
(S.A.) Heat Sensors [4] Enables character to detect heat within an amount of meters = Perception x5
(S.A.) Natural Hand-to-Hand Weapon, Maw [2 Rank 2]: +2D per rank to unarmed damage {7D+6 Scale}
(S.A.) Natural Ranged Weapon [3], Gas Secretion: Range 20 square zone around creature, causes 3D inhalation damage and is considered "Very Thick Smoke" +12 to appropriate combat difficulty modifiers

Disadvantages
Hindrance, Clumsy: +3 to difficulty for any acrobatics, climb/jump, or run checks when on land
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PostSubject: Re: Native Species (Hexisan Creatures)   Tue Oct 28, 2014 11:51 am

Brevian


These semi-intelligent creatures are humanoid in shape, and charged by psionic pollution within their environment. Top minds believe that the Brevian was transported from its native habitat to other Hexisan planets through Doom Squid (an intelligent psionic species that knows only destruction). Brevian appear to have rock like exteriors, though their actual flesh is rubbery and cold. They have no eyes, though their sense of smell and hearing are extremely keen. They stand between 1.6-2 meters in height and are extremely light weight for their size.

Brevian do not need a planet's atmosphere to survive, though the carnivorous creatures do tend stay around livable environments in order to catch prey. Brevian are frightening hunters, and often travel in dens in order to maximize their chances of catching food. Brevian hunt by sending dozens of spores from their body, a type of black bubble that uses a psionic-perception in order to find living creatures. Once the spore has found prey, it sends a message back to its host before exploding near the target. The explosion emits a strong neurotoxin that paralyzes prey. This paralysis lasts anywhere between ten minutes to an hour depending on the creature's hardiness, though most often, the animal does not last that long as Brevian follow the psychic trail given by their spores, devouring any prey while they are still alive.

AGILITY 3D
Brawling 5D

STRENGTH 2D
Stamina 4D, Lift 4D

KNOWLEDGE 1D
Survival 3D, Tactics 3D

MECHANICAL 1D

PERCEPTION 3D
search 5D {+3 Enhanced Sense of Smell}{+2 Enhanced Sense of Hearing}

TECHNICAL 1D

METAPHYSICS 1D
Sense Life 4D

Move: 10
Scale: 0

Advantages/Special Abilities
(S.A.) Environmental Immunity, Deep Space: Can survive in vacuum of space
(S.A.) Enhanced Sense, Smell [3]: +3 to all tests to smell
(S.A.) Enhanced Sense, Hearing [3]: +2 to all hearing tests
(S.A.) Natural Hand-to-Hand Weapon, Claws [2 Rank 2]: +2D per rank to unarmed damage {4D}


Disadvantages
Hindrance, Blind: Creature has no eyes and is unaware of most visual hazzards, etc.

SPORES
Move: 10 (Hover)
Body: 1D

Neuro-toxin: Upon exploding, a paralyzing Neuro-toxin spreads 10 meters around the spore. Anyone within this clear cloud of gas must make a Stamina check vs DC 21 or become paralyzed for 1D6 x 10 minutes. The victim is still conscious and can take mental actions, just no physical actions.


1D Sense Life: (Both the Brevian & Spores) The Brevian/spore detects all lifeforms within the range of this ability.

Rules: The creature rolls their Sense Life skill. Each target in range rolls their willpower. Subtract the willpower result from the creature's sense life check. If the number is positive, compare it to the chart below. This is the general result of the the creature's "Sense Life" detection ability.

Range: The creature's Sense Life Skill number X their PERCEPTION {12} in meters. This does not change or is not affected by the targets' willpower result.

Sense Life Result
1-5: General Knowledge- No details besides the fact that there is life around
6-10: Minor Details- Vague number (one, a handful, a dozen or so)
11-15: Moderate Details: Near accurate number (1-2 off)
16-20: Major Details: exact number
21-25: Complete Details: exact number and pace (meters moved this round)
26-30: Hidden Details: Exact number, detailed pace (meters plus, details like "running", "creeping", "Standing still")
31+: Supernatural Details: Exact Number, detailed pace, plus an outline of what they may be doing (typing on a computer, piloting a ship, holding a weapon)
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PostSubject: Re: Native Species (Hexisan Creatures)   Sat May 02, 2015 1:51 am

Kaynar


AGILITY 4D
Brawling 6D {Scale: 6}, Running 6D, flying/O-G 6D, Throwing 4D+1 (Spitting 6D+1)

STRENGTH 6D
Climb/Jump 7D, Stamina 7D (+3D Endurance), Lift 10D

Knowledge 1D
Survival 4D (+2 in vacuum less environments), Willpower 2D

Mechanical 1D

Perception 2D
Investigation 2D+1 (+1D Radiation Fluctuation) Search 4D {+1D Radiation Fluctuation/ +3 Improved Sense of Smell}, Hide 4D, Sneak 4D

Technical 1D

Move: 14
Scale: 6

Advantages/Special Abilities
Armor Defeating Attack, Lance-Tarsus: -1D to any armors
Atmospheric Tolerance, Vacuum of Space
Atmospheric Tolerance, Liquid
Atmospheric Tolerance, Gas
Endurance: +3D to STR/Stamina rolls for strenuous activities
Enhanced Senses, Smell: +3 to search checks
Extra Sense, radiation fluctuation: +1D to search and investigation rolls pertaining to radiation fluctuation
Precision Strike: Kaynar ignore up to -10 scale penalties for hitting targets due to a combination of senses they use when hunting prey
*Complete Immunity: character is immune to disease and poison
Natural Armor [Cost 3, Rank 3]: +3D to damage resistance tests
Natural Hand-to-Hand Weapon: +1D to unarmed damage
Natural Ranged Weapon, Acid: 10/15/20 Range, 6D Damage for 3 rounds

***Implant Matured Eggs: This fertilization requires 3 steps.

1) The Kaynar must first succeed in a successful Hold Check (grab rules pg. 80, creature’s brawl vs target’s dodge/brawl parry, -3D unarmed damage)
2) The Kaynar can then spend an additional action to implant their eggs. Doing so requires a second successful brawl check. If the Kaynar successfully damages the target, their lance like abdomen pincer pricks into the flesh of their victim, spewing “ready to hatch” eggs” inside the target. The victim then must than make a Stamina check, DC 25, or be impregnated.

3) Impregnated characters go feral due to implanted neurotoxins, and attack anyone that is nearest to them, so long as they are not a Kaynar. This feral state lasts for 1D6 rounds. Once these 1D6 rounds are over, the eggs hatch, spawning dozens of Kaynar hatchlings (scale -6). The victim must then take an additional 5D in internal damage, and gain a permanent scar (if they survive), until healed from special methods.


Disadvantages
Short Life Span: Kaynar only live to be 10 years of age before dying off
Devouring Hunger: Kaynar must each their weight (scale 6) in food every day. If they do not, they must make Stamina checks or starve to death


DICEPOOLS
Brawl Attack: 6D
Brawl Damage: 6D, -1D to any armors
Spit Attack (throw): 6D+1
Spit Damage: 6D for 3 rounds (or earlier if acid is neutralized)
Damage Resistance: 3D +6 Scale
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PostSubject: Re: Native Species (Hexisan Creatures)   Sat Aug 29, 2015 9:43 am

Yaning (Yaw-Nee-Gah)

This highly evolved predator uses its stunning flashes of light to blind its prey so that it can devour them. They are found in caves, natural caverns and other confining areas, where they wait for their prey to come to them. Yaning are opportunity hunters, and will eat anything from rodents to creatures their size. Yaning are highly aggressive, and are the number one cause of wild life deaths in several systems.

AGILITY 3D+2
Brawling 5D+2 (Pounce 6D+2), Running 5D, Dodge 5D

STRENGTH 5D
Jump/Climb 6D, Lift 8D, Swim 6D, Stamina 6D

KNOWLEDGE 1D+2
Survival 4D

MECHANICAL 1D

PERCEPTION 3D
Search 5D (Blind-Sight +2), Hide 5D, Sneak 5D

TECHNICAL 1D

SCALE 6

BODY POINTS 35
Stunned: 28-21
Wounded: 20-15
Severely Wounded: 14-7
Incapacitated: 6-3
Mortally Wounded: 2-1
Dead: 0

DISADVANTAGES
Feral: Creature will always act based on insticts

ADVANTAGES
Size [C1, R3] Scale 6

SPECIAL ABILITES
Enhanced Sense, Blind-Sight: Creature gets +2 to search checks and can see in pitch dark
Natural Armor [C3, R3] +3D to Armor
Natural-Hand-to-Hand Weapon, Claws Teeth [C3, R3]: +1D to brawl damage
Blinding Flare: Creature fires a strobe of searing light from its head, causing anyone who fails a Stamina check DC 25 to go blind for 1D6 rounds. Anyone who is blind suffers -6 to all attacks, and can not conduct typical actions based on the GM’s discretion.

DICEPOOLS
Attack: 6D+2 to attack -6 Scale, 5D Damage +6 Scale
Pounce: 6D to attack -6 Scale, 6D Damage +6 Scale AND target is pinned to the ground. Target can attempt to escape with an opposed Lift check or Acrobatics (Creature gets +6 scale to opposed lift rolls)
Damage Resistance: 3D +6 Scale

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