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 Beasts of the Wild (Milky Way Wild Animals)

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PostSubject: Beasts of the Wild (Milky Way Wild Animals)   Mon Mar 11, 2013 8:14 pm

There are many creatures...
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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Mon Mar 11, 2013 8:14 pm

Noibroods (Native to Gliese 581c)

Noibroods are wicked predators who hunt small vermin underground due to their allergy to sun radiation. They are elongated metameric animals with several pair of legs. Noidbroods have rounded heads, bearing a pair of elongated mandibles from the oral cavity. They have a pair of limbs stretched forward from the body to cover the remainder of the mouth. These limbs, or maxilipeds, end in sharp claws and include venom glands that help the animal to kill or paralyze prey. They reproduce at high rates, nearly a hundred per litter, and are very territorial of their dens, attacking anything that comes within the nesting area. This viciousness has given the Noibrood the nickname, “Fiend-Crawlers”.

AGILITY 3D
Brawling 5D+1

STRENGTH 3D
Climb/Jump 4D+1
Stamina 4D+1

KNOWLEDGE 1D
Survival 3D+1

MECHANICAL 1D

PERCEPTION 1D
Search 2D

TECHNICAL1D

METAPHYSICS XXX

MOVE: 10

SCALE: -3

BODY POINTS:10
Stunned (80-60%) 8-6
Wounded (59-40%) 5-4
Severely Wounded (39-20%)3
Incapacitated (19-10%) 2
Mortally Wounded (9-1%)1
Dead: 0

ADVANTAGES

DISADVANTAGES

[u]SPECIAL ABILTIES[/b]
Natural Weapon (R2): Maxilipeds +2 to brawling damage (4D) and inject a venom that inflicts 2D poison damage per round until the victim makes a stamina roll DC 15
Wall Crawling (R2): Creature can move it’s movement on walls or the ceiling


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Mon Mar 11, 2013 8:17 pm

Dune Goliath (Natives of Agricon)

Dune Goliath are massive behemoths nearly 24 meters tall (4 stories). They are primal beasts who have hardened outer skin that imitates stone, and a vibration sense that allows them to detect movement from underground. Otherwise, Dune Goliath’s are mostly blind (like bats), with blurry, unfocusable vision. Dune Goliath’s hide in their sand dens, waiting for herds of cattle, etc. to meander in their area, where they spring up and attack. They usually travel in solitude unless courting a mate or if they have offspring. They hate cold, which forces most towns to arm their gates with Freon-pressure guns in order to ward off the beasts.

Agility 3D
Brawling 5D+2 (Scale 20) {Grab 7D},  Running 4D+2

Strength 9D
Lift 12D

Knowledge 1D

Mechanical 1D

Perception 3D+1
Search 4D+2 (Vibration Sense 5D+2), Hide 4D+2

Technical 1D

Advantages:
Natural Weapon +1D, Improved Natural Armor (R6) +3D, Natural Stone Armor +6D

Disadvantages:
Bad Vision: Can not focus very well on small items, receive +10 to difficulty if using vision only for any agility or site based perception checks
Achilles Heel: Cold- Creatures make constant stamina checks in cold environments and can not use their stone armor when resisting damage

Dicepools:
Attack:5D+2 (-20 scale)
Damage: 7D (+20 scale)

Movement: 16
SCALE: 20

BODY POINTS:60
Stunned (80-60%) 48-36
Wounded (59-40%) 35-24
Severely Wounded (39-20%)23-12
Incapacitated (19-10%) 11-6
Mortally Wounded (9-1%)5-1
Dead: 0


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Wed Mar 13, 2013 5:12 pm

Menoetiusans (Natives of Ophion)

Menoetiusans are a rare type of creature located on Ophion. It is unknown how the organism evolved, as very few specimens have been harvested for research. It is a very deadly species due it part that it starts off as mere bacteria, but once they infect an individual, quickly take over, tearing apart their host in order to grow. This process can take anywhere from days to mere hours.

At first, victims may not be aware of the change, but soon their body falls into terrible convulsions. Many surgeons and medical staff often mistaken this for strokes or seizures. Soon, new limbs, appendages, and sensory organs sprout from the victim's body, until the Menoetiusan has all but taken over. Usually, the host dies by  this time, but some unfortunate souls remain alive and in terrible agony as the Menoetiusan takes control of their nervous, digestive, and muscular systems.

Once fully grown, Menoetiusans must constantly eat, as their rapidly splitting cells are in need of new energy. Menoetiusans are believed to be omnivores, with strong preferences towards living flesh. They are constantly on the hunt, and will go to great lengths in order to devour anything around them. While Menoetiusans are not true pack animals, they refuse to attack one another for unknown reasons. Scientists hypothesize it is because they can smell the Menoetisan infection in each host. They will work with one another in order to hunt larger prey. Any live game must be eaten quickly before their infectious bite spreads further Menoetiusan bacteria and causes the kill to transform. They regenerate at alarmingly quick lengths, and can be decimated into pieces before reforming in order to kill again.

AGILITY 3D
Brawling 3D+2

STRENGTH 2D
Lift 2D+2, Stamina 2D+1

KNOWLEDGE 1D

MECHANICAL 1D

PERCEPTION 3D
Search 4D {5D Sound)

TECHNICAL 1D

METAPHYSICS 0D

MOVE: Based on creature they've formed into
SCALE: Based on creature they've formed into

BODY POINTS:26
Stunned (80-60%) 20-18
Wounded (59-40%) 17-14
Severely Wounded (39-20%)13-9
Incapacitated (19-10%) 8-4
Mortally Wounded (9-1%)3-1
Dead: 0

Movement: 12
SCALE: 16

ADVANTAGES:
Trademark Specialization Hearing (R1) +2D for Search w/ hearing involved and exceptionally recognized for skill

DISADVANTAGES:
Feral: Creature can not read, write, nor does it know how to communicate with other beings verbally

Allergy, Fire: Creature is dealt damage normally with fire, but is unable to regnerate the amount given

SPECIAL ABILITIES:
Enhanced Sense:Smell(0) +2 to all skill rolls in which having enhanced sense of smell would aid. Should the Balidar use his or her enhanced sense of smell while tracking and come across something exceptionable foul they will suffer the Stun effect for 1 to 3 minutes.

Ultravision (2) The character gains the ability to see in the dark using ultravision. Ultravision enables the character to make the most of the available light and provides a +4 to sight-based rolls while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working

Hydra-Regeneration: The creature not only rapidly heals, but grows a type of new limb or form in the process. This type of regeneration allows the Menoetiusan to roll their Strength at the beginning of each round when damaged, in order to immediately regain the amount of Body points rolled. Afterwards, the creature rolls 1D6 to see if it gains any new special abilities in the process.
1: Nothing Happens beyond the healing
2: The limb splits into two of the same type
3: The wound seals up as the area around it hardens. Creature gains +1 of armor (accumulative)
4: Creature’s bones and muscle form around the healed wound to make a mouth, claw, or whip like weapon. +1D to creature’s unarmed damage.
5: Creature grows a new limb for movement, add +2 squares to the Menoetiusan’s base movement
6: Creature swells in size, moving up on the scale chart

Natural Weapon, Tentacle: Creature has long whip like tentacles. They can use these appendages to either whip at opponents 5D+1 or grapple them

Infection: Upon inflicting damage to a living target, a Menoetiusan’s virus becomes infectious. The victim must make a Stamina (default STR) check DC 11 to not become infected. Otherwise the creature begins to transform into a Menoetiusan. When infected, roll a 1D6 to see how immediate the tranformation takes.
1: Immediately
2: Immediately
3: Within an Hour
4: Within 6 Hours
5: Within 24 Hours
6: Within 2 Days

------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------

Menoetiusan Omega

AGILITY 4D
Brawling 4D+2 (Wrestling 5D+2)

STRENGTH 6D
Lift 8D+2, Stamina 6D+1

KNOWLEDGE 1D

MECHANICAL 1D

PERCEPTION 3D
Search 5D {7D Sound)

TECHNICAL 1D

METAPHYSICS 0D

BODY POINTS:40
Stunned (80-60%) 32-24
Wounded (59-40%) 23-16
Severely Wounded (39-20%)15-8
Incapacitated (19-10%) 7-4
Mortally Wounded (9-1%)3-1
Dead: 0

Movement: 8

ADVANTAGES:
Trademark Specialization Hearing (R1) +2D for Search w/ hearing involved and exceptionally recognized for skill

DISADVANTAGES:
Feral: Creature can not read, write, nor does it know how to communicate with other beings verbally

Allergy, Fire: Creature is dealt damage normally with fire, but is unable to regnerate the amount given

SPECIAL ABILITIES:
Enhanced Sense:Smell(0) +2 to all skill rolls in which having enhanced sense of smell would aid. Should the Balidar use his or her enhanced sense of smell while tracking and come across something exceptionable foul they will suffer the Stun effect for 1 to 3 minutes.

Ultravision (2) The character gains the ability to see in the dark using ultravision. Ultravision enables the character to make the most of the available light and provides a +4 to sight-based rolls while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working

Hydra-Regeneration: The creature not only rapidly heals, but grows a type of new limb or form in the process. This type of regeneration allows the Menoetiusan to roll their Strength at the beginning of each round when damaged, in order to immediately regain the amount of Body points rolled. Afterwards, the creature rolls 1D6 to see if it gains any new special abilities in the process.
1: Nothing Happens beyond the healing
2: The limb splits into two of the same type
3: The wound seals up as the area around it hardens. Creature gains +1 of armor (accumulative)
4: Creature’s bones and muscle form around the healed wound to make a mouth, claw, or whip like weapon. +1D to creature’s unarmed damage.
5: Creature grows a new limb for movement, add +2 squares to the Menoetiusan’s base movement
6: Creature swells in size, moving up on the scale chart

Natural Weapon, Tentacle: Creature has long whip like tentacles. They can use these appendages to either whip at opponents 5D+1 or grapple them

Infection: Upon inflicting damage to a living target, a Menoetiusan’s virus becomes infectious. The victim must make a Stamina (default STR) check DC 11 to not become infected. Otherwise the creature begins to transform into a Menoetiusan. When infected, roll a 1D6 to see how immediate the tranformation takes.
1: Immediately
2: Immediately
3: Within an Hour
4: Within 6 Hours
5: Within 24 Hours
6: Within 2 Days


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Tue Apr 02, 2013 10:20 pm

Macenateans, a.k.a. "Ghouls"

Macenateans (Ma-sent-E-uns), better known as Ghouls, are a race of feral humanoids native to Hekate. They're carnivorous mammals with powerful olfactory buds in their nostrils and heat sensors on their serpent-like tongues. They have massive claws and elongated limbs, which allow them to climb on Hekate's rocky terrain with ease. Their usual prey are Yelims, a large herding animal, though they will eat almost anything.

Unlike most predators, Macenteans, work very well together. They have basic reasoning skills comparable to Earth primates. Ghouls travel in prides of ten to fifteen, but have been found in larger groups as big as forty or fifty. Males and females are equally sized, though females tend to have longer claws to defend their young. Macenteans are opportunistic hunters, and will follow their game, living near them in order to constantly be near food. They lack nervous systems which helps them brave Hekate's cold and ignore effects from wounds, as they need to ignore pain when attacking larger, more powerful prey.

AGILITY 5D
Brawl 5D+2
Dodge 5D+1

STRENGTH 4D
Lift 6D
Climb/Jump 6D+1 (Skill Min.)
Stamina 4D+1
Running 4D+1 (Skill Min.)

KNOWLEDGE 1D
Survival 3D (Skill Min.)

MECHANICAL 1D

PERCEPTION 2D
Search 4D

TECHNICAL 1D

MOVE: 14
SCALE: 0

Qualities
Ultravision (2)
The character gains the ability to see in the dark using ultravision. Ultravision enables the character to make the most of the available light and provides a +4 to sight-based rolls while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working

Skill Minimum (4) Climb & Jump, Running, Survival
The character can select three related skills unaffected by any other sort of Special Ability and the character will always gain a minimum total of 3 times the number before the “D,” even if she rolls a Critical Failure.

Natural Weapon (Claws): +1D to unarmed damage

BODY POINTS:31
Stunned (80-60%) 24-18
Wounded (59-40%) 17-12
Severely Wounded (39-20%)11-6
Incapacitated (19-10%) 5-3
Mortally Wounded (9-1%)2-1
Dead: 0


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Sat May 11, 2013 11:48 am

Trigliodons

Trigliodons are massive plant eating creatures native to Nomos (Hades System). They are quick to temper and very protective of their young. They range in color from red to violet which is painted on their thick hides. They have long necks for eating off trees and vicious tails with natural spikes protruding from the tip. They are four legged, but can stand on two to reach high vegetation.

Adults are herbivores and subsist entirely on grass, leaves, and roots. During mating season, breeding cows stand watch over their nests of three to six eggs while young or eggless females try to gather food for the pride. Hatchlings learn what plants to eat and what beasts to avoid from their mothers. Cows are dangerous only when they feel their young are threatened, which happens whenever anything Human-sized or larger walks into sight on two legs. In the absence of a bull, a pride’s cows rally to the defense of the young. For this reason, young are generally lost to predators only during the long migrations between hatching grounds and grazing territories, when the herds must keep moving to beat the winter snows or return to their lush grazing plains after the relatively lean mating season.

Stats

Agility 3D+2
Brawling 7D+2 {Scale: 14}

Strength 8D
Stamina 9D+1
Swimming 9D

Knowledge 1D
Survival 3D
Intimidation 3D (Scare Tactics 4D)

Mechanical 1D

Perception 2D
search 4D

Technical 1D

Move: 12
Scale: 14

Advantages/Special Abilities
Ambidextrous [2] equally adept with left/right hand (or tail) +1 per rank with anything that requires these additional parts
Armor-Defeating Attack, Spiked Tail [2]: -1D to target's armor
(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.) Extra Body Part [0]: Tail
(S.A.) Hardiness [1] Add 1 per rank to damage resistance total against any damage
(S.A.) Ultravision [1] Enables character to see in available light +2 w/ vision checks
(S.A.) Natural Armor [3 per rank, 3 ranks] +3D to damage resistances
(S.A.) Natural Hand-to-Hand Weapon, Tail [2]: +1D per rank to unarmed damage {5D}

Disadvantages
Hindrance, Clumsy: +3 to difficulty for any acrobatics, climb/jump, or run checks


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Fri Aug 30, 2013 2:12 pm

Tarrasques

A tarrasque is a massive subteranean creature that lives on the planet of Naxos. This scaled colossus has a gigantic protective shell along its back, and a spiked tail that can destroy prey in a single swipe. Tarrasque spend most of their time dormant, sleeping in deep underground lairs. They are omnivours, devouring any plant or meat alike, turning the upper surfaces around them into barren wastelands. Unlike the majority of mammoth sized wild animals, Tarrasques are not peaceful. They must eat hundreds of tons of nourishment per week which has lead them to become very aggressive. Tarrasques can eat nearly any material, including stone, metal, and wood (taking the nutrients out of it). When hunting, a tarrasque attacks with its tail, claws, spiked tail, and massive 130 ton body. It can swallow its victims whole, though it prefers to shred them to pieces with its serated teeth first. Tarrasques have no known allergies or weaknesses, and are resiliant to most weapons, especially fire and lasers. They are very resourceful, and have used their huge lungs to blow birds or climbing mammals out of trees, as to devour them. They are solitary creatures, only meeting with other tarrasques to mate or dispute territory.

AGILITY 3D
Dodge 3D+1, Brawl 5D, Running 4D
 
STRENGTH 10D
Lift/Carry 12D, Stamina 10D+1
 
KNOWLEDGE 1D
Intimidation 4D, Survival 3D+2
 
MECHANICAL 1D
 
PERCEPTION 3D
Search 5D (Vibration-senses 7D), Hide 4D
 
TECHNICAL 1D
 
SCALE: 20 (Four Story Building)
 
MOVEMENT: 12
 
BODY POINTS: 65
Stunned 55-42
Wounded: 41-30
Severely Wounded: 29-19
Incapacitated 18-10
Mortally Wounded 10-1
Dead: 0
 
ADVANTAGES/ DISADVANTAGES/ SPECIAL ABILITES
*Natural Hand-to-Hand Weapon [Cost 2, 3 ranks] +3D to unarmed damage {9D damage, -1D to armor }
*Armor Defeating Attack [2] -1D to target’s armor
*Environmental Resistance [1] Resitant to extreme heat, cold, and pressure +3D to STR and Stamina checks for environmental conditions
*Natural Armor [3 per rank, 3 ranks] +3D to damage resistance
*Vibration Sense: +2D to anything touching the ground
*Precision Eyes: Tarasques have very keen eyes and can attack targets that are much smaller than them. A tarasque divides the scale penalty by 2 for sake of attacking, while keeping full scale for damage resistance and damage bonuses to enemies.
*Berserker: When in combat, Tarasques ignore any wound penalties for an amount of time equal to their strength (10) in rounds.
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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Sun Oct 20, 2013 10:57 am

Fiend Sharks

Fiend sharks are a deadly species that live on the deep ocean planet of Atlantis VII. They are not sharks at all, but rather Grammatostomias flagellibarba (deep sea fish). The creatures use their thermographic vision and internal sonar to find prey. Once they've cornered their mark, Fiend Sharks use their evolved arms to grab at potential food, then bite into it with their razor like teeth. Fiend sharks are very territorial, and immediately attack anything in their den area. They have a strong dislike for loud noises and often attack mechanical equipment or underwater vehicles.

AGILITY 2D
Brawling 4D

STRENGTH 5D
Lift/Carry 8D

KNOWLEDGE 1D

MECHANICAL 1D

TECHNICAL 1D

PERCEPTION 2D
Search 3D (Ground Revurberation Sensors 5D)

MOVE: 14 Swim
SCALE: 6

Special Abilities:
Echo-location
Ultra-vision
Natural Armor +1D
Natural Weapon +1D to unarmed) 5D
Achilles Heel: Magnified or Intense Sound

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


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Sun Oct 20, 2013 11:04 am

DEATH EEL

Death Eels are massive sea creatures that live on the ocean planet of Atlantis VII. They are long, armored, worm-like creatures who often build their homes in hollowed ocean rocks and craters. Ocean Worms are opportunity hunters, waiting for scouring ocean floor animals to peek into their treacherous homes, where they swallow them whole. Female Death Eels tend to capture prey within their gullet, keeping them alive so that she may feed them to her young. These creatures are sometimes hunted for their hearts, which are made of a strong, leathery material used to make fashionable clothing.

Agility 3D
Brawling 5D+2 (Scale 20) {Grab 7D},  Running 4D+2

Strength 9D
Lift 12D

Knowledge 1D

Mechanical 1D

Perception 3D+1
Search 4D+2 (Echo Location 5D+2), Hide 4D+2

Technical 1D

Advantages:
Natural Weapon +1D, Improved Natural Armor (R6) +3D, Natural Armor +6D

Disadvantages:
Achilles Heel: Fire- Creatures make constant stamina checks with fire and can not use their armor when resisting damage

Dicepools:
Attack:5D+2 (-20 scale)
Damage: 7D (+20 scale)

Movement: 16
Scale: 20

BODY POINTS:60
Stunned (80-60%) 48-36
Wounded (59-40%) 35-24
Severely Wounded (39-20%)23-12
Incapacitated (19-10%) 11-6
Mortally Wounded (9-1%)5-1
Dead: 0


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Tue Nov 19, 2013 3:10 pm

Blubber Dogs

Blubber Dogs are native Hades 13  mammals who are easily recognized by their prominent  bulkiness. Adult males can weigh more than 1,700 kg (3,700 lb) while females tend to be half that size . They once lived mostly in shallow waters within the underground rivers, feeding off of mollusks and fish. However, since the recent expansion of the five cities, Blubber Dogs have begun to come to the surface, scrounging for garbage and small prey. It is sparsely covered with fur and appears bald. Its skin is highly wrinkled and thick, up to 10 cm (3.9 in) around the neck and shoulders. The blubber layer beneath is up to 15 cm (5.9 in) thick and acts as a protective armor. The blubber Dog has an air sac under its throat which acts like a floatation bubble and allows it to bob vertically in the water and sleep. Blubber Dogs have legs and arms with fins along the sides that help them swim when they need to, and crawl on land when food is sparse. They are extremely aggressive, especially when their young are being threatened or when threats are on their hunting territory.

Agility 3D+2
Brawling 5D+2 {Scale: 3}

Strength 5D
Stamina 7D, Swimming 7D

Knowledge 1D
Survival 3D, Intimidation 3D (Scare Tactics 4D)

Mechanical 1D

Perception 2D
search 4D

Technical 1D

Move: 12 Swim, 6 Run
Scale: 3

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.) Extra Body Part [0]: Tail
(S.A.) Hardiness [1] Add 1 per rank to damage resistance total against any damage
(S.A.) Ultravision [1] Enables character to see in available light +2 w/ vision checks
(S.A.) Natural Hand-to-Hand Weapon, Tusks [2]: +1D per rank to unarmed damage {5D}

Disadvantages
Hindrance, Clumsy: +3 to difficulty for any acrobatics, climb/jump, or run checks when on land


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Thu Dec 12, 2013 6:10 pm

Phaya Beasts of Burden

Phaya 2 and 3’s tropical climates and moisture make them a perfect place for plant and animal life. The abundance of food has created a sub-Jurassic atmosphere for Naga to live in. Along with the snakoids, an amassment of wildlife breeds, both natural and introduced, have made the habitat their home, including enormous breeds of dinosaurs, birds, and other natural animals. These gigantic creatures have been acclimated into Naga culture as beasts of labor, instruments of war, and transpiration. Besides the introduced dinosaurs, below is a list of the most popular large breed animals who have been adapted into Phaya society. Each has there own unique characteristics that make them useful to everyday living on Phaya.

Gauthrogs (Gaw-th-RoGz)

The Gauthrog is a member of the Suidae family and a native to Phaya. They are identifiable by the two pairs of tusks protruding from the mouth and curving upwards. The lower pair, which is far shorter than the upper pair, becomes razor sharp by rubbing against the upper pair every time the mouth is opened and closed. The upper canine teeth are of a squashed circle shape in cross section, almost rectangular. They are used for digging, combat with other Gauthrogs, and in defense against predators – the lower set can inflict severe wounds. Their heads are very large, with a mane down the spine to the middle of the back. Sparse hair and loose scales covers the body. Its color is usually red which becomes more vibrant during mating season. Tails are long and end with a tuft of hair.

In Phaya culture, the Gauthrogs are used both as mounts and hunting animals. There strong backs make them ideal for hauling heavy loads and their enhanced snouts make them perfect for trailing game. Gauthrogs are typically used by rangers, tradesmen and construction teams. Due to the Gauthrog’s inability to see in the dark, they are rarely taken out at night. Those who are tend to be mounted with light sources. Because of their large litters and capacity to eat nearly anything, Gauthrogs are very cheap on Phaya,  and a very common animal behind the dinosaur.

Capital Cost
Untrained: 1000
Trained: 2500
Master-Breed w/ Training: 5000 (additional +1 to all skills)


Special Equipment for Gauthrogs
Trunk Saddle (3000 capital) Because of the Gauthrogs strong back, a special saddle has been made that can carry a variety of different equipment pieces along the creature's sides and posterior. The saddle allows a user to carry more than basics, from items up to ten feet long, to a total weight of 1000 pounds.

Agility 3D
Brawling 5D+2 (Scale 6),  Running 4D+2

Strength 6D
Lift 8D, Stamina 6D+1 {Endurance +3D}

Knowledge 1+2D
Survival 3D+2

Mechanical 1D

Perception 3D+1
Search 4D+1

Technical 1D

Advantages:
Natural Weapon +1D, Improved Natural Armor (R2) +2D
Scale (C1 R2): Scale 6

Disadvantages:
Infamy (R1), Bad Reputation: The animal is looked at as a cheap and ungraceful mode of transportation
Quirk (R1), Filthy: These animals tend to be mangy, foul smelling and loud

Special Abilities:
Strong Back (Custom): Creature multiplies any rolls related to hulling equipment or passengers by 1.5
Enudrance (C1 R1): +3D to Strength & Stamina checks when performing physically taxing tasks
Dicepools
Attack:5D+2 (-6 scale)
Damage: 5D (+6 scale)
Running: 4D+2
Damage Resistance: +2D

Movement: 10

BODY POINTS: 24
Stunned (80-60%) 21-19
Wounded (59-40%) 18-13
Severely Wounded (39-20%) 12-7
Incapacitated (19-10%) 6-4
Mortally Wounded (9-1%)3-1
Dead: 0
**********************************************************************************************
Whirneros (Were-Ner-Ra-SS)

The Whirneros is the largest of the non dinosaur land mammals on Phaya. It has a massive body and large head, a short neck and broad chest. On the left and right sides of its forehead, the Whirneros has two horn-like growths. These are made of solidkeratin. It also has a noticeable hump on the back of its neck. Each of the four feet has three toes. The color of the body ranges from yellowish brown to slate grey. Its only hair is the ear fringes and tail bristles. Whirneros have a distinctive broad mouth which is used for grazing. Its wing like ears can move independently to pick up sounds from miles away. The audio passages which are responsible for hearing are larger than their entire brain of the Whirneros itself, and used to keep the herbivore safe.

Whirneros are heavily armored and dangerous when charging. They are lazy creatures and not typically used for long journeys, but make for great battle mounts or construction beasts due to their colossal strength. Their ability to hear the slightest details make them great scout creatures. Whirneros tend to prefer open grasslands, where they can live on their own for years. Their hides are resistant to most types of weather, though they tend to overheat in the sun if not given proper amounts of daily water.

Capital Cost
Untrained: 5000
Trained: 20,000
Master-Breed w/ Training: 30,000 (can remove "Lazy" negative quality)


Special Equipment for Whineros
"Battle-Saddle" (7000 capital) The Whineros are heavily armored, but their rider often is not. The "Battle-Saddle" allows the rider to take full cover behind a cylindrical shell (target can not be directly attacked, and only takes damage if the damage exceeds the armor value of the saddle). The user is protected by +2D of steel. The cylinder is covered in four micro-cameras that allow the passenger to have a 360 view (blind to what is above however). Fans inside keep the user cool enough to not overheat, though the interior is not made for extreme comfort.

Agility 2D
Brawling 5D (Charging 6D){(Scale 10)},  Running 3D+2

Strength 7D
Lift 10D

Knowledge 1D
Survival 3D

Mechanical 1D

Perception 5D
Search 7D {Hearing Based +2}{Infravision +2 in the dark}

Technical 1D

Advantages:
Size (C1 R3): 10 Scale

Disadvantages:
Hindrance, Lazy (R2): +6 difficulty to any riding checks that involve physical exertion such as running, lifting, attacking

Achilles' Heel (R3) Environmental Incompatibility, Overheating: +1 difficulty modifier to survival or fatigue rolls when in warm environments

Special Abilities:
Armor-defeating Attack (C2 R1), Horn: negates 1D of armor from anyone the creature attacks with its horn

Combat Sense (C3): Creatures senses danger. They are never surprised, rather the creature & their attacker must determine initiative as normal. Even if attacker goes 1st, any combat modifiers from the surprise are reduced by 2.

Enhanced Sense (C3), Hearing: Creature adds +2 for any search checks related to hearing

Hardiness (C1, R2), Brawny: +1 per rank (2) to damage resistance

Infravision: Can see changes in heat +2 to sight based rolls in dark conditions

Natural Armor (C3 R3), Thick Hide: +1D per rank to damage resistance

Natural Hand-to-Hand Weapon: Horn: +1D to STR damage when determining unarmed damage

Omnivorous (C2): creature gains nourishment from organic substances

Dicepools
Attack:5D or Charge 6D +6 (-10 scale), Charge (or "All-out" in book p.80) is an attack with no thought to the consequences. Increases chance to hit, but no other actions can be performed, not even to actively defend
Damage: 6D (+10 scale), Charge ("All-out") 7D (+10 scale)
Running: 3D+2
Damage Resistance: 3D+2

Movement: 10

BODY POINTS: 35
Stunned (80-60%) 28-21
Wounded (59-40%) 20-15
Severely Wounded (39-20%) 14-7
Incapacitated (19-10%) 6-3
Mortally Wounded (9-1%)2-1
Dead: 0
**********************************************************************************************
Marrowkins (M-air-owe-kin-z)

Marrowkins are a large breed that live on Phaya. They are believed to be a mix of both dinosaur and feline, though research has not unveiled how this procreation process could have taken place (some rumor that it is one of many Prometheus experiments). The Marrowkin’s most distinctive feature is their large skull. When full grown, the head can reach almost a third of the length of the entire animal. It bears  a single horn on the snout, above its thin, bottle-like nose which is used for grabbing at fish and small mammals. Skin impressions from the specimen is covered in bristle-like structures, with fur covering the feet and tail. The bushy extremity that makes the tail is used for balance and to grab the attention of its mate.

Marrowkin are extremely formidable because it has both the distinct prominent features of both lineages. It can run at high speeds, take down prey nearly twice the size of it and has natural weapons all along its body. These armaments include its horn, gator like mouth, and vicious front paws. They are nocturnal and can see in the dark, though they work just as well in daylight. Because of their wily, nearly untamable temperament, the Marrowkin is very difficult to train, and gives the most trouble even after domestication. Many users die each year due to Marrowkin straying which can sometimes be a deterrent from purchasing one. They are great swimmers and tend to hunt near the boggy swamps of Phaya, as they can wade in waters for hours before tiring.

Capital Cost
Untrained: 3000
Trained: 15,000
Master-Breed w/ Training: This creature is impossible to train as a Master-Breed


Special Equipment for Marrowkins
Shock-Shoulders (2000 capital): These shoulder pieces go on the front of the creature and are directed towards specific nerves. Once per day, if the user fails their ride check for a specific command, they may activate the shock-shoulders to reroll their command to the stubborn Marrowkins. This new roll, no matter the result, is kept instead of the original. Anyone who critically fails their "reroll", is looked at as an enemy to the Marrowkin for 1D6 rounds, and attempts to dismount and eat their riders will be made by the Marrowkin.

Agility 5D
Brawling 6D+1 {(Scale 6)},  Running 6D+1 (6D+2 w/ Skill Bonus)

Strength 5D
Lift 8D, Swim 6D (6D+1 w/ skill bonus), Stamina 5D+1 (5D+2 w/ Skill Bonus)

Knowledge 2D
Survival 4D (Swampish-Environments 5D)

Mechanical 1D

Perception 4D
Search 5D {Infravision +2 in the dark}

Technical 1D

Advantages:
Size (C1 R3): 10 Scale

Disadvantages:
Learning Problems (C1 R1), Wiley: When character attempts to learn or improve a skill, they do so w/ +2 cost

Quirk (Rank 2), Wild-hearted: The creature is tough to manage. Any "ride" checks receive a -2 penalty

Special Abilities:
Armor-defeating Attack (C2 R1), Horn: negates 1D of armor from anyone the creature attacks with its horn

Hardiness (C1, R2), Brawny: +1 per rank (2) to damage resistance

Infravision: Can see changes in heat +2 to sight based rolls in dark conditions

Natural Hand-to-Hand Weapon: Horn: +1D to STR damage when determining unarmed damage

Natural Hand-to-Hand Weapon: Claw: +1D to STR damage when determining unarmed damage

Hypermovement (C1 R1): +2 meters per round to base movement

Skill Bonus (C1 R1), Athletic: Running, Swimming, Stamina all get +1

Dicepools
Attack:5D or Charge 6D +6 (-10 scale), Charge (or "All-out" in book p.80) is an attack with no thought to the consequences. Increases chance to hit, but no other actions can be performed, not even to actively defend
Damage: 6D (+10 scale), Charge ("All-out") 7D (+10 scale)
Running: 3D+2
Damage Resistance: 3D+2

Movement: 12

BODY POINTS: 28
Stunned (80-60%) 24-19
Wounded (59-40%) 18-13
Severely Wounded (39-20%) 12-5
Incapacitated (19-10%) 5-3
Mortally Wounded (9-1%)2-1
Dead: 0
******************************************************************************************
Epoich (E-Pa-Sh)

Epoich are a remarkable breed of creature with a distinct look and unique abilities. Epoich are extremely thin predators, usually colored white or grey, with rigid boney legs that have distinct gaping holes. The toes of the Epoich have a special adaptation that allows them to adhere to most surfaces without the use of liquids or surface tension. It also has a special secretion gland that allows them to absorb and excrete liquid to allow for maximum adherence to surfaces. Epoich are omnivores who eat both native plants that are poisonous to most breeds, as well as small mammals. They have adapted eyes that allow them to see from great distances, as well as heat within their environment. They eat vermin and plants, and avoid combat.

Epoich can only be used by light riders (Ullitors or heavily equipped species will cause the creature to collapse). Their specialized cells, chromatophores, contain pigments in their cytoplasm, that allows them to change color to match their environment. Dispersion of the pigment granules in the chromatophores sets the intensity of each color. When the pigment is equally distributed in a chromatophore, the whole cell is intensively colored, but changes because the cells get a message from the brain. This ability can be trained to be turned on and off with signals from the rider, allowing for a specialized tool that many hunters use to sneak up on prey. Epoich must remain in the warm environments of Phaya due to their warm blood and become ill quickly if taken into temperatures below tropical climates.

Capital Cost
Untrained: 10,000
Trained: 30,000
Master-Breed w/ Training: Add Sneak Skill +6D


Special Equipment for Epoich
Camouflage Reflectors (4000 capital): These side wings can cover the rider by activating it with an action. Upon use, a bio-plastic covers the rider. This covering is connected to the creature's flesh through medical trodes, and mimics the Epoich's camouflage, giving the rider the same bonus as the creature so long as it is using it's ability.


Agility 4D+2
Acrobatics 5D (6D+1 w/ Acute Balance), Dodge 5D, Running 5D

Strength 4D
Lift 5D, Stamina 5D+1, Climb/Jump 6D (7D+1 w/ Acute Balance)

Knowledge 1D
Survival 3D

Mechanical 1D

Perception 4D
Search 4D+2 {5D+2 w/ Enhanced Senses)--(Ultravision: +2 bonus in dark), Hide 6D (8D w/ camouflage)

Technical 1D

Advantages:
Scale (C1 R1): Scale 3

Disadvantages:
Achilles Heel (R3) Environmental Incompatibility, Cold: Creature needs to be in warm environments. Exposure to cold causes the creature to take a +1 modifier penalty to all difficulties which increases by +1 per minute of exposure until creature is out of the harmful situation.

Special Abilities:
Hypermovement (C1 R1): +2 meters per round per rank to base move rate.

Ultravision (C1 R1): Character can make the most out of the available light & gains +2 for site based rolls while in dark conditions

Camouflage (C3 R2): Character adapts to their environment colors, becoming transparent in appearance. This adds +1D (2D) per rank to dodge, sneak and hide totals. Also, no character may take an action to "spot" the camouflaged creature unless the game master feels there is sufficient provocation, such as brushing against others or rustling.

Skill Bonus (C1 R4), Acute Balance: The character gets +1 per rank (1D+1 total) to three related skills (Climb/Jump, Acrobatics, Sneak).

Adhesive Paws (Custom): Can use climb on vertical surfaces and ceilings without penalty

Enhanced Sense (C3 R3), Vision: Creature can see very well and gets +1 per rank (+1D) to all vision based search checks.

Dicepools
Running: 5D
Damage Resistance: +0D
Hide: 6D, 8D w/ camouflage

Movement: 12

BODY POINTS: 25
Stunned (80-60%) 20-15
Wounded (59-40%) 14-10
Severely Wounded (39-20%) 9-5
Incapacitated (19-10%) 4-2
Mortally Wounded (9-1%) 1
Dead: 0

***********************************************************************************************
Quellings (Ka-well-ing-z)

Quellings are a natural breed of Phaya animals closely related to birds. They are long legged with both fur and feathers that cover their flesh. They do not have a beak, but two large incisors which it uses to catch sea life that hides within the muddy sands of the shore. Quellings have amazing vision which allows them to zoom in on prey. This eye site does not work at night, as the creature is unable to see in darkness. The animal can no longer fly, but is one of the quickest native species within Phaya. Some Quellings have been recorded to run as fast as 80 mph, though these top speeds can not be held for long. Quellings are typically used as messenger vehicles, as they have fast feet and are easy to manage. Quelings are usually trained just after they hatch and can be fully coached by year one. They are naturally flighty animals, and do not engage in combat unless absolutely cornered.

Capital Cost
Untrained: 1,500
Trained: 10,000
Master-Breed w/ Training: 20,000 (Additional 5 ranks of Hypermovement (+10 meters)


Special Equipment for Quellings
Aquatic Talon-boots (5000 capital) These light boots have buoyant fibers that allow the Quelling to run on the surface of water for a short amount of time. The Quelling can move at its full speed for up to 3 rounds before sinking into the water.

Agility 5D
Acrobatics 5D+1, Dodge 5D+1, Running 7D (Straight-Lines 8D)

Strength 4D
Lift 6D, Stamina 6D {Endurance +3D}

Knowledge 1D
Survival 3D

Mechanical 1D

Perception 4D
Search 5D (5D+2 w/ Enhanced Senses: Vision)

Technical 1D

Advantages:
Scale (C1 R2): Scale 6

Disadvantages:
Quirk (R3), Flighty: Creature must make a willpower check to not run from combat w/ a +6 penalty to the difficulty {Difficulty based on GM's discretion}

Special Abilities:
Endurance (C1 R1): +3D to Strength & Stamina checks when performing physically taxing tasks

Enhanced Sense (C3 R2), Sight: +1 per rank to sight based search checks

Hypermovement (C1 R10) +2 meters per round per rank (+20) to base move rate

Dicepools
Running: 7D, 8D if running in a straight line
Damage Resistance: +0D

Movement: 30

BODY POINTS: 25
Stunned (80-60%) 20-15
Wounded (59-40%) 14-10
Severely Wounded (39-20%) 9-5
Incapacitated (19-10%) 4-2
Mortally Wounded (9-1%) 1
Dead: 0


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Thu Jan 23, 2014 10:39 pm

Soitogs (Sew-Ta-Gss)

Soitogs are rare creatures that have been reported on several different planets. No one is sure who exported hese animals from their native globe, or why, but the beasts have since grown accustomed to life in other environments. Their massive claws, bulky physiques and thick exoskeletons tend to be their most prominent features. They are very territorial and very violent to anyone who gets in their way, be they other animals or intelligent life.

Most people seem to think that Soitogs are unthinking brutes. This is not the case. They can communicate with one another through body language and often create traps, using collapsable tunnels to catch their prey. That being said, they care not for subtlety, creating much destruction wherever they go and can often be found dominated by slavers for use as dumb muscle. Soitogs can be found on over thirty three different planets, but are yet to be found in Earth's atmosphere.

Agility 3D
Brawling 5D+2 (Scale 6) {Grab 7D}, Running 4D+2

Strength 9D
Lift 12D

Knowledge 1D+2
Survival 3D+2

Mechanical 1D

Perception 3D+1
Search 4D+2, Hide 4D+2

Technical 1D

Advantages/Special Abilities:
Natural Weapon +1D, Improved Natural Armor (R6) +3D, Adaptable (Custom): +3D to survival in new environments

Disadvantages:
Learning Problems [R1] Improving skills does so with a +2 C.P. cost penalty
Quirk [R1], Temper: Creature gets easily agitated and must make willpower checks w/ -3 penalty

Dicepools:
Attack:5D+2 (-6 scale)
Damage: 7D (+6 scale)

Movement: 10
SCALE: 6

BODY POINTS:40
Stunned 38-26
Wounded 25-14
Severely Wounded 13-5
Incapacitated 4-3
Mortally Wounded 2-1
Dead: 0
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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Thu Nov 20, 2014 8:09 pm

Sky Eels


Sky Eels are native creatures to Santa Muerte, a minor planet within the Phaya System. These adaptable creatures can both live within the black muck of Santa Muerte’s waters or the gray skies above. Sky Eels spent most of their times in the cold swamps of Santa Muerte, but due to their adaptions, can fly using strong gases and a specialized organ in order to swim through the skies. While most sky eels do so to hunt, they also use their flight in order to mate and hide young.

Sky Eels hunt mostly in schools, consisting of anywhere from twelve to fifty eels at a time. Their ability to use their chameleon like camouflage helps sky eels swim through waters or air until they are within striking distance from prey, in which they devour in a feeding frenzy. Many victims only have mere seconds before they are completely ripped apart, making the few Terrans who live on Sante Muerte fear them and hunt them aggressively. Unfortunately, due to their large reproductive numbers, Sky Eels are still abundant in Santa Muerte, making them the apex predator on the black planet.


AGILITY 3D
Acrobatics 4D, Brawling 4D+2, Dodge 4D+2, Flying/0-G 5D

STRENGTH 3D
Stamina 4D, Swim 5D, Lift 5D

KNOWLEDGE 1D
Survival 3D (Aquatic 4D)

MECHANICAL 1D


PERCEPTION 3D
Hide 5D {6D w/ camouflage}, Sneak 5D {6D w/ camouflage}, Search 5D

TECHNICAL 1D


MOVE: Swim 10,  Fly 20

Scale: 0

BODY POINTS:  10
Stunned 9-8
Wounded 7-6
S. Wounded 5-4
Incapacitated 3-2
Mortally Wounded 1
Dead 0


[b] ADVANTAGES [/u]
None

[b] DISADVANTAGES [/u]
Achille’s Heel [R3], Allergy: Sky Eels are not use to extreme heats and take an additional 3D damage due to fire, lasers, etc.

[b] SPECIAL ABILITIES [/u]
*Chameleon Camouflage: +1D to all Hide and Sneak rolls when active (1 action to activate)
*Flight [6] flies at a rate equal to base movement x2 per rank (20).
*Natural Hand-to-Hand Weapon, Pincers [2]: +1D per rank to STR damage [4D]
*Natural Armor [3]: +1D to all damage resistances


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PostSubject: Re: Beasts of the Wild (Milky Way Wild Animals)   Fri Nov 28, 2014 7:52 pm

Razor Makaira


Razor Makaira are large four legged beasts on the planet of Santa Muerte who can both live in the sea and on land. The creatures make their homes in the muddy black slog of Santa Muerte’s moors, attacking unsuspecting pray by hiding within the black waters. Razor Makaira are given their name for their sharp beaks that help then pierce pray with deadly accuracy. The tips of their facial lances are so deadly that they can pierce many types of armors. Razor Makaira are the only known hunters of sky eels, though their battle for territory has often left both injured or maimed.

Agility 3D
Brawling 5D+2 (Scale 6), Running 5D+2

Strength 6D
Lift 8D, Stamina 6D+1 {Endurance +3D}

Knowledge 1+2D
Survival 3D+2

Mechanical 1D

Perception 3D+1
Search 4D+1

Technical 1D

Advantages:
Natural Weapon +1D
Natural Armor Piercing Weapon (Cost 3 Rank 2): -2D to any armors when attacking with facial-lance
Improved Natural Armor (R2) +2D
Scale (C1 R2): Scale 6

Disadvantages:
Feral: These creatures will attack nearly anything, even their own young when hungry enough

Special Abilities:
Enudrance (C1 R1): +3D to Strength & Stamina checks when performing physically taxing tasks
Atmospheric Tolerance Land and Sea: Can survive in both atmospheres

Dicepools
Attack:5D+2 (-6 scale)
Damage: 5D (+6 scale), -2D to all armors
Damage Resistance: +2D

Movement: 10 Land, 14 Swim

BODY POINTS: 24
Stunned (80-60%) 21-19
Wounded (59-40%) 18-13
Severely Wounded (39-20%) 12-7
Incapacitated (19-10%) 6-4
Mortally Wounded (9-1%)3-1
Dead: 0
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