Showing posts with label fauna. Show all posts
Showing posts with label fauna. Show all posts

Friday, October 1, 2010

Fauna: Nikac Anemones

Nikac are 1-4 meter tall, non-aquatic anemones that live among the deeper parts of the canyonlands of Zeth. While technically an animal, they appear as large, plant-like clusters of needles, which are nearly the height of the animal's trunk. They are affixed to the ground using a system of short root-like feet. This enables them to move--albeit at an incredibly slow pace over a long period of time--at basically the same rate that a vine might grow in a tropical rainforest.

Needle Attack 

Nikac are able to detect neurotransmitters in roaming prey. They can target and fire their long needles up to 5 meters away. Once the nikac has fed, a signal is sent from the main body and the needle disintegrates. Needles appear in a variety of bluish-grey varieties with pink or yellow tips when fresh and decompose into a whitish bone color when deactivated.

Nikac Feeding Habits

The sharp ends of the needles excrete a chemical-based sedative and an electro shock (depending on the variety, via the pinkish or yellowish tip) that allows it to stun/incapacitate its prey. The nikac can fire the needles up to 10 meters away. The animal then feeds off of the prey's electro-chemical energy by transmitting it psionically to it's trunk. The psionic connection is made using a gland at the base of the now detached needle. The "food" can then be used to regrow limbs, new body parts such as needles, or increase its overall body size, depending on the target. A nikac will feed on anything it senses can provide it with nourishment.

Nikac Relationship to Muscolites

Upon reaching puberty, muscolites must grapple with the beasts in order to retrieve a fresh needle they will fashion into a javelin for hunting and defense (+1 to hit a target up to 100 meters for anyone trained in javelin hurling). Muscolites must rely on their training and a single paring knife with which to make a clean cut. Offworlders would do well to be better equipped.

For Off-worlders

Nikac needles are a rare and precious find indeed, scoring high prices on black markets. Since nobody wants to go to Zeth to get them, they are highly prized by collectors and top-notch bounty hunters/soldiers of fortune. A word to the wary, have a muscolite demonstrate it's use before making off with one (assuming you procured one yourself under muscolite supervision). Failure to use the needle properly has a good chance of causing a mishap/injury/death. A single round of accident prevention training should prevent any problems.

Nikac Needle Misfortune Table (1d10)

  • (1) Will not respond to psionic commands and no bonus when thrown (rendered inert)
  • (2-3) Psionic rejection of new owner causes intense migraines for 1d4 rounds, rendered unusable by anyone for same duration
  • (4-5) Energy drain as electrical, physical (-HP, PHY, STR, or CON, your choice) 1d8+1
  • (6-7) Energy drain as electrical, physical (-HP, PHY, STR, or CON, your choice) and psionic (INT or PER) 2d6
  • (8-9)Discharge causing electrical (HP) and psionic (PER or INT) damage (2d6)
  • (10) Explodes causing electrical (HP) and psionic (PER or INT) damage (4d6+2)
These stats can also be used to determine damage when wielded by a trained user against an enemy target.

STATS
FREQUENCY: Uncommon; forests are typically hidden in canyon bottoms
NO. APPEARING: Forests of 60 or more
ARMOR CLASS: 7
MOVE: 1
HIT DICE: 1d8+1
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Projectile needle (range 10 meters) with chemical sedative combined with electroshock - 3d4; 1 successful attack, victim must roll save vs. stun; 3 successful attacks, victim must roll save or fall unconscious for 1d8 rounds; feeds psionically off stuck victims also suffer energy drain (1d8+1)
SPECIAL ABILITIES/SKILLS: Regeneration at 1d8 rounds; detect other nikac through psionic link for colony and migratory purposes
SPECIAL DEFENSES:
MAGIC RESISTANCE: Psionic
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nikac communicate basic information about prey location, climate, and migratory direction through a psionic connection. Maximum range is unknown.

Written generically for D&D and X-plorers.

Thursday, June 3, 2010

Fauna: Quarra (pack animal)

The quarra is a smallish, fleet-footed, hoofed animal that roams the rocky outcroppings and foothills of Benu's steppe regions. The beasts resemble the pony-sized hyracodon of prehistoric Earth (horse-like in appearance, but actually an ancestor of the modern rhino). Quarra hold much in common with their Earth counterparts, though the males sport a bony skull-plate studded with short, broad spikes above the eyes and down the snout.

Use as domesticated animals

Several nomadic tribes have domesticated the animal, and use it's surefooted climbing abilities and speed over open plains to their advantage. Quarra are often used as pack animals for small to medium-sized loads that accommodate their lighter frame, but they excel at navigating rough terrain so they often make for ideal pack animals.

Long ago, quarra were hunted to near extinction (prized for their colorful coats) until one tribe, the Bando, discovered their innate intelligence. Unlike other pack species, quarra exhibit a higher degree of intelligence and can understand both spoken and gestural commands by their masters. They remain loyal to their death or the demise of those they serve, upon which the pact that bonds both is dissolved and the companion is free to join the wild herds.
Courtesy Wikipedia
Male quarra are slightly larger than females and appear in a variety of brown, grey, red, and purplish tones. They mate twice yearly and face off to claim dominance over suitors and breeding priority in the herd. Females are known to birth twins often, which is thought to be a natural defense of the species who are the preferred prey of Benu's mega-sized strigiforme predators.

A single quarra is matched to a nomadic adolescent upon entering puberty as part of a rite of passage ceremony. The young adults are charged with caring for their companions and will use them to build their  livestock herd. Quarra will live nearly as long as their masters if cared for properly and predators are kept at bay. Quarra also possess some unusual abilities (see below).

STATS

FREQUENCY: Common
NO. APPEARING: Herds (8-40); Always paired with nomad at puberty (about 12 years or older)
ARMOR CLASS: 7
MOVE: 15 on open plain
HIT DICE: 2d8+2
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d6+1 ramming
SPECIAL ABILITIES/SKILLS: Low light/dark vision, scent, when 6 or more adult quarra are present they provide their masters with an additional protection (not known if this is magic, but should be treated as such) against fear/intimidation/morale-based attacks (+2 on any saves)
SPECIAL DEFENSES: Studded/bony skull-plate
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral in wild/good if domesticated by good aligned nomads (will remain good if released)
SIZE: M
PSIONIC ABILITY:
Quarra are immune to illusions produced by living beings

BURDEN CAPACITY:

125 lbs (light load)
126-275 (medium load)
276-330 (heavy)
A quarra can drag 1,275 pounds for 1d6 rounds before getting tired