Professional Documents
Culture Documents
Star Trek Role Playing Game Creatures (Star Trek RPG) by Decipher Inc
Star Trek Role Playing Game Creatures (Star Trek RPG) by Decipher Inc
Star Trek Role Playing Game Creatures (Star Trek RPG) by Decipher Inc
VISUAL Creative
ArT DIRECTION: :
GrapHic DESIGN:
PropuctTion DESIGN:
ORIGINAL ART: i ‘Herbert and Anthony Hightower
‘SPECIAL THANKS:
Discvaimer:
e COREE RRS ess ELL TSn Cease
‘the depth of information necessary for a fully-real-
event Ros NaC See ean WaT
ally within the flavor of Star Trek, we have taken
Cen ro Le A Ua Cord See eC |
‘or in films are canon.
2G ee
The Art of Great Games’
Ren
ern ee
POAC CCL
www.startrek.com
Introduction Tea
ee Seach ere
iio aioe eect ae ee Tec CR oe
Per Re Lycosa Tarantula
CCU Re ey rs
PN NeUIES ra aci lire
Osa orf e gato :
iene ee Neco :
Cae Orillian Lunghae :
Pru rec nen orem esi 5;
Cee ee Plasma Gator
Cee e : ONE Ne cn mueconc
Cayenne eA UE ca
Berserker Cat. .. ae
UE ee Ate Recent eee 64
[eet ee
ee eh)
eee
eee es
Ue er ene Coa eee
Cralluck ......
Peg ey area a
Pe rene Merete kere
eee eyo
preci eri
Dikironium Cloud Creature. icon ee eg
oe eas a hee Cat
ae ee ee een eae
anos . Reyer kent nt
aan :
‘har a ee
ace Teler
wee Cai
Get are ea
foro
Grint nie ta eee
Cees : a Beast .
Pe ens ee ae
aD merle ons eee
erat ae
Deca
eee eae
Pee
Doe
Pesan) en eee
era ee MWe et
PEE oe Arn Reen ean
POET Wompat.
PT Sante
ERT OE Nee UR
effec introducing z
INTRODUCTION wiys and so on.
Regardless of nce you decide to
From its debut, Star Trek has featureda number of include a creature in your episodes, you need to begin
fabulous creatures to challenge the physical and men planning the encounter. There are two common
tal facultiesof heroic Starileet officers. These mysteri approaches to planning encounters. The first involves
ous and of n perilou: creatures make for exciting plotting a role for a creature in an episode, choosing
drama, fascinating the viewers who share the thrill and or designing a creature to fill that role, and creating the
wonder experienced by the stalwart crew elements of each scene or encounter. This methodolo
In the Star Trek roleplaying game, creatures play gy works well for all of the creature roles presented in
the exact same role in episodesof your own devising, the Star Trek RPG Narrator’s Guide.
Though perhaps not central to your series concept or The other common alternative is to allow for ran:
weekly episode, creatures and the challenges they dom encounters when the Crew enters a setting where
present can serve as interesting subjects for roleplaying a parcticular creature or creatures is likely to be met
encounters, A creature can add spice and color to In these situations, allowing random cha \ce to deter
exotic locale, it can be a challenge in the middle of a mine whether the Crew runs afoul of a strange or dan
plot twist, or it can even be an exampleof how to face gerous creature can lead to a great deal of suspense
a parcticular problem and surprise. This chapter provides guidelines for han
Whereas the majority of material in this book pro- dling both types of encounters, so you can choose
vides a selection of ready-made creatures for you to whichever method works best when cre
this chapter expands on the
srial presented in Chapter 12 of the Sta ek RPC
N Narrators Guide. Specifically this chapter provides
resources and guidelines to assist. you CREATURE ROLE
creature encounters for your series and episodes. REVISITED
The Star Trek RPC Narrator’s Guide covers the fun-
CREATURES IN STAR damentals of creature design. By using the tools pre-
THKEK sented in Chapter 12 of that book you can make any
variety of creatures to serve various roles in your sto
As explained in the Star Trek RPG Narrator’s Guide ries. For example, you can create a bizarre animal to
a creature can play a number of roles—an element of as a momentary threat in a single encounter, or
setting for narrative color, a momentary threat to occu- design an enigmatic energy being to foil the Crew
py the Crew, a prime mover se ing as the central chal throughout an entire episode
lenge of an episode, or a red herring to sidetrack the Although you may create or select a creature to
Crew from its main objective. These generic roles car appear in numerous scenes throughout an episode or
also be considered applications for cr atures in StarTrek series, the creature role generally refers to the purpose
stories. As a Narrator, you can either create an episode of an individual encounter or scene. For example, a
with a parcticula application in mind, or apply a crea creature designed for narrative color won't be suffi-
ture encounter as a means of achieving a specific story ciently detailed to serve as a momentary threat in a
Baa a tay
ee eg ene ae
options can apply to any creature role, they are most applicable to the momentary threat and prime mover
ae TY
SOCIAL ISSUE: The creature's existence or treatment provokes two or more factions to clash in the politcal arena, The Crew
must circumnavigate these issues when dealing with the creature, and perhaps arbitrate a diplomatic resolution among the
opposing factions. A culture might be unknowingly hunting a creature to extinction, while that very hunting provides a cul-
turally-important rite of passage; the Crew might try to show the values of an enlightened culture that does not focus
the hunt, or may engineer ways to improve the survivability of the creature, or might just become wealthy by breeding
and selling the creature for its uses.
SymBot: A superstitious society worships or exalts the creature as a cultural symbol or religious icon. In dealing with the
society the Crew must confrost the creatures’ symbolic impact on the culture as well as with the creature itself.
Successfully defeating the feared Astrakian sword bull in the gladiatorial arena might favorably predispose the Astrokions
erro eR
vey
ENDANGERED SPECIES: The creature’s species is in danger of becoming extinct. The Crew must take efforts not to kill or harm
the creature when dealing with whatever challenge its existence presents.
ne MR eee CL
‘The Crew must wrestle with the moral dilemmas arising from the proposed mothods of eliminating the pestilence.
PUN MLL EIN
GUARDIAN: The creature patrols or defends a parcticular territory, lair, or object. The Crew must overcome the creature to
‘access the orea or object unimpeded.
DS Ce ee ed
‘of a colony, city, or starship. The Crew must eliminate the threat without becoming infected.
PREDATOR: The creature actively hunts the Crew as prey. The Crew must avoid or eliminate the threat posed by this predator.
Aa
CR Oe Ce Ce a LC cc
‘ond study. The Crew must locate the creature and either capture © specimen or study it in the field.
Atavism: The creature is believed to be extinct and should not exist or survive in the encounter setting; yet some unknown
‘quality enables it to do so. The Crew must explore this mystery and eliminate any threat the creature poses.
combat encounter, Similarly, a creature designed as a sunt for story nuances, it is easy to address th
momentary threat probably lacks the complexity and questions and create memorablecreature encounters
depth required to appear as the prime mover, or antag-
nist, of an entire episode.
For these reasons many Narrators view the cre EXPANDING THE CREATURE ROLE
role as the guiding principle when planning and nar- 1 a creature encounter begins by
rating a creature encounter. Proceeding from the
required role, the Narrator chooses a creature, plans
one or more encounters, and narrates the scene or have some idea regarding what ty
scenes—using creatures in your games can really be ture poses. In many cases, creatures present physical
that simple. dangers to the Crew. Creatures such as the mugatoor
But Narrators are ever in " e M-113 salt vampire may attack with the intention of
harming or killing members of the crew. But creatures
can also pose psychological horrors, scientific myster
encounter from the next? Certainly, different c " 3 and even social obstacles for the
challenges, but what makes Crew to overcome. See “Challenge” for more informa
different from any other? W tion about planning encounters and estimating diffi-
more challenging or culty, and the sidebar “Expanded Creature Roles” for
teresting than the last one? By expanding the role to __ more information
CREATING Set TING
ENCOUNTERS There are a number of ways to stage creature
encounters to make them interesting to experienced
Once you know the purpose for introducing a crea- players. When planning your introduction, you should
ture into your episode, you need to establish several start by considering the creature's role and the location
key elements that form the basic structure of an where you'd like to set the encounter.
encounter. The following sections outline the compo: When choosing a setting, you'll need to consider
a nents for building encounters. See “Creature Episodes” whether the encounter will take place in the creature’s
(on page 17) for more about organizing and integrat natural habitat, in a nearby area, or in some remote
ing your encounters into a storyline. location where the Crew least expects it
For example, while exploring an uncharted planet
a survey team could encounter the creature and learn
ELEMENTS OF AN ENCOUNTER its strengths, weaknesses, and habits by monitoring it
Every creature encounter consists of three funda: in its native environment Alternatively, the Crew
mental elements: setting, challenge, and action. The might encounter a creature terrorizing a nearby settle-
setting describes the location where the encounter ment, or even a civilized area where the creature has
takes place; this may be the creature's natural habi escaped from confinement. Each of these situations
tat—its hunting territory, breeding grounds, or lair—or presents a unique scenario, with a number of potential
some other location where circumstances have con- challenges stemming not only from the creature, but
spired to situate the creature outside of its indigenous also the setting and local circumstances.
environment. Unusual settings might include civilized
areas bordering on the creature's habitat, zoos or eco- Habitat
logical preserves on distant planets, or even starships A creature's habitat refers to its natural environ
and space stations where the creature might be stud ment. Describing a creature’s habitat can include any
ied, confined, or even bred. amount of detail, but if you touch on four basic
The challenge of a creature encounter represents aspects, you'll know everything you need in order to
the inherent obstacle, danger, or difficulty resulting manage the creature through a number of encounters
from the creature’s presence, whether derived from its The four primary aspects of habitat include climate,
might strangeness, or sheer numbers, In terms of terrain, territory, and lair.
episode creation and story design, thec allenge of an Cumare: Climate describes the average tempera-
encounter equates to the purpose of the scene or ture, humidity, and weather characterizing the crea-
scenes in which the creature appears, Whereas every ture’s natural environment. You can choose from ter
scene has a purpose, every creature encounter poses restrial climates presented on Table 1.1, or make up
some mystery, threat, or other challenge for the Crew your own description such as hot and arid, cool and
to experience and resolve. In this sense, the challenge rainy, and so on.
of an encounter represents an extension of its role. TERRAIN: Terrain refers to the topographical fea-
Based on the setting and challenge, the action of a tures—dunes, forest, wetlands, mountains—marking
creature encounter refers to what happens, not only in the creature’s native habitat. You can choose from
terms of character actions but also creature behavior among the Terrestrial descriptors on Table 1.1 or make
before and during the scene. Presumably, creatures go up your own descriptions (ice marsh, obsidian gl:
about their natural activities until the Crew encounters toxic quagmire, and so on)to account for specific geo-
them and disrupts their routine, So in a sense, most logical or extraterrestrial terrain features.
encounter action begins in medias res, when the Crew TeRRITORY: How large a geographical area docs
makes first contact and prompts the creature to the creature claim as its territory? Some creatures mark
respond to their presence and ctions. and protect a specific physical region, while others
only defend their immediate space. In describing the
scope of the creature's territory, you can pick from
Table 1.1 or make up your own description. Often
SHE Narrators find it more useful to m pa cre sre’s terri
ee eee nd tory rather than to assign a spatial measurement.
De Ra ee a Does the creature have a lair—some sort of
paye 95 for @ sample you can photocopy for personal den, warren, nest, cave, pool, or other living space,
use. When designing an encounter, the encounter profile where it sleeps, feeds, breeds or otherwise frequents?
simplifies norration and record keeping. In addition to If so, does the creature build its lair or lay claim to a
See en eR nL suitable spot in its natural habitat? You can choose
bback of the form for mcking additional notes. from among the lairs presented on Table 1. (including
the possibility for no lain), or make up your own
description. It is also to make a list of the activ-
ties the creature most often pursu UC
Keep in mind, some creatures mak Oe ee cg
preferred territory; for example, an amphibious crea RC
ture might make its lair in a dry cave next to a large predators and prey, they occupy a place in the food chain
body of water where it spends most of its time huntin Cee ee
and hiding from land-based predators. De
Table 1. Creature Habitat lists a range of a ae eee)
options within each category. When designinga crea creature’s habitat by extrapolating
from what you
ture, you can choo m the table or roll randomly know about its form, diet, feeding habits, and size. For
t. Rolling randomly may produce some example,
if-an herbivore subsists by grazing
on long
strange combinations, so be prepared to provide inno grasses you could reasonably argue thot it thrives in @
vative explanations if you want to provide a scientific temperate or subtropical climate with a terrain marked
rationale for thec ‘s habitat description. Onc re ee
you've made your selections, you can record them on ee ee RC eee
your creature profile (see page 96 for an updated Perce
t e
Creature Profile) Da La Ca
rain, you might increase the scope of the creature’s
ter-
ritory reasoning that the scarcity of vegetation and
ether you plan to intre the slow replenishment rate causes the creatureto eat and
creature in its natural surroundings, knowing about its ‘move on, traveling through its territory in a slow,
native habitat allows you foundation for Be
nple, if you know a crea ee ee aed
efers a dark, damp habitat, you might logically ‘aspects of habitat link to form a broader picture of the
choose a murky rainforest or beachside cove as the erro) ‘and place in the ecosys-
g for an encounter. On the other hand, if the ACen
CM oad
Creature were to encounter a renegade specimen in a mol they prey upon roams « broad territory, it is likely
nearby urban settlement, they might find the creature ‘hey will follow its migration. That could result in an
hiding in an industrial treatment facility, or warm. ee the
ground tunnel complex nent place to make a lair. Alternatively,
if the predator
When the Crew encounters a creature in a De eRe Cd
particular setting, they c: duce information Mang
about the creature from its environment. By Se
ee ere ey
ploring the terrain, experiencing the climate CT
and discovering signs of habitation, feeding, and
ya
zo REPTILE, LARGE
QUIK +3, SAW +1, STAM —1, WALL 1
DEFENSE: 7
Alligators and crocodiles are the largest of the ter- HEALTH: 3
restrial lizards surviving from the Jurassic period. You \QUNDS: 3 WOUND LEVELS
can use the template to create other large, lizards such SHOU: ATHLETICS +1, OBSERVE (SCENT) +8, STEALTH (HIDE) +10,
as komodo dragons, but may need to modify attributes, SURVIVAL +B, UNARMED COMBAT (NATURAL WEAPONS: FANGS) +10
characteristics, and special abilities to account for size PEDAL ABILITIES: DETERRENT, NATURAL WEAPON (BITE 108-3 DAMAGE), TOXIN
differences, skill sets, feeding habits (some carnivorous (ONSET TIME: 103 HOURS; POTENCY +4, DIAGNOSIS + 0; TREATMENT
lizards behave more like scavengers) and unique abil +0; EFFECT 108 DAMAGE; STAGES 7; SECONDARY EFECT: —1 VITALITY)
ties, such as toxin (the komodo has a virulent bite Tw10
ecologies; the two ecosystems are almost totally iso:
lated from each other. The low, marshy southern con
a tinent’s creatures mostly have three heads and either
six or no legs.
ax ALDEBARAN SERPENT B Although the blue Aldebaran serpent
cupies much the same ecological niche on
Aldebaran that the crocodile does on Earth, it backs up
Approximately 80 kilograms in mass, and between its relatively weaker muscles with toxin glands in the
2 and 3 meters in length, the Aldebaran serpent is the lower jaws of all three heads, Between its large size
largest reptile on its home planet. Its three heads e. and its poisonous glands, it has no natural predators
possess a full complement of sensory organs, and poi- As a result, it will aggressively attack anything its sen
sonous fangs set in powerful jaws. Dark blue-black in sorium recognizes as a fish (generally, anything swim
color, the Aldebaran serpent can easily lie concealed ming in the river) unless it has recently eaten to reple:
in shady streams or rivers, The creature’s fourlobed tion. Aldebaran serpents mate in triplicate; two males
brain resides in the thorax, below the joining of the share the duties of protecting, fertilizing, and feeding
three heads. The middle head, optimized for breathing the female. A single Aldebaran serpent is usually a
and daylight vision, usually remains above water, hungry lone male unable to drive off one of a mated
either held erect to smell the air (with its tongue, just triple; if two Aldebaran serpents are encountered,
like Te ferran serpents) or just below the waterline for third is almost certainly very nearby
stealthy observation. The two lateral heads have much A: This slow but
smaller valved blowholes, which can totally seal them: deadly toxin initially affects the respiratory system of
selves and remain st pmerged for days at a time, These the victim, who often drowns before the venom takes
heads’ eyes have much greater light-concentration full effect. Type: Injury; Onset 1 minute; Potency: +6
capacity, and can see as well in the dark underwater TN; Treatment: +8 TN/+3 TN. (diagnosis/treatment
as the middle head can on the surface in full daylight assuming familiarity with, or databanks on, Aldebaran
Alll three heads have a “pit” (like the Earth pit viper) for wildlife); Effect: 1d6+1 damage; Secondary Effect: half
sensing changes in pressure; the three together form an damage; Stages: 10.
incredibly precise triangulating pressure-location sys.
tem that can spot every fish (or swimmer) in a river for ENCOUNTE
hundreds of yards in either direction Aldebaran serpents will likely serve as momentary
threats in most episodes. Some of the primitive tribes
CREATURE STATISTICS of Aldebaran Ill worship the serpents as gods, incarna
FORM: ANIMAL, tions of their own triune deity (representing Aldebaran
‘DIET: CARNIVORE (PRIMARILY FISH) and its two dim companions A landing party that has
FEEDING HABITS: POUNCER offended the tribe (or committed the blasphemy of
‘SIZE: LARGE (3M LONG) suggesting that life exists on worlds orbiting other
_ ae 1), INT 4 (+0), AGL 12 (+3), VIT 6 (+0), PRE2 (—2), stars) may be fed to the sacred snakes.
iene - Ae ‘SAW +0, STAM +0, WILL —1
MOVEMENT: 15 SLITHERING, 30 SWIMMING
LUFTING/CARRYING CAPACITY: 6 KE co
nfinitesimal amounts of
sence in the spinal column w
pain. Hf the host fails a
as
TN modifier), he suffers a 1
if dazed); after a number of years
as ARBAZON VULTURE
ct’s Vitality, the penalty increases to
jagnosis tests gain +5 TN modifier; These avians ride thermals above the Arbazon
TN modifier. wastelands on broad wings. Long feathers and a four
Alvanian spine mites are eas. meter wingspan keep them aloft and provide maneu
n the outdoors, and they often latch on verability, while tufts of fuzz along the leading wing
le the victims sleep. If discovered out edges, bellies, and thighs cool their bodies in the
fy in small quantities, the mites are eas desert heat. Dun-colored feathers also reflect sunlight
killed Vultures retract their snake-like necks during flight, but
can extend them while feeding to access hard-to-reach
places inside carrion. Serrated beak edges and hooked
tips tear flesh from carrion. Enlarged nasal cavities
lined with sensitive cilia detect the scent of decayi
flesh waiting aloft on winds several kilometers from
aw ALVERIAN DUNG BEETLE carrion. Pointed claws provide firm footing waddling
on the ground, perched in thorn trees, or hopping over
a rotting corpse. Whip-tail feathers give maneuverabil-
These fat-bodied insects have brown, shiny c ity in flight and balance on land.
paces. The leg joints and mandibles click wi ay
active. A dung-heap hive looks like a shimmering mass CREATURE STATISTICS
and emits a chorus of rhythmic clicking, Fo: ANIMAL
VET: CARNIVORE
CREATURE STATISTICS FEEDING HABITS: SCAVENGER
FORM: ANIMAL SIZE: LARGE (4M WINSPAN)
(WET: CARNIVORE (SINGLE-CELL MICROBES) ATTRIBUTES: STR4 (0), INT 1 (—2), ABL3 (—1), WTS (20), PRET (—2),
FEEDING HABITS: GRAZER PERS (+0)
SIZE: MINISCULE(1 CM LON) REACTIONS: QUIK 20, SAWV 0, STAM -+4, WILL 20
AT RIBUTES: STR2 (—2), INT 1 (—8), AGL 2 (—2), WIT 1 (8), PRE 1 (2), IWOVEIVENT: © M/BON/1SKM; FLY 22.5 KR
PERS (1) LIFTING/CARRYING CAPACITY: 80 KB MAX (8 KG ORAL)/20 KE LIGHT
REACTIONS: QUIK —1, SAW —1, STAM +1, WILL —2 HEALTH: §
MOVEMENT: 6 CM/40 CM/100 M; BURROWING 3 CM/ROUND ‘WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY)
LUFTING/CARRYING CAPACITY: A/A ‘SIQLS: ATHLETICS (JUMP) -+2, SURVIVAL -+-6, UNARMED COMBAT: NATURAL
DEFENSE: § +3
AEALTIE 1 SPECIAL ABILITIES: EXTRAORDINARY SENSE (CHEMORECEPTION), FLYING, NATURAL
WOUNDS: 1 WOUND LEVEL WEAPON (BEAN, 108 DAMAGE)
SHOLLS: ATHLETICS (CLIMB) -+-2, STEALTH +1, SURVIVAL +5, UNARMED TW EQUIVALENT 10
(COMBAT: NATURAL WEAPONS -+ 1
SPECIAL ABILITIES: BURROWING (DUNG), NATURAL WEAPON (MANDIBLES, 1D8—2 RIPTION
(DAMAGE), RESISTANCE (RADIATION) En RONMEN Arbazon vultures inhabit their
TW EQUIVALENT: § (10) planet's arid badlands, feeding off any wretched crea
tures who wander there. They make their aeries in vast
De thorn trees or the craggy reaches of the desert moun-
These beetles find sustenance in dung from the tains, building disorderly nests from scrub, dust-brush,
Alverian ruegongs that roam the plains. When they've and dead thorn branches. The nest-warrens provide
exhausted one pile, beetles swarm to another one. The protection against predators and the wasteland’s heat.
beetles’ exoskeletons synthesize hyronalin from dung BEHAVIOR: Conserving energy and cooling one’s
nutrients, making them a delicacy among Alverians body present challenges in Arbazon’s desert regions
Vultures spend much of their day resting in their t was possible that an ancestor or other subspecies of
aeries, sniffing th mosphere for traces of dead or thyl might be able to glide
dying organisms that would provide food, When they
catch a scent, they ride thermal air currents high into CREATURE STATISTICS
the sky, seeking their meal, They descend on weak or FORM: ANIMAL,
helpless creatures, picking at flesh with their jagged DIET: MERBIVORE
beaks. When food becomes scarce, they range farther FEEDING HABITS: GRAZER
from their nests, sometimes into more verde nt terrain, ‘SUE: SMALL (.51 M LONG)
whe » they feast on carrion or any food left in the open ee 9), INT
O (8), AGL1 (—3), VIT 0 (8), PRE
O (8),
there, During severe famines, communities of vultures PERS (1
band together and hunt in packs of up to 15 avians, REACTIONS: QUIK -+0, SAVY —1, STAM ~6, WILL 8
attacking and consuming any living creature they MOVEMENT: 9 M/20 M/S KM
encounter in their territory LUFTING/CARRYING CAPACITY: 20 KG MAX (2 KE ORAL)/S KE LIGHT
Although they drink at gnant watering holes, DEFENSE: 4
the scarcity of liquid in the wastelands compels HEALTH: 1
them to fly into any clouds passing above WOUND LEVELS: 4
their territory to gather water vapor on their ‘SWOLLS: ATHLETICS (CLIMB) +2, OBSERVE +2, STEALTH
wings, which they absorb into their bodies +3, SURVIVAL +8
through quill pores. SPECIAL ABILITIES:
CAMOUFLAGE
ENCOUNTERS TW EQUIVALENT:
Travelers in Arbazon’s desert regions 5
must take care to avoid vultures. During
feeding they become extremely territori
al, attacking anyone approaching their
food source. They also assault unwise peo:
ple who try penetrating their nest-warrens. Vultures
lurking in the skies take notice of all desert dwellers,
but leave alone those fit enough to resist attacks. Their Des
keen olfactory senses detect chemical body changes, The first rhyl encountered by the Federation were
including those caused by sickness, fear, confusion, found in the Briar Patch on the Ba’k
and injury. Wanderers suffering from these conditions peaceful grazers seemed to be
invite attack, even if they can still offer capable resist ronment on the planet. They are also known to use the
strange effects of the metaphasic particles bomb
Desert dwellers know to avoid the sparse watering the planet as a way to camouflage themselves by slip:
holes when flocks of vultures drink, usually at dawn ping into a kind of “slow time.” When frightened, to
and dusk. The avians defend their drinking rights as outside observers, the rhyl becomes very still and then
they do their carrion, by viciously tearing at intruders disappears from view. From in-depth analysis, it
with their beaks. appears the rhyl slips into “slow time” and then moves
During famines communities bordering the waste unobserved, a short distance away from the predator
lands take care to guard against vulture flocks seeking
food left in the open. Farmers gather crops early and
lock up food stores, children avoid playing outdoors,
and settlers venture out only in armed groups.
sw BANERIAM HAWK
w
* BARDAKIAN PRONGHORN
COMBAT: NATURAL WEAPONS +4
| ABILITIES: EVASION, EXTRAORDINARY SENSE (INFRARED VISION),
QOSE
FEROCIOUS (DEFENDING TERRITORY), FLYING, NATURAL WEAPON (TALONS,
108 DAMAGE)
TW EQUIVALENT: 5
Desc ON This amphibious beast blends into its native
NVIRONMENT: The hawks inhabit Baneria’s high- swamps with a sh. wool hide Spindly legs, broad
innde juegos! rousing cveslontaryas vase plaice and webbed feet and a paddle tail help it negotiate water:
forests filled with game, The hawks build aeries in rocky ways. Its forked pronghorn helps dredge up underwa:
crags sheltered from the wind, though their feathers and ter vegetation
scales provide adequate protection from the elements.
They rai heir nests seeking prey, their metabo: GREATURE STATISTICS
-quiring one small-sized creature every few days ANIMAL,
for sustenance. The bir prefer clear, cool water irom ‘HERBIVORE
bubbling streams running down mountainsides, FEEDING HABITS: GRAZER
For ce ies the Baneriam people captured ‘STE: MEDIUM (1.7 M TALL)
trained wild ha ks as hunter and guardian beasts; today ATTRIBUTES: STR 10 (+2), INT1 (—), ABL 4 (+0), WIT 4 (0), PRE 1 (—3),
they export them as luxury pets. These domesticated PER3 (—1)
birds still possess their ferocity, but bond with and obey AEACTIONS: QUIK +1, SAW me +2, Wi +0
particular master who keeps them in relative comfort, /EMENT: 6 M/40 MYO
providing a cozy perch, frequent meals, and worshipful ING/CARRYING CAPAI a ‘200 KG MAX (20 KE ORAL)/SO KE LIGHT
affection for the noble birds. Baneriam hawks thrive in DEFENSE: 7
such conditions if their owners frequently exercise HEALTH: B
train, and care for them, and lose none of their natural ‘WOUNDS: § WOUND LEVELS
flying abilities and hunting prowess. ‘SWOLLS: ATHLETICS (RUN, SWIM) + 1, OBSERVE +2, STEALTH + 1, SURVIVAL
c In the wild & lam hawks range +8, UNARMED COMBAT: NATURAL WEAPONS + 2
from their highland aeries seeking prey. A hawk soars PECIAL ABILITIES: CAMOUFLAGE, DETERRENT (ROAR), NATURAL WEAPON
high, using its keen vision to spot and follow game, (PRONGHORN, 108+2 DAMAGE)
When its prey moves into vulnerable terrain, the hawk LENT: 5
retracts claws and wings, diving on its victim with
incredible speed. It slows only to extend its wi gs to Descr
maneuver over the prey and snatch it up with gripping, Moose herds wander Bardak’s marshlands, con
talons. The avians prey on creatures close to their size suming aquatic plant-life and generally avoiding
and smaller. Wh Jefending themselves against larg other creatures, They ward off predators with their
er adversaries, they lash out with talons, attempting to terrifying roar fueled by air forced from their tremen:
dous lungs and gasses belched from their cavernous
stomachs. Bolder adversaries force the herd
to retreat
while a few bold males fend off attacks with their
pronghorns
Today Bardakians use various elements from the
moose —wooly hide, leathery stomach lining, prong
ys BAZGAN FLOATER
horm—for luxury clothing, medicines, artwork, and
lucky talismans. These vast plants float through the smoky skies of
the Class-K planet Bazgan I . Much of the bulk consists
of a gigantic gasbag that allows a floater to casually
cruise the skies, seeking the mineral-rich plumes from
volcanoes. Gas from the digestive system fills the bag
and keeps the floa airborne. The plant's diet affects
sx BARROWBUG the bag’s exterior, giving it extra resilience and a strik-
ing swirl of colors from various elements it absorbs. A
floater’s system finds little use for certain elements,
These Bajoran insects look like tiny aphids, with which accumulate on the bi exterior as_metal
near-transparent wings, delicate legs, and segmented tumors,” These substances often include precious
bodies. Mandibles allow them to munch on mit al dense metals such as silver, gold, and latinum
rich Bajoran foliage, while a stubby stinger helps them Eventually these ore formations grow too large and
defend against predators. peel off the plant's skin, falling far to the ground
Several ve t orifices allow excess gas to escape. A
CREATURE STATISTICS frequently outgases instinctively to better
FORM: ANIMAL maneuver in the direction of potential sustenance.
DET: HERBIVORE A pulpy torso beneath the bag provides bal
FEEDING HABITS: GRAZER 0 upright, a complex mineral-extraction “
SIZE: MINISCULE (.10 CM) tive” system, and a decentralized nervous system. A
ATTRIBUTES: STR1 (8), INT O (8), AGL (8), WIT 1 (—8), PRE (8), forest of tentacles hangs down from the knobby brown
PER2 (—2) torso containing absorption nodes that filter needed
REACTIONS: QUIK —2, SAW —2, STAM —3, WILL 3 elements from voleanic smoke.
MOVEMENT: 6 CM/40 CM/100M; FLY 150 M/HR
UUFTING/CARRYING CAPACITY: N/A GREATURE STATISTICS
“DEFENSE: 4 nM: PLANT
WEALTH: 1 DUET: MINERALS
\WOUWOS: 1 WOUND LEVEL FEEDING HABITS: FLTER
SWILS: ATHLETICS (CLIMB) -+-2, OBSERVATION -+-2, STEALTH +1, SURVIVAL SE: TITANIC (65 M DIAMETER)
+5, UNARMED COMBAT: NATURAL WEAPONS -+2 ATTRIBUTES: STR AVA, INT AVA, ABL N/A, VIT 18 (+8), PRE N/A, PER 1 (8)
‘SPECIAL ABILITIES: BURROWING (EARTH), FLYING, NATURAL WEAPON (STING, REACTIONS: QUIK +3, SAVY 0, STAM +7, WILL +8
16-8 DAMAGE), RESISTANCE (TOXIN) MOVEMENT: FY 160 KAY/R
TW EQUIVALENT: 5 (4) LUFTING/CARRYING CAPACITY: A/A
DEFENSE: 7
DESCRIPTION WEALTH: 42
These insects burrow hives in earthen mounds ‘WOUNDS: 10 WOUND LEVELS(6 LEVELS HEALTHY)
called barrows, from whence they fly to gently feed SKILLS: N/A
ge. High mineral content in Bajoran SPECIAL ABUUTIES: ARMOR (MINERAL RENFORCED HIDE, DEFLECTS 49 DAMAGE),
plants keeps them sated; but when inadvertently GANGLIA, INVULNERABLE (CORROSION, RADIATION), TRA (HH
brought to other worlds with lower plant nutrients, PAIN THRESHOLD)
they defoliate entire regions by gorging themselves. TH EQUIVALENT: 15
Environmentalists either eradicate barrows or fertilize
nearby plant life until they can find some other solu- DESCRIPTION
tion to exterminate the hardy insects. Bazgan II's floaters evolved from
» planet’s more stable regions. Here
microorganisms combined to form a handful of primi
tive life-forms capable of migrating to and surviving in
the harsh volca i terra n that covers most of that
world, Floaters flourished in the mineral-rich hot
springs, then rose into the skies to take advantage of
nutrients in the steam and smoke from the planet's tled green-and-brown patterns reflecting the jungle ter
numerous magr ic features. Clusters of giant floaters rain in which it hunts. Oversized nostrils help it breathe
hover in and near smoke plumes, though some wander and analyze the air for the scent of prey. Unblin
too close and become caught in unexpected volcanic dark eyes sense the usual visual spectrum as well as
eruptions, infrared Steepled ears enhance hearing and equilibri
Bena DR: Floaters congregate near vented gas, um. A stubby tail nub also assists maintaining balance
smoke, and steam from volcanoes, geysers, hot springs, without trailing behind to become tangled in under
and mid-ocean ridges. They hover so their tentacles brush. Four well-muscled legs end in soft-padded feet
immerse themselves in the most mineral-rich parts of with retractable claws.
the smoke. When volcanic features cease outgas ng,
floaters ride the winds and maneu-
ver themselves toward new
sources of sustenance
Floaters propagate by finding
hot springs into which they
deposit a spore that develops on
their pulpy torsos. Drawing
on the
spores grow into juvenile
floaters. They siphon gas to initially fill
their bags directly from the steaming
water source, then cruise off in
search of more abun
dant mineral
sources.
ENCOUNTERS
For miners work
ing in Bazgan I's treacherous environ.
ment, floaters represent a source of renewable wealth. CREATURE STATISTICS
Some mining operations focus on extracting minerals FRM: ANIMAL
from the open lava floes, but others concentrate on the OvET: CARNIVORE
“tumors” of valuable ore growing on floaters’ gasbag FEEDING ABTS: POUNGER
skin. Rather than wait for these blobs of precious metal SITE: MEDIUM (2 M LONG)
to drop off and fall to the tempestuous, volcanic sur- ATTRIBUTES: STR 4 (0), INT1 (2), AGL (+O), VT 6 (+0), PREO (-"-8),
face, float-miners follow a floater and use low-powered PERA (+0)
phasers to dislodge the tumors. Tractor beams catch the REACTIONS: QUIK +9, SAUV 0, STAM =O, WILL +1
nuggets and draw them back to the mining ship. (MOVEMENT: 6 M/40.WV'10 KM
Since they possess only limited instincts, Bazgan’s LUFTING/ARAYING CAPACITY: 80 MB MAX (B KB ORAL)/20 KB LGHT
floaters do not react well to external threats. The hardy DEFENSE: 7
plants resist many corrosive substances and radiation, HEALTH: 6
but sustain physical damage from lava and rock shot \WOUNDS: § WOUND LEVELS
into the sky by volcanic eruptions, or weapons. Their SWOLLS: ATHLETICS (CLIMB, JUMP, RUN) +3, STEALTH +5, SURVIVAL +8,
primary defense remains flight COMBAT: NATURAL WEAPONS +4
SPECIAL ABILITIES: CAMOUFLAGE, EXTRAORDINARY SENSE (CHEMORECEPTION,
INFRARED VISION, SUBSONIC HEARING), NATURAL WEAPON (CLAWS, 108
OAMAGE)
w TW EQUIVALENT: 15,
»
za GET! EEL
au CAVE-RAT This parasitic arthropod remains the only indige:
nous creature from Ceti Alpha V to survive Ceti Alpha
Vi's explosion and subsequent alteration of the former
Cave-rats use their oversized nostrils, sharp claws, planet's orbit, Its body consists of chitinous plates
and needle-toothed jaws to find, reach, and consume tapering from the wide, hooded segment that prote
carrion to fill their chubby, fur-covered bodies. the small head to the diminutive tail. A set of crushing
Although they rarely exceed 35 centimeters, they rely mandibles dominates the face, with two slit eyes set
on superior numbers when seeking food or defending above a maw from which a tongue darts for feeding
their lairs. Ten sets of small pincers beneath the body provide
locomotion and climbing ability. The eel reproduces
GREATURE STATISTICS by spawning larva between its plates when its nutrients
FORM: ANIMAL exceed its physiological needs. These miniature eels
DIET: CARNIVORE only one or two centimeters long, exist in a dormant
FEEDING HABITS: SCAVENGER sta e by extracting small amounts of nutrients from the
SITE: UITTLE (35 CM LONG) adult. They leave the protection of lult’s segments
ATTRIBUTES: STR 1 (—3), INT O (8), AGL2 (—2), WIT 4 (+0),PRE (—3), only when they find a suitable host.
PERS (+0)
REACTIONS: QUIK 0, SAW 0, STAM -+-4, WILL +0 CREATURE STATISTICS
SWOVEMENT: 1 M/7 M/2 KM; BURROW 0.75 N/ROUND FORM: ANIMAL
‘WET: CARNIVORE
FEEDING HABITS: PARASITE
HEALTH: 1 ‘UTE: LITTLE (0.5 LONG)
\WOUNOS: 9 WOUND LEVELS ATTRIBUTES: STR3 (—1), INTO (8), AGL1 (—9), VIT4 (-+0), PREG (8),
SOLS: ATHLETICS (CLIMB) +2, STEATH +2, SURVIVAL -+-5, UNARMED
COMBAT NATURAL WEAPONS +2 REACTIONS: QUIK —3, SAW —3, STAM +1, WILL 0
SPECIAL ABILITIES: BURROWING (STONE), INVULNERABLE (DISEASE), NATURAL MOVEMENT: 1 M7 WV 2 KM; BURROWING 7.5 CM/ROUND
WEAPON (TEETH, 106-3 DAMAGE) TOXIN (XENOPOLYCYTHEA) LUFTING/CARRYING CAPACITY: AYA
TW EQUIVALENT: § (8) DEFENSE: 4
HEALTH; 3
DescriPTION ‘WOUNDS: 2 WOUND LEVELS
These rodents infest caves on several M-class plan: ‘SHILLS: ATHLETICS (CLIMB) +2, STEALTH +2, SURVIVAL +6, UNARMED
ets, Here they seek sustenance from dead animal mat COMBAT: NATURAL WEAPONS +2
ter. Sometimes they venture out of their caves in packs SPECIAL ABILITIES: BURROWING (SAND), DRAIN (—1 STR; —1WILL; SEE TEXT),
to seek carrion. Typical of many vermin, their filthy NATURAL WEAPON (MANDIBLES, 106-1 DAMAGE)
TN EQUIVALENT: 5 (ADULT), 1 (LARVA)
DESCRIPTION
ENVIRONMENT: The eels developed in their home-
world’s original aquatic regions, creeping along salt a
flats, marshes, and sandy shores of slow waterways
This environment provided ample hosts for feeding
and breeding, After Ceti Alpha V's orbit shifted the eels
ee CIRCASSIAN CAT
quickly adapted to survive in the sandy, windswept
wasteland, Although their population dwindled, many ‘Cat’ loosely describes these Circassian-bred crea
learned to conserve energy and nutrients, entering tures that look like amorphous balls of fur with two
dormant states until potential hosts passed nearby sensory tentacles that “wag” when they become excit
Now they range across Ceti Alpha V's deserts, burrow. ed, Hair comes in a colorful variety of patterns; the tips
ing through sand and climbing rocks to seek suste possess some degree of adhesiveness, allowing cats to
nance from unwilling hosts. The eels thrive in harsh climb most surfaces.
arid environments, Those rare specimens taken into
captivity manage to survive with limited food in near CREATURE STATISTICS
ly any climate. FRE ANIMAL
JOR: An ee! lurks just below the sandy sur WET: ENERGY (EMOTIONS)
face until it detects an organism nearby, then scurries FEEDING HABITS: GATHERER
to latch on with its strong mandibles, It feeds on the SUE: UTE (0.5 MDIAMETER)
host, draining one point of Strength from its victim ‘ATTRIBUTES: STR 3 (—1), INT3 (—-1), AGL3 (—1), WIT2 (—2), PRE4 (+0),
each round until dislodged or killed. While the adult PERS (+0), PS14 (+0)
maintains its grip, one of its young awakens from its FEACTIONS: QUMK +0, SAVY 0, STAM —1, WILL +1
dormancy and migrates to the subject’s skin MOVEMENT 1.8/7 NV 2 KM
attempts to reach the victim's cerebral cortex by pen LUFTING/CARRYING CAPACITY: N/A
etrating the nearest external orifice, usually ears or DEFENSE: 6
nostrils, crawling 1.5 centimeters per round. Kit Te
enters the subject’s brain pan, it wraps around the WOUNDS: 4 WOUND LEVELS
cerebral cortex and begins feeding. Although the SOLS: ATHLETICS (CLIMB) -+2, EMPATHY +1, OBSERVE +3, STEALTH +3,
larva consumes only small amounts of nutrients from SURVIVAL +5
the host, the intense pain drains one point of ‘SPECIAL ABILITIES: AMORPHOUS, DETERRENT (GROWS, PUFFED BOO), TRAT(PSIONIC)
Willpower each round until reduced to zero. TW EQUIVALENT: §
After five days, the larva grows large enough DESCRIPTION
to begin feeding as an adult, and slowly kills
its host
Hosts can remove gripping adults through
normal attacks, but curing a subject of a larva
requires delivering an amount of damage to kill the
imbedded creature (with 1 Health and 1 Wound Level)
without harming the host, Medical procedures can
accomplish this with a treatment modifier of +7 TN
ENCOUNTERS
Ceti eels pose a threat to anyone foolish
enough to beam down to Ceti Alpha V.
Despitea near-universal ban on trading in
such lethal organisms, unscrupulous
hunters sometimes capture them for sale
to wealthy eccentrics with a penchant
for collecting deadly, enigmatic crea-
tures. Unsubstantiated rumors claim
that some Cardassian interrogators use
the larvae to coerce unwilling prisoners
As domesticated pets, these cats easily adapt to die, they emerge into this dimension through portals
most environments their masters frequent. The from their own. Nobody knows if the matrix creates
Circassians bred them as companion creatures for these entrances, using some eater intelligence to
relaxation and entertainment, much like Terran cats channel parasites toward potential victims, or if the
With a minimal degree of psionic sensitivity, they parasites themselves (individually or through a collec
thrive on emotions: positive feelings provide healthy tive intelligence) navigate into this dimension directly
sustenance(like starch), while more destructive emo- to specific traumatized consciousnessesor wander in
tions offer short bursts of manic energy (like sugar). In search of potential hosts
their masters’ absence, cats wander off seeking emo: AVIOR: The traumatic feelings humanoids
tional “food,” an activity that frequently leads them experience at death attract consciousness parasites. A
into trouble. sensitivity for emotional energy and perhaps a higher
form of intelligence directs them to those at death’s
door. A parasite finds a potential host and iniiltrates
their consciousness seconds before death. To do this it
must make a TN 5 Telepathy test. The parasite « annot
= CONSCIOUSNESS PARASITE feed from a host in this dimension; instead it uses its
telepathic ability to manipulate the host's perceived
consciousness to convince it to separate from the
a body—the normal process in death—and return with it
Scientists know little about this non-corporeal life: to its extra-dimensional home. Although the parasite
form because it infects its host so quickly and quietly acts in nanoseconds, the host experiences time at a
It consists of a microscopic spark of energy that seemingly normal pace, thanks to the parasite’s manip:
invades the host’s consciousness seconds before ulation of neural impulses.
death. Given the often-traumatizing experience lead- A parasite manipulates the host’s consciousness by
ing to~death, few victims realize the parasite has tapping into familiar thoughts, especially those related
entered their brain’s neural impulses, Limited experi to the trauma leading to death, It may cause the victim
ence shows that thoron emissions harm the parasite’s to replay events in or out of sequence, or use images
cohesiveness and distract it of friends and family to convince the host to give up
their fight against death. The subject has little chance
CREATURE STATISTICS to resist until they realize something isn’t right, usual
FORM: ENERGY ly when a parasite uses images and influences contrary
DIET: ENERGY (EMOTIONS) to the host’s memory or instinct. Once the victim
FEEDING HABITS: PARASITE notices something amiss, they may attempt to resist the
SE: MICROSCOPIE parasite by making an opposed Will test against the
ATTRIBUTES: STR N/A, INT 3 (—1), AGL N/A, WIT 2 (—2), PRES (1), parasite’s Telepathy skill, Assuming the host can recov
PER 10 (+2), PSI 4 (+0) er from their near-death injuries, a successful test
REACTIONS: QUIK +2, SAVY +2, STAM —1, WILL +2 repels the parasite and returns their consciousness to
MOVEMENT: FLY 30M/HR the task of willing their body to recover
LUFTING/CARRYING CAPACITY: N/A
DEFENSE: N/A
HEALTH: 1 Consciousness parasites can emerge from th
WWOUNOS: 1 WOUND POINT matrix anywhere they sense deadly trauma. Some
SHILLS: STEALTH +1, SURVIVAL +4, TELEPATHY +5 believe they form the basis for many religious beliefs
‘SPECIAL ABILITIES: ENERGY BODY, FLYING, INCORPOREAL, RESISTANCE (PHYSICAL of an aiterlife where familiar faces urge them to turn
DAMAGE), TRAIT (PSIONIC), VULNERABILITY (THORON EMISSIONS) their back on life in this dimension and proceed to a
TW EQUIVALENT: 20 better existence. Since scientistshave had little oppor
tunity to study these creatures, they cannot definitive
De RIPTION ly report on the frequency of parasitic infections in the
ENVIRONMENT: Consciousness parasites inhabit nanoseconds before death.
an extra-dimensional matrix that serves as their home
and a repository for the conscious emotional ene
they lure there. Some theorize this oth dimension
formed around a nexus of neural activity, possibly
from the sudden death of billions of life-forms, or per-
haps from the husk of a galaxy-sized energy creature
that extinguished itself. The parasites float through this
matrix feeding and existing. When food supplies dwin:
stantly adjust their antennae, seeking sounds of bugs
moving along tree surfaces, beneath the bark, or in
CF loose, rich soil. They probe into these surfaces with
their tube-like snout sucking up insects into their
ww CORVAN GILVOS mouths for digestion
The creatures have a sense of self-preservation par
alleled by a degree of curiosity. Should they sense dan-
Observers often mistake the arboreal Corvan gilvos ger, the gilvos immediately freeze until they can assess
for atree branch or piece of dead wood on the rain: the situation or the threat passes. Their constant search
forest floor. A long, root-like snout allows it to reach for nourishment sometimes brings them in contact
tasty insects it detects with a set of primary and sec with technology—the hum from apattern enhancer,
ondary stick-like antennae. Small, dark eyes reside in sensor array, or field modulator sounds deceptively
recesses in its knobby head. Spindly, segmented legs like a swarm of insects
The gilvos’s grayish brown skin In captivity the gilvos exhibit similar behavior as in
vs it to blend easily into its habitat the wild. They spend their time slowly exploring their
surroundings see tasty bugs, becoming immobile
CREATURE STATISTICS should they perceive any potential thre
FO: ANIMAL
CARNIVORE En
FEEDING WABITS: GATHERER Few Gilvos still exist on Corvan Il. People
Size: LITTLE (0.4 M LONG) encounter them more often in biological research cen
ATTRIBUTES: STR'3 (—1), INT 1 (—3), AGL 1 (—3), WIT 2 (—2), PRE O (8), ters or private collections of exotic wildlife. Although
PER 3 (—1) these captive creatures enjoy a stable environment and
NS: QUIK —1, SAW —1, STAM —1, WILL 1 plentiful food, they serve as constant and sad
reminders of how rapid advancement, industry, and
colonization frequently overruns and destroys the
environment for countless species throughout the
ACTH: 1 galaxy. Several scientific programs attempt to breed
WOUNDS: 3 WOUND LEVELS gilvos for reintroduction to natural habitats, especially
‘HULLS: ATHLETICS (CLIMB) + 2, OBSERVE +9, STEALTH +1, SURVIVAL +7 on worlds with ram nt insect populations resistant to
‘SPECIAL ABILITIES: CAMOUFLAGE, EXTRAORDINARY
SENSE (SUBSOMIC HEARING) conventional control methods,
1 EQUIVALENT § Given their near-extinct status, gilvos sometimes
fall prey to crupulous traders seeking to obtain nd
sell the creatures to wealthy collectors. They make
The gilvos evolved in the rain interesting exotic pets (and control nearby insect pop
forests of Corvan {, where plentiful insect life and few ulations), but their possession by private individuals
arboreal predators created a nurturing habitat. Gilvos violates several galactic species protection laws. The
played an important role in the ju gle ecosystem, Ferengi grand nagus purportedly keeps a gilvos as a
maintaining a balance between destructive bugs and pet, though nobody encountering him diplomatically
the immense trees that supported the bionetwork ever suggests he enjoys its company illegally
among the leafy canopy. The creatures’ voracious
pppetites kept insect populations in check and pre
vented massive deforestation at the hands of swarms.
The rise of settlement and industry on Corvan Il
imperile he gilvos's habitat. Development and con:
sumption of the rainforest’s natural resources dimin: wv GRALLUCK
ished their territory, eliminated their arboreal homes,
and exterminated their natural food sources. Industrial
impacted their environment and The inhabitants of Acamar Ill employ these tall
y killed many gilvos. By 2368 only 1 legged, grounded avians as domesticated beasts of
pecies survives only through burden. The creatures stand around three meters tall,
Federation intervention: the U.S.S. Enterprise-D trans supporting a spherical torso on two spindly legs knot
ported two gilvos to the wildlife preserve on Brentalia ted with muscle. Wide, splayed feet provide solid foot
in the hopes of transplanting the creatures to repro ing and clench into a hard fist for kicking adversaries
duce in aprotected abitat and abusive handlers. They tuck two vestigial wings
Gilvos move slowly, ensuring their close to their bodies, flexing them for balance while
footing and maintaining their camouflage. They con: running. A stubby tail-nub also maintains equilibrium
for the bipedal birds. Their reptilian necks sway when the wing muscles that knot up into their bodies whet
they walk, but provide enough flexibility to gather their snake-like necks begin. They usually emit a calm
grass from ground level and pick parasites from any honking noise thought to
part of their bodies. Broad bills protrude from feath- communicate with ¢ h
ered head for grasping, uprooting, and munching on other, but screech and
grass. Short feathers cover their torsos and heads, squawk when confront
while compact scales protect their necks and legs. ed with danger, painful
burdens, or abuse. If
CREATURE STATISTICS upset, a cralluck turns its
FORM: ANIMAL tail toward a perceived
DUET HERBIVORE threat waggles its vestigial
ING HABIT: GRATER wings for balance, and
STE: LARGE (3 M TALL) kicks with one of its mus-
ATTRIBUTES: STR 4 (+0), INT O (8), cled legs. Asa rule, han-
‘AGL4 (£0), WT2 (2), PRE (2), dlers stay to the front or
PER
4 (+0) sides, and move quick-
EACTIONS: QUIK +2, SAVV +0, STAM ly to avoid the crea-
2 lure’s posterior. A spe
MOVEMENT: 13.5 M/80 M/22.5 KM saddle allows trainers to
LUFTING/CARAYING CAPACITY: BO KB MAX ride along with cralluck
(8 KG ORAL)/20 KG LIGHT herds and offer a greater
DEFENSE: 7 degree of control
HEALTH: 2
‘WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY) TE
‘SMULLS: ATHLETICS (RUN) +2, OBSERVE + 2, SURVIVAL People usually encounter crallucks as domes-
+B, UNARMED COMBAT: NATURAL WEAPONS +2 ticated beasts of burden on Acamar lil. They haul
SPECIAL ABILITIES: EVASION, NATURAL WEAPON (KIGK, 106 a variety of goods that fit into their harness-carri-
ers. Flocks laden with goods stampede between
TW EQUIVALENT: § settlements, herded by handlers riding along
side. Those unfamiliar with cralluck
defensive behavior sometimes receive
ENVIRONMENT: Scientists believe a kick if they act threateningly around
crallucks evolved from flying avians with wider migra the beasts by shouting, poking them,
tory ranges that settled in Acamar III's vast grasslands. or discharging phasers.
Generations of nesting in the same territory, without
wandering between habitats seeking food, slowly
changed them i 0 flightless birds. Without flight they
developed powerful legs to evade predators. Their Cy
snake-like necks helped them reach vegetation on the
ground or in taller bushes and trees When the
Acamarians began building their civilization, they
ze DALWIN HISSING BEETLE
captured and domesticated many flocks. The birds
lived. sheltered lives in paddocks until needed as These segmented beetles often grow up to 21 cen:
beasts of burden—even with exacting culinary prepa- timeters long, Their chitinous bodies range from black,
ration their meat still tasted tough and sour. Today brown, and tan with lighter speckling, enabling them
some flocks roam what's left of Acamar III's grasslands, to blend in with soil. Antennae connected to reso-
but most crallucks exist as pampered domesticated nance chambers give them particular sensitivity to
beasts sound
Wild crallucks roam the savannas in
flocks of 20 or more birds. They spread out to feed on CREATURE STATISTICS
grass and other foliage, but clump together when trav Fm: ANIMAL
cling great distances or fending off predators. Since ‘ET: HERBIVORE (FUNGUS)
their savage kick can only affect targets behind them, FEEDING HABITS: SCAVENGER
they frequently form small groups, tail-nubs facing ‘SWE: TINY (21 GM LONE)
outward, so they can better kick at enemies: AVIRIBUTES: STR1 (—Q), INTO (—B), AGL3 (—1), WIT 2 (—2), PREO (8), PER
In captivity crallucks seem responsive to trainers’ 5(+0)
commands, accepting a container harness slung over REACTIONS: QUIK +0, SAVW =O, STAM -+2, WILL —2
‘WOVEMENT: 30 CM/2 M/ 250 M; BURROWING7.5 CM/ROUND
UFTING/CARRYING CAPACITY: N/A CRIPTION
DEFENSE: B These creatures bound along the crags of Degeb
HEALTH: 1 IV's mou: ains seeking the sparse vegetation. They
‘WOUNDS: 2 WOUND LEVELS sometimes shower rocks on unsuspecting hikers below
‘SWOLLS: ATHLETICS (CLIMB) -+ 2, STEALTH +2, SURVIVAL +4 and block rugged trails, but can reveal the best climb-
‘SPECIAL ABILITIES: BURROWING (SOFT EARTH AND ROTTING WOOD), CAMOUFLAGE, ing paths to sharp observer
‘DETERRENT (HISSING), EXTRAORDINARY SENSE (ULTRASONIC HEARING) The foul-tempered, te itorial goats use their horns
TW EQUIVALENT: 5 to fend off intruders. They flee when faced with supe
rior foes, relying on their sure footing and keen bal
Descript ance to scurry off across the mountainsides.
Hissing beetles inhabit the lower reaches of
forests, consuming vegetable detritus in the humus
covering the ground. They infest fallen trees, decay
ing bogs, and piles of mossy leaves. Although their
a
bodies blend into their natural surroundings, the bee-
tles intimidate foes with their fierce hiss, providing a
short distraction to allow them to escape by burrow-
ex DENEBIAN SLIME DEVIL
ing into the soft earth. Schools sometimes keep them
as pets to demonstrate the regenerative power of The Denebian slime devil at first appears to be all
ecosystems. mouth. Its “face” is a wide maw lined with needle-
sharp teeth; above it is a bony frill similar to an Earth
ceratopsian and on either side unfold large, swiveling
ears. It has no eyes, dep nding on sonar and hearing
to track fish or crustaceans for food. (Its tough, horri
ble-tasting flesh and mindless ferocity both discourage
ye DEGEBIAN MOUNTAIN GOAT predators.) Its webbed hind feet propel it through
water and mud with roughly equal facility its fore
limbs unfold and telescope out to almost the creature’s
Shaggy fur coats keep these ¢ ht-legged herbi body length (which can range from 10 to 120 cm) to
vores warm, while flexible hooves nd equilibrium spear its prey on long, curved single claws. Its body is
from four ears maintain their footing and balance. mostly gullet, skin stretched over a digestive tube and
Flexible long lips help them gather moss and leaves flexible, tough ribs. The largest Denebian slime devils
from hard-to-reach places. They use bony horns on mass up to 26 kg
their snouts and foreheads to loosen cliff rocks to
reach tasty fungus growing in crevasses. CREATURE STATISTICS
ORI: ANIMAL
CREATURE STATISTICS DNET: CARNIVORE (ANY, PRIMARILY FISH AND CRUSTACEANS)
FORME: ANIMAL, FEEDING HABITS: POUNCER
‘VET: RERBIVORE SITE: SMALL (120 CM LONE)
‘FEEDING HABITS: GATHERER ATTRIBUTES: TRB (+1), NT 9 (1), ABL 1S (+4), VIT7 (0), PRE (2),
SITE: SMALL (1 M TALL) PRO(+1)
rl ae INT1 (—9), AGL 11 (+2), WIT
4 (0), PREO (—8), REACTIONS: QUI +7 SAW -+1 STAM 0 WILL—1
+0) ‘MOVEMENT: B WALKIN, 12 SWIMMING
icra Mt +2, SAW +0, STAM = 0, WILL +1 LIFTINE/CARRYNE CAPACITY: 180 MB (DRAGGED WITH CLAWS)
(MOVEMENT: 9 M/20 M/S KM UEFENSE:11
LUFTING/CARIYING CAPACITY: 0 MB MAX (B KB ORAL)/20 KE LIGHT HEALTH: 8
DEFENSE: 8 \WOUND LEVELS: 4
HEALTH: & SWILS: ATHLETICS (SWIM) -+2, OBSERVE (SONAR) +6, STEALTH +4,
WOUNDS: 4 WOUND LEVELS SURVIVAL (MARSH) -+ 8, UNARMED COMBAT: NATURAL WEAPONS (CLAWS,
‘HOLS: ATHLETICS (CLIMB) +5, OBSERVE +2, STEALTH +1, SURVIVAL +4, BT +8
‘COMBAT: NATURAL WEAPONS +3 SPECI TIS: ANAEROBIC RESPIRATION (COMPLETELY AMPHIBIOUS),
‘SPECIAL ABILITIES: EVASION, FEROCIOUS (DEFENDING TERRITORY), NATURAL EXTRAORDINARY SENSE (SONAR), FEROCITY (DURING MATING SEASON),
‘WEAPON (HORRS, 108 DAMAGE) MULTIPLE ATTACKS (BOTH CLAWS), NATURAL WEAPONS (CLAWS 1D6-+-4
1 EQUNVALENT: § AGH, BITE 108-+1)
TW EQUIVALENT: 10
Pe GAL Wig
es CREATURE
ability argues that the vampire cloud evolved in
another dimension and “fishes” in this one for hemo-
globin. The dikironium cloud creature destroyed by
Captain James Kirk in 2265 with an antimatter bomb
centered its activities on the planet Tycho IV, but
Also known as the “vampire cloud,” the dikironium vampire clouds as a species may not have home
cloud creature is a semi-corporeal entity (composed of planets” as such. Alternatively, Tycho IV may have
the gaseous compound dikironium) that feeds on held a micro-wormhole through subspace to the
PER
4 (+0)
REACTIONS: QUIK +0, SAW + 0, STAM —2, WILL —2
WOVENENT: 1. M/7 MV.
NG/CARRYING CAPACITY: AYA
DENSE: 7
HEALTH: 1
(WOUNDS: 3 WOUND LEVELS
SOULS: ATHLETICS (CLIMB) +2, OBSERVE +8, SURVIVAL + §
SPECIAL ABLTIES: EXTRAORDINARY SENSES (CHEMORECEPTION)
By TH EQUIVALENT: §
De
D ans domesticated puppy ligs as
playful companions that njoy_playing,
tickling, and climbing all over their own
ers. Mobility cilia act as natural biofilters,
scouring surfaces they traverse of microbes
that form the ligs’ diet. Anyone with an affection-
ate lig pet has extra protection against diseases transmit-
cloud’s home dimension and the cloud remained ted through skin contact. The lig makes a Stamina reac
nearby out of habit or conve tion test as it eats harmful microbes on the ov skin.
The vampire cloud will feed on any If it lives, the lig consumes all remaining traces in con:
ind all sources of hemoglobin in the area until sated; tact with its master; if it dies, it serves as an indicator of
during its 22 attack on the U.S.S. Farragut it took the deadly microbes nearby,
blood of 200 Humans to fill it to repletion. Like many
predators, the cloud probably feeds to capacity when:
and slowly expends its stored energ
an expanded hunting spiral out from its base planet
EncoOuNTEr as DRYWORM
The dikironium cloud creature will likely be a
prime mover for an episode, given its hunger for blood
and relative immunity to damage. A vampire cloud The dryworms of Antos IV sometimes reach lengths
attacking the citizens of a thickly populated urban of 20 meters. Their physiology consists of silicon com:
colony would pose a very g ve challenge indeed porients arrayed into circular bands forming the crea:
setting off an antimatter bomb in such a setting would tures’ elonga ed bodies. Anterior sensory nodes contain
kill more people than the cloud! mineral concentrations that function as visual, auditory,
and seismic sense organs, feeding information by elec
trical impulse to the worm’s simple brain (a liq id cham:
ber of suspended ore concentrations). The dryworm
moves through desert terrain and burrows beneath the
sand by wagging its head and driving forward on cor
DRATHAN PUPPY LI tracted and expanded silicon body segments.
CREATURE STATISTICS
This 30-centimeter long arthropod moves on soft FORM: MINERAL
mobility cilia covering its underside. The puppy lig’s ‘DIET: ENERGY
forward nodule contains small sensory nibs and two FEEDING HABITS: ay
fan-like antennae that flap according to its moods. Its SIE HUGE (20
flat, teardrop shaped body possess earth-tone col ATTRIBUTES: mt (43) INT 0 (8), AGL 2 (—2), WIT 7 (-+0),
PRE O (8),
oration. PERT (—3)
ae THONS: QUIK—2, SAVY —8, STAM +5, WILL +0
CREATURE STATISTICS /EMENT: 48 M/ 320 M/80KM; BURROWING
12 M/ROUND
FOI ANIMAL —— CAPACITY: N/A
‘OIET: CARNIVORE (SINGLE-CELL MICROBES)
FEEDING HABITS: GATHERER HEALTH i
SITE: LITTLE (30 CM LONE) 18: 8 WOUND LEVELS (4 LEVELS HEALTHY)
ATTRIBUTES: STR2 (—2), INT1 (8), AGL 4 (30), WIT1 (—3), PRE 1 (—3), ‘SWULLS: STEALTH + 2, SURVIVAL +9, UNARMED COMBAT (ENERGY ATTACK) +2
‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (NO RESPIRATION REQUIRED), ARMOR become a giant energy core, though few have man:
(SIUCON HIDE, DEFLECTS 13 DAMAGE), BURROWING (SAND), ENERGY aged to locate, capture, and export a worm for such an
‘ATTACK (ELECTRICAL DISCHARGE, 106 DAMAGE), MINERAL BODY abusive purpose.
TN EQUIVALENT: 20
n maintaining and fixing technologically sophisticated tution, fan-fern sometimes migrates to other areas with
systems, Researchers developing new industrial fields plentiful light and minerals, Bits torn from it or spores
employ them as workers in hazardous areas. clinging to clothing can travel long distances from the
‘Maliunctioning” or “stubborn” exocomps sometimes main plant in a dormant state, allowing the fungus to
rebel when asked to perform ethically questionable spread to marshy environments on other planets.
duties. Keen observers might see rebellious behavior in Since fan-fern extracts minerals from the muddy
these constructs as symptomatic of a greater problem, water and sodden earth near its base, it doesn’t grow
The industrial and scientific community oversees closer than five meters to another large plant or fan-
and protects creation of additional exocomps and their. fern. The broad, vertical fronds provide cover for
deployment at installations throughout the Federation. swampland grazers and predators who evolved with
Some criminal organizations and belligerent govern- an awareness of the plant’s natural defenses.
ments seek 10 abduct exocomps, modifying them for 2: Fan-ferns cannot move on their own,
hazardous construction duties for projects that might but developed a defense mechanism to ward off
harm living beings: controversial bioweapons, attackers, Should anything touch the fungus strongly
destructive power generating projects, or operations enough to cause even the slightest damage, the entire
that directly damage sentient creatures plant discharges a five-foot diameter cloud of spores
that instantly fills the air. These spores affect anyone
who inhales them as a toxin. The cloud remains air
7 borne around the fan-fungus for 2d6 round while the
spores seitle to the ground. Any breeze disperses the
cloud in half the normal time. The fan-fern replenishes
za FAN-FERN iS ap Ty aa hap ih OCS
oa another cloud within five minutes.
Standing upwards of four meters high, the fan-fern COUN .S
of Duibus VI looks like a gigantic, white lace fan Although native to Duibus VI, fan-ferns frequently
Fronds branch off from the main stem and expand migrate and grow in marshy regions on other nearby
along a flat axis. Eventually some nearby branches worlds. Left alone to flourish, the ferns quickly seed
begin combining to form thicker, more resilient fronds. themselves throughout any ideal environment. Removing
A closer look reveals that stem and “leaves” consistof vast forests of the fungus proves a difficult operation
accretions of thousands of tiny, frilly segments. The unless undertaken by adequately protected professionals
hardy fungus waves gently in breezes but cannot move _ aware of the fan-fern’s reflexive spore discharge.
of its own accord The fan-fern’s great size and intricate leaf structure
draw admirers, but pose a danger to those unfamiliar
CREATURE STATISTICS with its natural defense mechanisms. On developing
ff: PLANT worlds, workers inadvertently send spore clouds into
VET. ENERGY (IGHT) AND MINERALS (SOUL NUTRIENTS) the air when they clear the fungus from settlement
NG HABITS: sites. Some landscapers on wealthy estates try breed:
SUE. LARGE (4 M TALL) ing the fan-ferns as floral decoration that doubles as a
ATTRIBUTES: STR AVA, INT N/A, ABL N/A, VIT8 (+ 1), PRE AVA, PER 1 (3) means to protect the inhabitants from trespassers.
AEATIONS: QUIK ++ SAWW 20, STAM +2, WILL +1 Some unscrupulous scientists believe the fungus
MOVEMENT. N/A and its spores have profitable applications as medi
IFTING/ CARRYING CAPACITY: A/A Cines or poison. Gathering specimens from a fan-fern
DEFENSE: 7 oiten proves a deadly occupation, but one gladly
HEALTH: 3 accepted by desperate indigents, petty criminals, and
ROUNDS: B WOUND LEVEL (2 LEVELS HEALTHY) others who have little to lose.
SKILLS: IWF
SPECIAL ABILITIES: GANGLIA, IMMOBILE, INVULNERABLE (SPORE CLOUD), TOXIN
(SPORE CLOUD, ONSET TIME 106 MINUTES, POTENCY +5, TREATMENT
+5, EFFECT 206 DAMAGE, STAGES 1, SECOND EFFECT 106 DAMAGE),
7
a ee FLITTERBIRD
D
Fan-ferns emerge from. stagnant The flitterbird of Rhymus Major blends into its lush
pools or earthen bogs in the swamps of Duibus VI. habitat witha coat of dappled green feathers, a lighter
Widely spaced forests of the fungus align their broad green beak, and stick-like legs
fronds to best drink in sunlight. Given its resilient consti
ae GARANIAN BOLITES
These tiny arthropods trundle along on ten barbed
legs, pushing their feathery antennae and prickly maw
suckers forward in search of tasty microbes. Spines
emerge from their segmented bodies to ward off larg
er predators.
CREATURE STATISTICS
FORM: ANIMAL
DIET: CARNIVORE (SINGLE-CELL MICROBES)
FEEDING HABITS: GATHERER
SITE: MINISCULE (1 CM LONE)
ATTRIBUTES: STR 0 (—8), INT 1 (—8), AGL 1 (3), WIT 1 (—B), PRE (8),
PER 3 (1)
QUIK +1, SAW —1, STAM —1, WILL —2
0 Cav 100M
CREATURE STATISTICS LIFTING/ CARRYING CAPACITY N/A
FRI: ANIMAL DEFENSE: 4
IE: CARNIVORE HEALTH: 1
FEEOWG HABITS: POUNCER (WOUNDS: 1 WOUND LEVEL
‘SWE TINY (17 CM LONG) ‘SKILLS: ATHLETICS (CLIMB) +2, STEALTH -+ 1, SURVIVAL +4
ATTRIBUTES: STR2 (—2), INT2 (—2), AGL S (+0), VIT 1 (—2), PRET (—2), ‘SPECIAL ABILITIES: EAMOUFLAGE, DETERRENT (DERMAL SPINES)
PERA (0) TW EQUIVALENT: &
REACTIONS: QUIK +3, SAW = 0, STAM —1, WILL —1
‘WOVENENT: CAREFUL 45 CM/ROUND, CHARGE 3 M/ROUND; FLY 38 M/HR DescriPTION
LFTING/CARRYING CAPACITY: 40 KB MAX(4 KB ORAL)/10 KE LIGHT Bolites.thri nywhere filthy microbes flourish,
IFENSE: 7 including untamed foliage, dung heaps, and animal
HEALTH: 1 paddocks. They migrate toward unclean environments
‘WOUNDS: 2 WOUND LEVELS like unwashed clothing d skin where hordes of
‘SHILLS: ATHLETICS (JUMP) +9, INFLUENCE +3, STEALTH +5, SURVIVAL +5, microbes thrive. Although easily washed or brushed
UNARMED COMBAT: NATURAL WEAPONS +3 off shortly after initial contact, bolites scramble deep:
‘SPECIAL ABILITIES: FLYING, LURE (SONG), NATURAL WEAPON (BEAK, 106-2 DAM. er between layers of clothing se kir g sustenance clos-
‘AGE) er to one’s skin. Their thorny bodie and bristly maws
IN EQUIVALENT: § irritate and discolor bare skin, requiring anyone infest
ed with them to make a TN 15 Willpower test or suffer
CRIPTION a —1 penalty to all Intell Presence, and
Flitterbirds wait in tree branches, blending into the Perception tests until decontaminated.
and emit a flittering warble that attracts
s Major's sonically attuned humming cen
tipedes, the birds’ di ary staple. The birds lance prey
with elongated beaks, then flutt back to their nests
that seem slightly too short for their bodies.
Visitors picnicking in the planet’s verdant expanses
enjoy spotting the flitterbirds and listening to their #7
ple ant song. Couples believe embracing neath a
warbling fliterbird is a lucky aw GETTLE
These hulking herd animals have 10 stubby legs
supporting a massive body. A whip-like, spiny tail and
chitinous skin plates provide protection against preda
tors. Sunken eye slits peer over flat bills with low tooth LUFTING/CARRYING CAPACITY: AVA
ridges that help gettle consume thorn grass and other ENE: 7
tough vegetation HEALTH:1
WOUNDS: 1 WOUND LEVEL
CREATURE STATISTICS SYLLS: SURVIVAL +7
ANIMAL SPECIAL ABILITIES: EVASION, FLYING, RESISTANCE (TOXIN)
T. HERBIVORE TH EQUIVALENT: §
DING HABITS: GRAZER
‘STE: LARGE (3 M LONG) Description
ATTINBUTES: STR 10 (+2), INT O (—B), ABL1 (—2), WIT8 (+1), PRE2 (—2), Glob flies breed anywhere filth abounds. Although
2(-2) they frequently settle for microbes festering in sewage
AEACTIONS: QUIK —1, SAV —2, STAM +2, WILL +1 or growing on food, they prefer single-cell orga
MOVEMENT: 8 MYBO M/1S KM emanating from living creatures, especially ta
LUFTING/ CARRYING CAPACITY: 200 KE MAX (20 KE ORAL)/SO KE LIGHT though humanoids will do.
DEFENSE: 4 The fly’s buzzing flight and annoying attempts to
HEALTH: 10 feed on microbes often distracts its subjects. Those it
‘WOUNDS: 8 WOUND LEVELS (2 LEVELS HEALTHY) tries feeding from must ma 2 TN 10 Willpower test
SWOLLS: ATHLETICS (RUN) + 2, OBSERVE -+ 1, SURVIVAL +4, UNARMED or suffer a 1 penalty to all Intellect, Pre ence, and
‘COMBAT: NAT PONS +2 Perception tests until they repel or kill the fly
SPECIAL ABILITIES: ARMOR (CHITINOUS PLATES, DEFLECTS 6 DAMAGE), NATURAL
WEAPON (TAIL, 108 +2 DAMAGE)
TW EQUIVALENT: §(4)
»
bese
Gettle herds roam Cardassia’s arid tundra, munch
ing whatever brittleburr, thor grass, and frostbush
we GRINT HOUND
they can find. In times of drought and famine they
burn fat from their hulking bodies and chitinous plates. This fearsome four-legged
During intense winters, they huddle together to share creature resembles a Terran
warmth. When threatened, gettle form a circle with hound the size of a horse, It
their he 4s on the inside, their spiny tails flailing at stands close to two meters at the
adversarie along their perimeter shoulder, with short dense fur the
The First Hebitian civilization hunted gettle, using jeeth as long
their hide for armor and flesh for food. The geint
ad is overly large
with powerful jaws and a dou:
ble row of razor-sharp teeth.
a= GLOB FLY
Microbes in secretions from humanoid skin
attract this tiny Klingon insect. Glob flies flitter
around on tiny wings, land on pin-prickly legs, and
suck at sweat, mucus, and tears with ticklish pro-
boscises. About i the size of Earth mosquitoes, they
possess a delicate yet nimble body structure.
CREATURE STATISTICS
FON: ANIMAL
DIET: CARNIVORE (SINGLE-CELL MICROBES)
FEEDING HABITS: GATHERER
SITE: MINISCULE (0.12 CM LONE)
‘ATTRIBUTES: STR1 (—2), INT 1 (2), AGL 4 (0), WIT 1 (—2),
PRE O(6), PER 4 (+0)
REACTIONS: QUIK +3, SAVY 0, STAM —8, WILL —3
‘WOVEMENT: 6 CM/40 GM; FLY 150 M/HR
ATTRIBUTES: STR 14 (+4), INT 2 (—2), ABL8 (+1), VIT 10 (+2), PRET (2), FEEDING HAGITS: CHASER
PERS (+0) SITE: MEDIUM (2 M LONG)
AEACTIONS: QUIK +3, SAW +0, STAM +-10, WILL +1 ATTRIBUTES: STR 10 (+2), INT 1 (—2), AGL S (+1), VIT 8 (+1), PRE2 (2),
N 18. M/120 M/30 KM PER 10 (+2)
:APACITY: 280 KE MAX (140 ORAL)/70
KE LIGHT ONS: QUIK +4, SAW +2, STAM +5, WILL +2
8 M40 M/10 KN
CAPACITY: 200 KB MAX (20 KE ORAL)/SO KE LIGHT
WOUND LEVELS: 6 (2 LEVELS HEALTHY)
SKOLLS: ATHLETICS (JUMP, RUN) +2, STEALTH +1, SURVIVAL +4, UNARMED
‘COMBAT: NATURAL WEAPONS +3 UVES
SPECIAL ABILITIES: EVASION, FEROCIOUS (WHEN ATTACKING), NATURAL WEAPONS ATHLETICS (RUN) -+2, STEALTH +1, SURVIVAL + 4, UNARMED COMBAT:
(CLAWS AND FANGS 106-+-4; JAWS 308+ 4), SPEED NATURAL WEAPONS +3
TW EQUIVALENT: 15 (8) SPECIAL ABIUTIES: ARMOR (CARAPACE, DEFLECTS3 OAMAGE), FEROCIOUS (WHEN
FEEDING), NATURAL WEAPON (CLAWS OR BITE, 108 +2 DAMAGE)
C T ON TH EQUIVALENT: 10 (8)
The grint hound roams the plains of Qo‘noS:
mainly hunting at night, and anyone wandering the Descr ON
hould be wary of these enor ENT: These animals
nous hounds. They travel in nin the harsh regions of the
packs of two to six, and fol Klingon
jow the lead cir alpha- home
male, the deadliest of their world
number—most grint hounds Qo’nos.
bear scars from their ~ where they
attempts to win this position hunt prey in
The hounds approach open packs of five to twelve. Their well:
ly, letting their presence spook muscled bodies, armored cara
their prey into running, and pace, and clawed fe t
then leap after, enjoying allow them to adapt
the chase before to a variety of envi
closing the gap ronments with plentiful
iamping the 8 including broken
jaws around the prey’s neck. Once mountains, arid savannas, and dense forests.
their jaws tighten, grint hounds jerk to a sudden stop Posse ‘a high degree of intelligence and keen
and s ap the prey’s neck from the impact. They then senses, they use terrain and their powerful bodies to
carry their catch back to the rest of the pack track and attack their quarry. After scouting a new
rking their territory, grishnar cat packs
establish a well-defended lair among caves, fallen
trees, or watering holes from whence they sortie in
ca search of food.
Over the centuries several Klingon families made
ww GRISHNAR GAT their name training grishnar cats as domestic guard
beasts. These creatures live in relative comfort, enjoy-
ing affection from their handlers, plentiful food, and
This dark-skinned, Klingon carnivore often grows the company of equally ferocious Klingons. Despite
up to two meters from snout to tail. A protective cara these amenities, these trained beasts behave no less
pace covers much of its lean torso, leaving the four, savagely than their wild counterparts.
powerful legs free for chasing and felling prey. With six BeHavior: Wild grishnar cats venture from their
razor claws on each paw and a aw full of jay q lairs, frequently at night, to hunt for game. The pack
teeth at poses a threat to any organism it frequently spreads out, commu subtle
encounters. Flared nostrils, long, p pointed ears, and n one encounters prey
red-tinged eyes give the be a menacing appe: lan their attack, often using ambush
and keen perception of its surroundings. The ridged Grishnar cats chase fleet-footed game,
tail helps maintain balance when leaping afterg superior speed and endurance to exhaust
prey. Once they dispatch game, the cats enter a feed-
CREATURE STATISTICS ing frenzy until sated; the bloated beasts haul any
‘0: ANIMAL remaining meat back to their lair for consumption by
(ey. CARNOVORE
their young. A well-organized pack can bring down ‘SENSE (FLIPPERS
CAN SENSE MOTION), NATURAL WEAPONS (TEETH AND
ame much larger than any individual cat. ‘SNOUT 308 +1)
Trained grishnar cats lounge around their master’s TW EQUIVALENT: 18
domain, often an estate, but sometimes aboard ship.
They fight amongst themselves to maintain their com-
bat expertise and physical prowess. Those conditioned The Hanonian land eel makes its
for sentry duty often languish near sensitive areas, home in caves and crevices along the ocean, prefer
ready to pounce on any unauthorized personnel (who Fing those whose floors are partially submerged. The
they’re conditioned to identify by sight and smell creatures have poor eyesight and cannot handle bright
ight—their caves provide sheltering darkness, and the
ENCOUNTERS water keeps the temperature cool. The serpentine car-
‘One rarely sees grishnar cats unless interacting nivores can slither across the rock but swim more eas-
with Klingons. Those kept as pets lend a menacing air ily, and patrol the water around their cave at least once
to any meeting, and frequently deter or deny entry to each day
vital security locations, Many respond instantly to their EHAVIOR: Land eels never venture far from home
master’s commands, so the more unruly ones often They are solitary creatures, gathering together only to
have chains limiting their movement mate—once fertilization is complete the male departs,
People rarely encounter wild grishnar cats unless leaving the female to hatch the eggs. As each baby ee!
visiting a Klingon world. Some wealthy Klingon fam is born, the mother tosses it into the water, forcing it to
ilies transplant entire packs to nature preserves or swim immediately. These tiny creatures, barely a half
estates to provide hunting diversions or familiar meter long, swim away, never venturing far from the
wildlife. Grishnar shell stew holds an honored place coastline, until they locate an unoccupied cave of
in Klingon culinary culture: although masters never their own. Then the newborns turn their attention to
condemn their cherished pets to such a fate, they hunting,
have no qualms about hunting their wild cousins for The flippers along their sides are particularly sen
barbaric sport sitive to motion, and the eels can detect moving crea-
tures up to one hundred meters away and gain a gen-
eral sense of size as well. Once it locates an
ching creature of the right size (no larger than
"7 jand eel itself), the eel hunts. It moves to the
mouth of its lair and waits, where it relies on its col
ew HANONIAN LAND EEL oring and lack of motion to make it almost invisible
to its quarry. The instant prey is within range it strikes,
lashing out quickly with its head. The land eel attacks
Puysic \. DESCRIPTION: Serpentine
in shape, but With its snout first, striking at full-strength to stun its
with paddle-like appendages along either side, the prey, then latches on with its sharp teeth and tears the
land ee! stretches four meters from snout to tail. Its victim apart.
rubbery skin is a mottled brown, similar to the veining
of the native rock, and when motionless the land eel is
almost invisible. Most victims never even see its Hanonian land eels are dangerous for their
hinged jaw or the rows of teeth inside strength, their speed, and the way they remain hidden
until they strike, People are a favorite prey, especially
CREATURE STATISTICS since tourists are often attracted to the charm and
FRM: ANIMAL romance of the ocean and rarely carry weapons while
DET: CARNIVORE sightseeing, A land eel is formidable enough to kill 1wo
FEEDING HABITS: POUNGER or three unsuspecting people in a matter of minutes,
STE: LARGE (4M LONE) provided they don’t escape its vicinity. Like Terran
ATTRIBUTES: $TR8 (+1), INT1 (2), AGL 12 (+8), WIT 8 (-+1), PRE (9), sharks hunting along particular coastal waters, these
5(+0) creatures could become a local menace if they lair
REACTIONS: QUIK +B, SAW = 0, STAM +2, WILL —4 near a town or village. One land e l, once it lays eggs,
MOVEMENT: 9 M/BO M15 KM could send its offspring throughout the a, thus
UUFTING/ARRYING CAPACITY: 180 KE MAX (16 KE ORAL)/40
KE LIGHT endangering local fishing, depopulating the environ
ment, and threatening nearby residents.
The threat a land eel poses is not limited to aquat-
\WOUWD LEVELS: 6 (2 LEVELS HEALTHY) ic life. Bec to land mover
SILLS: ATHLETICS (JUMP, SWIM) +6, STEALTH -+5, SURVIVAL +7, UNARMED they can chase th irq) arry inland, and frequently
COMBAT: WEAPONS +5 make their lairs in crevices between rock outcroppings
‘SPECIAL ABILITIES: CAMOUFLAGE, CUNAING (WHEN HUNTING), EXTRAORDINARY
along the coast. They have been known to take live:
stock and people when hunting in the ocean provides
little food.
ox INTERPHASIC ORGANISMS 2
When visible, this nonsentient life-form resembles
vw HARA CAT a gra “green amoeba with tiny tentacles,
Normally, however, these o1 anisms are invisible and
immate ndcan only be detected through an inter
Hara cats have long, silky fur the color of falling phasic scan—tricorders do not register the tiny organ:
leaves, a shifting pattern of red and gold and brown. isms’ presence.
Their large, expressive golden eyes suggest some intel
ligence, and their pointed ears barely peak above their CREATURE STATISTICS
ds, FRM: PLANT
CARNIVORE (CELLULAR PEPTIDES)
CREATURE STATISTICS NE HABITS: PARASITE
Fo: ANIMAL ane (LESS THAN .01CM)
OUET: CARNIVORE 8: STRN/A, INT N/A, AGL N/A, WIT1 (— PRE N/A, PER
4 (+0)
FEEDING HABITS: CHASER REACT 1 8 OK -3, ‘SAW N/A, STAM —5, WILL N/I
‘STE SMALL (1.4M LONG, PLUS ‘WOVEMENT: 1 MMY/7 MIM/20 MM; FLYING 50 MM
ATTRIBUTES: STR 2 (—2), me i GLUT (+2), WIT? (1 2), PRE (—8), LUFTING/CARRYING CAPACITY: A/A
PERS (+0) DEFENSE: 4
REACTIONS: QUIK +4, SAVY —1, STAM +2, WILL +0 WEALTIE 1
‘wovenweNT: 6 M/40 M/10 KIM WOUND LEVELS: 1
LUFTING/ARAYING CAPACITY: 40 KB MAX (4 KE ORAL)/10 KE LIGHT 5: SURVIVAL +3, UNARMED COMBAT: NATURAL WEAPONS +2
DEFENSE: 9 ‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (NO RESPIRATION REQUIRED), DRAIN
HEALTH: (CELLULAR PEPTIDES, —1 VITALITY), FLYING, INCORPOREAL, INVISIBLE (ALL
WOUND LEVELS: 4 LEVELS ‘EXCEPT INTERPHASIC SCAN), VULNERABILITY (INTERPHASIC PULSE)
‘SOLS: ATHLETICS (CLIMB, JUMP, RUN) -+-9, STEALTH +-3, SURVIVAL +6, TW EQUIVALENT: 15
‘UNARMED COMBAT: NATURAL WEAPONS +4
SPECIAL ABILITIES: CAMOUFLAGE, EVASION, NATURAL WEAPON (CLAWS AND DescriPTion
FANGS, DAMAGE 106+ 1), SPEED Originally from Thanatos Vil, this lifeform has
TW EQUIVALENT: § (6) migrated by creeping into various warp core compo-
built on that planet. The organisms lay dormant
DESCRIPTION \e warp core is activated, Interphasic organisms
Hara cats are native to Bajor, and live primarily exist out of phase with the material world, and can
within its forests. These nimble felines climb trees with pass through solid mat er unhindered, They seek out
ease, and spend most of their time high above the living beings and attach themselves to the outer skin,
ground. They prey mainly on birds and other arbore anchoring themselves with their tentacles and feeding
animals; a hara cat will pursue its victims from tree to ‘on the host's cellular peptides. This eventually weak-
tree, | ping across the branches at full speed. ens the host's cell structure, and can become fatal if
Ha a cats are sociable creatures, and gather in not stopped. They are vulnerable to high-frequency
large packs. They divide into pairs and trios to hunt interphasic pulses, and become visible and material as
each group taking a different area. They share their e. When the organisms reproduce. their off
food, bringing their kills back to the pack, and the cats spring automatically seek a new host. If not caught
sleep together nestled against broad tree trunks. They the atures could easily spread from a single starship
have no clear organization, and no leader—if two toaner re colony, or across the galaxy if carried onto
pairs chose the same hunting ground they fight until other starships
one gives up and finds a new location.
These felines show little fear of people, and are sur
prisingly friendly when approached openly. They can be
trained as pets, though se aration from the pack is diff
cult. If a cat is ened, the entire pack attacks, | 5
ing down from the trees or swatting from low branches.
AYA ea
uridium ore on Celtris Ill; they often mistake power Alpha Majoris I's thin atmosphere and strong sun
conduits for plants and chew through cables, causing provide a great deal of food. For this reason they
frequent power failures. Occasionally, a lynar or two wvoid shadows. These creatures are not aggressive,
has become sealed in a uridium ore container and and simply float along in random directions, collect-
transported off-world. Like voles, these refugees have ing energy as they travel, Once a mellitus gains
n known to inhabit Jeffries tube access corridors, h energy to reproduce it splits off a smaller
acted by the infrared heat, and cause similar power n of itself like a cell dividing. This offspring
fluctuations. mellitus accompanies its parent, growing as it feeds,
until it finally reaches maturity and departs to wander
on its own. Mellitus are not common, and they are
solitary, though if two of the creatures inhabit the
a same area they will co-exist peacefully since they
don’t have to fight over food or mates, The mellitus
ae MELLITUS have no apparent social hierarchy—each creature
exists independently, and does not define a specific
territory that it must protect
The mellitus’ natural form is a cloud of gas, up te
3m in diameter, and faintly blue in color. When at rest,
however, the mellitus coalesces into a solid form, Mellitus have the ability to detect energy, and they
becoming a large lump of gray-blue matter simil are drawn to it. Normally, these creatures feed on sun:
wax or clay in composition, and slightly damp and light. But if a stronger ¢ ergy source appears, any
slick to the touch, The creature has no visible organs or nearby mellitus will investigate, including energy sig
sensory equipment, and floats through the air without natures from tricordersor phasers. The creatures can:
any obvious means of support or propulsion not drain energy from an object or person—they only
absorb it through direct contact. A phaser fired at a
CREATURE STATISTICS mellitus will make it stronger and larger, and cause the
FORM creature to approach again in hopes of a second meal
oO ‘Once the mellitus becomes large enough (tripling its
FEEDING HABITS: RLTER starting Health) it splits, creating a second creature.
SIZE: LARGE (3 METERS ACROSS) Because Alpha Majoris I possesses rich mineral
‘ATTRIBUTES: STR NVA, INT 2 (—2), ABL2 (—2), WITS (0), PRE4 (0), PER wealth, mining colonies on the planet make a favorite
2-2) target for mellitus. Though they may not be dangerous,
REACTIONS: QUIK —2, SAVV <0, STAM +1, WILL +0 they can be irritating, particularly since most weapons
(MOVEMENT: YING 18/120
MY’ KOH cannot harm the creatures. They frequently drift over
LUFTING/CARR uid around any mining uipment and power genera
DEFENSE: 4 tors. The biggest « nger they pose is to communica
HEALTH: § tions, which they absorb (since radio waves are a form
WOUN 6 (2 LEVELS HEALTHY) of electromagnetic radiation); they also affect sensors
‘SMILLS: STEALTH -+ 3, SURVIVAL -+ 2, UNARMED COMBAT -+1 and tricorders in this way
SPECIAL ABILITIES: ABSORPTION (ENERGY 106+ 0), AMORPHOUS, ANAEROBIC
‘RESPIRATION (NO RESPIRATION REQUIRED), EXTRAORDINARY SENSE
(ENERGY DETECTION), FLYING, GASEOUS BODY, INVULNERABLE
(ELECTROMAGNETIC ENERGY), RESISTANCE (PHYSICAL DAMAGE) w
EQUIVALENT: 10
we MUGATO
ENVIRONMENT: Found on Alpha Majoris I , the
mellitus inhabits the planet's bare, rocky terrain and Resembling a red-faced Earth gorilla with long
jagged hills. The planet has only a trace atmosphere, white fur, a ridge of spines along its back, and a tall
high density, and hot climate. The mellitus floats horn protruding from the top of its head, the mugato is
across these broad, open areas, absorbing solar radia. a fearsome beast even when calm. It is seldom calm,
tion from the system's sun. At night, mellitus become being just intelligent enough to be excited by almost
increasingly lethargic and dense until they finally any stimulus, and just dim-sighted enough to be
transform into a solid structure and rest wherever they unable to tell if the stimulus is an actual threat. The
land. male mugato has a larger horn, but both have ven-
BeHAVior: Mellitus live on energy, absorbing it omous glands in their lower jaws.
in any form. Their natural food is solar energy, and
CREATURE STATISTICS
FOR: ANIMAL The mugato is likely to serve as a momentary
DET: CARNIVOROUS (PRIMARILY LARGE MAMIMALS) threat, but it will be a common one in any guerrilla
FEEDING HASITS: POUNCER episode on the planet Neural, as its r and the front
SE: MEDIUM lines of Neural’s civil war coincide closely. Mugate
ATTRIBUTES: STR 11 (+2), INT 4 (+0), ABL 12 (+3), will attack Klingon or Federation “advisers” with
‘IT 8(+2), PRE2 (—2), PER7 (+0) impunity and an episode might see the
(ONS: QUIK +8, SAVY +6, STAM +2, WILL +0 two sides thrust together by mutual
(WOVEMENT: 10M/B0M/1! danger or competing to win the
LUFTING/CARRYING CAPACITY: 220 KB services of a local Kahn-ut-tu
1 shaman, Mugato venom
HEALTH: 10
WOUND LEVEL: § untraceable, barely-treat
SHILLS: ATHLETICS (JUMP) +3, BITE -+-4, CLAWS -+-4, STEALTH able poison for assas-
+5, SURVIVAL (FOREST) +7 sin characters to
SPECIAL ABILITIES: FEROCITY (MALES), NATURAL WEAPONS (BITE, obtain—and hunt
106-+4 AND CLAWS, 106 +4), SPEED, TOXIN ing one through a
ENT. 15 (2) gunpowder civil
war and active
Federation and
White-furred apelike carnivore; the Klingon meas
horn and spines are more prominent in ures would be
the male; 2 meters tall, massing about 150 kg. an episode ir
AENT. The mugato is native to the tem- itself.
perate forests and savannahs of the planet Neural. Its
white fur lets it stand out and warn away the few ani
mals stupid enough to willingly w. \der into a mug
to’s mating ground. As a result, the ve; tation in mug.
to mating grounds is unusually lush and an repro:
duce itself without worrying about predators; this has
allowed Neural’s bizarre ambulatory plant life to flour w
ish
5 The mugato lives and hunts in mated ww NORPIN FALCON
pairs; the male is especially ferocious in defense of its
hunting ground. Mugato often attack humanoids
(including the indigenous inhabitants of Neura The Norpin Falcon has long pointed wings, a sharp
because they believe the humanoid is a rival mugato hooked beak, and wicked talons. Its plumage is a
after its mate. During male estrus (the hottest part of steely blue across the back and wings, shading to
the Neural summer), the males battle with their horns black at the wingtips and down the lor , harrow tail
for mates; at other times, they use paws and teeth, The lis head feathers are completely black, and its under
mug. to's venom is rarely necessary to subdue its prey belly, talons, and beak are a pale blue-gray
kely an evolutionary holdover from the muga-
le ancestors. It primarily CREATURE STATISTICS
acts as a digestive aid for younger mugato fed kills by FORM: ANIMAL
their parents, but is still potentially quite deadly for DIET: CARNIVORE
humanoid bite victims. The Kahn-ut-ty people of FEEDING HABITS: CHASER
Neural have a hereditary blood enzyme that can be SIZE: MEDIUM (2M WINGSPAN)
catalyzed into an antidote by the hallucinogenic mako ATTRIBUTES: STRS ( +0), INT3 (—1), AGL 1B (+5), WIT3 (1), PRE 2 (—2),
root, but picking and using this ambulatory vegetable PER] (+0)
requires substantial skill in local herbalism—success 18: QUIK +8, SAW 0, STAM +2, WILL 0
ful tests against World Knowledge (Neural) and Life ROVENENT: 6 M/40 M/10 KM; FLYING 24 M/160 M/40 KM
Science (Botany) at TN 20. UFTING/GARAYING CAPACITY: 100 (ORAL LIFTING 10)/25 (LIGHT LOAD)
A v Type: Injury; Onset: 16 DEFENSE: 12
rounds; Potency: +6 TN; Treatment: +15 TN; Effect HEALTH: 3
Unconsei and 2 Vit Secondary Effect WOUND LEVELS: § LEVELS
Medium stun and 1d6 damaj e Sta .es: Every hour SHOLLS: ATHLETICS (DIVE) +-8, OBSERVE +5, STEALTH +6, SURVIVAL +7,
until venom is purged. ‘UNARMED COMBAT: NATURAL WEAPONS +5
SPECIAL ABILITIES: ENERGY ATTACK (ELECTRICAL
1D6—1), EVASION,
rt
EXTRAORDINARY SENSE (KEEN VISION, DOUBLE PERCEPTION RANGE), where it begins to feed. Once gorged on lung tissue
FLYING, NATURAL WEAPONS (BEAK AND TALONS 108+ 3), SPEED the creature lays dozens of eggs, which hatch within
TW EQUIVALENT: 10 days and also feed. Someone infested with Orillian
lung maggots can die from lung failure within a matter
of days. Roll for the creature’s Drain effect once per
These predators from the Norpin colonies are day, beginning 1d3 days after festation, to represent
renowned for their aerial aj ity and thei an attack by the entire population
reflexes. The falcon feeds mainly on aquatic
swooping down on its prey and grasping it in its pow
erful talons, It then uses a remarkable bioelectric a
shock to stun its victim: The bird lives among the rocky
cliffs overlooking the planet’s oc and frequently
roosts on the masts of sailing vessels aw ORION WING-SLUG
About 5-10 centimeters long, with four membra.
nous wings nd an oozing, sna ike body, the Orion
wing-slug is one of the least appealing creatures in the
ORILLIAN LUNG MAGGOT known Galaxy. Worse yet, during mating years it trav-
els in vast swarms millions of wi ig-slugs across t
habitable surface of the planets of the
Tiny gray-white oblongs with ringed bodies
and dozens of paired legs, the Orillian lung, = tem.foul InsmellRigel’s heat, the swarms soon reek of the
of wing-slug slime, as does every-
maggot feeds on the lung tissue of its victims. thing they touch or pass during their migra
Lacking outside sensory organs, their only tion. Orion wing-slugs are usually a brown:
visible facial feature is its tiny circular n, but differ nt varieties have di
mouth, ent revolting color schemes from purplis!
taupe to bruise black
CREATURE STATISTICS
NET: CARNIVORE (LUNG TISSUE)
FEEDING HABITS: PARASITE
‘SE: MINISCULE (16M LON)
‘ATTRIBUTES: STR1 (—2), INT1 (3), ABL 2 (—2),
WIT 4 (£0), PREN/A, PER2 (~2)
PEACTIONS: QUIK —2, SAWN —2, STAM—1, LL —B
MOVEMENT: 6 CM/40 CM/100Mt 8 OU SAW +0, STAM +4, WILL —2
UFTING/CARRYING CAPACITY: N/A woven 10 FYING
DEFENSE: § LUFTING/GARRYING CAPACITY: R/A
WEALTH: 1 DEFENSE: 7
WOUND LEVELS: 1 LEVEL ni s.. SS nevis
‘OLS: ATHLETICS (CRAWL) +2, STEALTH +2,
SURVIVAL +6, UNARMED COMBAT:
NATURAL WEAPONS +4
aN \WOUND LEVELS:2
‘SHLLS: ATHLETICS (FLY) +1, STEALTH +1, SURVIVAL (MARSH) -+-3
SPECIAL ABILITIES; CORROSION, FLYING
‘SPECIAL ABILITIES: BURROWING (FLESH, DRAIN TW EQUIVALENT: & (8)
(WN TISSUE, —1 VIT), NATURAL WEAPON
(TEETH 106), REGENERATE (RECOVER1 WOUND
POINT EVERY HOUR WITH SUCESSFUL STAMINA Four-winged sl g of repellent appear
TEST) »; 5-10 cm long, 10-20g mass.
TW EQUIVALENT: 15, NENT: Orion wing-slugs breed on
HL, IIL, V, and VIL. Each world claims the wi ng:
Descr PTION planet, and when local
A native of the planet Orillia, lung maj ots are sur conditions allow, launches massive eradication cam
prisingly dangerous for their size. They live in water paigns against the horrendous pests, Wing-slugs tend
and can burrow through flesh, which appear as insect to prefer wetter areas such as canals, marshes,
bites. Once inside the body, the t makes its lakes; in Rigel VII's deserts this often leads to the
way through the circulatory system and into the lungs unpleasant choice of dea by thirst or braving
BT NY
Cee ee ea a Ce tee
massed in @ swarm. Ordinory clothing (such as Storfleet uniforms) or armor protects against « swarm of Minuscule or Tiny
vermin for 146-3 rounds; tightly fitted thick clothing protects for 1d6+3 rounds. (For larger creatures, use the stondard armor
‘and protection rules.) After that, they ore sure to penetrate. Forcefields, fully self-contained environment suits, etc. provide
dofense against swarms—some creatures may be able to corrode these defenses given time, however. Swarms can simulta-
Ce eee ee ae Ce
Ce ee
For the effects of swarms, first determine how big a swarm is using Table 2.1. This will depend on the number of creatures
in the swarm, ond on the creature’s Size. (A swarm of dozen rats can be deadly—a swarm of « dozen bees is relatively
Insignificant.) A “Horde” is a veritable living blanket of the creatures; no character in the path of (or midst of) @ Horde con
‘void being bitten or otherwise attacked, and any attack on a Horde (with on effective weapon) will hit. Then, apply the
‘swarm increment on Toble 2.2 to derive new statistics for the whole swarm of creatures. (For example, a Swarm 3 of 10,000
tiny Orion wing-slugs would “attack” with am Athletics (Fly) of +5, do 6 points of damoge per round, and increase its nor-
mal venom Potency to +5 TN.) Where no volves ore given, assume ony stat or skill increases by +2 for each increment—
Ce CR OR ae ee Ca ed
more rats to try more options. Narrators may extrapolate from these rules for stampeding herds or for other groups of large,
eee
‘Onion WinG-Siuc Mucus: Type: Contact; Onset: 1 round; Potency: +3 TN; Effect: | point of damage.
‘Once a swarm has taken damage equal to half its collective wounds, this will force a Willpower reaction test each round (at
42.TN each successive round), against a TN equal to the amount of damage points done by any single character in the most
Ce CR CR SC OC OR
Ceo eee a Re oa
1's) unless powerfully overriding factors are at hand (the characters have been doused in insect pheromones,
ne ace Ea Se es
agencies by lowering the TN of the Willpewer reaction test,
‘interfering with /appearing like creature's: migration path or nest, -2 TN; food, -4 TN; mating opportunity, -8 TN,
Vawwe Swarm 1/Swarm 2/Swarm 3/Horoe weapons (ond can make Quickness reaction tests to reduce
Defense */1/7-5/Mo detense”™ damage to 0 quarter). Wide-beam energy weapons, chemical
Unormed Combat +2/44/+8/Automatic hit ‘weapons, flame, and force or pressor weapons do normal dam-
Damoge x2/x3/x6/x8 worms.
Potency TH*** 40/+1/42/+4 *"Even with “No defense,” © Horde has © minimum Defense equal
Health 41/43 /+6/+12 to the greater of 2 or the individual creature’s Defense -8, for
Wound Levels**** +1/42/+4/48 the purpose of calculating ranged attacks from outside the
Horde. Narrators may also simply wish to extrapolate based on
horacters in the midst of © swarm suffer the folowing environmental the swarm’s Size, considering each swarm increment to be one
TN modifiers (except for Stamina tests te avoid o recover from further Size larger. (For example, « Swarm 3 of Little creatures
injury) to all tests, induding attacks against the swarm: Sworm 1, would count as « Large target for such purposes.)
TW +1; Swarm 2, TN +3; Swarm 3, TN +5; Horde, TN +7. “Many swarms corry disease, venom, or other contamination.
“Swarms of Minuscule or Tiny creatores ore effectively immune to This indicates the increase in Potency TN for such poisons from
beam weapons {except for weapons set on wide beom), melee the multiple bites typical in swarms at larger increments.
weapons such as bat‘leths or cubs, and projectile weapons. ****All wound levels above 5 add one Healthy level, as in Table
Swarms of Little creatures take only half damage from such 12.1 on page 205 of the Star Trek Narrator’s Guide.
1 aNvninta
‘ARM 21310 (1d “(29¥H1V0 TwOISAHd) JONVASIS2 ‘(SNOdKAM ASHANA)
‘AN HO [THOVWBNTMAN ‘SMI “(838849 XTTAWOO 193130 NY ‘38N3S 8¥3)
SOUSLIVIS JULHO 23028 AMVNOWOWRLG ‘WOISWHG ‘A008 ASKIN “(S¥9 AN 3HLVANS ND)
NoUWaS3H SHONBV “(2+ 801 ASHEN) NOLLANOSAV “31a Wo3eS
ua Jo sapeose> Suippeds sv aadde pur adeys + (NOWLLY ASH3NA) 1¥8100
uy snoydiowe aie Aayy “weans syew sz9u0dsueN © UL ‘uvn ‘9+ TWAINHNS 2+ HLTWRLS ‘8+ (WMS NA) SOLETLY “STING
aly ued pur <8:aua pur sayeus uaamaq xNy UL ISINO TED (METH STBARI 2) 8 'S72/ST ONION
suuoj-ayl} awog aveds axe saqowoiu ABiaua-Isene) SLHITAM
01 39880
-LHSI1 9 Ob/(TYHO SIX 08) XVWW SH OBL <ALLOWdWS SNIANUNED/BWLLAN
0091/0 Ov2/M 86 LNRAON
S2Q0U9IN ABHING:ISHND 2+ TUM'8-+ WIS ‘C+ MMWS‘9-+ MIND HOLLIE
(2+) 11 Wad L+) 838
ie
(G+) 2h UN (E+) ph TOW CO) AM (L-+) B MLS ‘S3LNOTULI
(GNOT Wb) 3947 718
{BVH SLBV OMI
ajqeyreae <puas 1882 1310
snd asoy URL SBUURDS aANIsUaS a10W wey pinom. ‘S480 4
Adu war siyy aresydnp pynoo si SOLLSHLWLS JUNLVIHD
-sip e (ox seB jayap 0} Waas oy pue ‘antssaudtu|
oie Aupe pue paads soed oy ‘jenpiaipu: ayy so 41s ‘QIQISIAa1 sue 4 sasMwas
ind sy uopuege Ajax} pjnom s0ye8 ayy (se Jo aanos ou pue ‘any uF anym-ysiniq 40 Uapjos Jaye Ajjensn
Apras s9\O 40 4MsIUeD ese YaNs) [eau & Pa:BHO 4. sanamoy ‘ABiaua aind 4o pasodwwo> si Apog sy “apis
Aiuny ysnl “sno19}jew you ase sioye8 ayy ing ‘AIpeap Jatpia. uo safepuadde Aqamis uoys om pur ‘nous
aq uv> saimeas9 asayy Jo aUO YUM sia]UNODUy VOLES pue [!e1 yoq ye yuiodueau ev oy SumoueU ‘padeys
euise|d Aqeq v soy aoud ysiy e Aed pynom s10193)]09 puoweip ysowje ‘Apog yey Huo] e sey j—adeys >15eq
osje yng sisuats Ajuo you pue ‘>1do) 10Y e Ose st UOR ur sopeSyje ueuay e ajquiasas s0We3 euise;d ayy
onposda: Sameai ayp jo uorsanb ayy ‘AuuNWWOD
>YNUAIDS aU} OF alqeNpeA AjasuatUUN aq Pinom sy
ayy 40 Aem auo jooid Aue pur ‘uanuas Ajnn si ores.
puse(d ayy sayjaym Burns S |JNs ou suaypue: oy OVS YS T¢
SUDLNNO > ry
JOAaMOY “WY! WEY UPD
uonelpes Jo stuzoy ureYa2—}jom se syeNe jerisdyd
nous} pur ‘syoene ABiou sou 0) auNUULUT are S10,e8 yeaynnys mau puriq
pwsejg “Opisul seB snorsoid ayy yo Suiuesp pue syewojdip e yo yno ssaw AjoyuN ue ayxeU! as;Muayjo
spjoy quaWUFEUOS sy) BUNYDeID ‘sioULEWO afe10ys pue ‘sod mata ssou ionejds *soyer Hare ayo ‘su0s
se8 paxpeyje uard aaey so} ows “Woy ysorzeY uas wef ued sBnjs-Buy\, 1) YySnosyy yesoure Bunoyid
ued sioulu ay) a40jaq sasseS ayy Suna pue ul SuIAIp siepeieys oy puezey jenioe ue aq pjno> my
sjouryd je aa UO SIaUILU LUNIA] J} 21qNO4} pasnes ui 10 JO wuEMs ye ev “@ANdaau! sv 40 A1dUDDS SP)
aaey suoyed euiseyd pue ‘aquoaey i101 Jauuap s115e| Jeineu & s1 soaeyy aaneueu se way) Suis YysnoU}y
Sy “wnt pu uatoniu ‘uaSkxo ayt| sasse3 xajd SUD NNODND
wos aiow sajaid nq “wnl[ay pur Udsospdy UO BALA
uns ued Ady “sased snouea uo pad} pur ‘sued se8 uonenst 8ujuing
uo punoy Ajjensn are suoweS PLUseg uOWWHD ang aniqns 40 step soy ase] Osje jim yses ay) Inq “yseL
‘aonp Basie 0} spediut Bnys-Buin jo Jaquinu se) © Saxe)
-ordas saunjeaso asayy Jayioym uleyarun st 41 pur 1 ‘unys pasadka jeuri0U UG “YLIO} OS pue ‘sada ‘sy;noL
soles Aqeq uaas 19Aa sey aUO ON ‘avaY4dsoune ay! sanssn Yyos ur vonesuas Sung aquioy But
sjouejd & UIYM spnoja Suowe sanjaswuayy jeo> soflul] © sasne> pur onsned Aypyliu st auyys Bnys-BuIn
oo uayo Ady) ing ‘Auaisdud e susetWas Isa 01 paau We} asoup pynoys ‘orse) Sunjonas asous Yana pur [joUus
sioye8 ewiseyd satay sarem YyBnosy Wms pjnom Inywe sioyp Aq. siorepaid jados Ajueusnid sBnys-Suya
soreSije ann e dem awes ayy yonus saraydsoune ‘Sapioy snouous ul arusnu ‘siad SuneuL BuLNp
ysnoiy SLs, pue ‘ASiaua jo Ajainua pasodwios pue ‘SWUPMS U! Jone sENjs-BUIM LOUD :SOIAVH3
ainjeasd jensnun ue s} 10188 euisejd ayy ‘wuarsds Suyjol Ajaiua aq Ajuessaz0u you ACW
JQUUdY wig By) UE _ParYysIs 15114 ALNSIWNO pur ‘euuLUa}Ip ayi jo moys v auiNb aye Yayo SUELO,
NOlLdIu> addep ay ‘siseo ue yore! 0) sSnjs-Buim jo apsoy
SWZE: MICROSCOPIC (VARIES, LESS THAN .01 C&M)
ATTRIBUTES: STR N/A, INT NVA, AGL 0 (—B), WIT 2 (—2), PRE N/A, PER0 (—B)
w
REACTIONS: QUIK—8, SAU N/A, STAM +1, WILL N/A
m RAKONIAN SWAMP
With slick ebony fur, the Rakonian s
lus ann +1, UNARMED COMBAT (ENERGY ATTACK) +1 known for its toothy smile and pench > escape
SPECIAL ABILITIES: AMORPHOUS, CAMOUFLAGE”, ENERGY ATTACK” (108-2), capture, Oil glands under the swamp fur produce
‘ENERGY BODY (PLASMA), RESISTANCE (PHYSICAL DAMAGE) a foul smelling liquid that provides protection against
TW EQUIVALENT: 15 the chill of the swamp water and is also an
bh) cffective deterrent to other predators.
Originally found in CREATURE STATISTICS
the plasma streams
of the binary stars
of the Igo Sector,
these microbes iE SMALL (.75 M LONG)
are believed to ATTRIBUTES: STR1 (—3), INT O (—B), ABL
4 (+0), WIT 4 (0),
be native to a PRE 2 (—2), PER B(+1)
number of dif REACTIONS: QUIK +1, SAW +1, STAM +4, WILL 0
ferent plasma MOVEMENT 3M/20 M/S KM
environments. /AARYING CAPACITY: 20 KG MAX (2 KE ORAL)/SKE
Since their Dea
DEFENSE: 7
2369, six differ HEALTH 1
ent sub-species F WOUND LEVELS: 4
have been dis. SWILLS: ATHLETICS (CLIMB, RUN, SWIM) + 2, STEALTH +2,
covered, each with INL + 8, UNARMED COMBAT: NATURAL WEAPONS + 2
their own unique bio: ‘SPECIAL ABILITUES: CUNNING (ESCAPE), DETERRENT (OUL, WILL
physical variation. Some TEST VS TN 11 TO APPROACH ANIMAL)”, EVASION",
Federation scientists ‘BCTRAORDINARY SENSE (CHEMORECEPTION), NATURAL WEAPON
have hypothesized
that these
microbes may be
part of the evolu
tionary process that led to pure energy life-forms like the Native to swamps on Bajor, Rakonian rats are
Medusans or the Redjac gers who also occasionally supplement
Since quasi-energy microbes possess the ability to their diet with live prey. The stench of their oil is v ell
exist within the matter stream of 1 transporte known and the smell of it tendency to stic
Federation personnel are cautioned to be extremely anything it comes into contact ith, confusing preda
careful around these organisms, as the microbe’s feed tors with acute senses, Characters can tell whether a
ing habits have been proven to be damaging to Rakonian rat has recently passed through an area with
Federation technology. 1 successful TN 10 Perception test
When detected, these creatures appear as Rakonian rats are best known for their furtive
sparkling cascades of energy that occasionally flux behavior, lurking at the fringes until an opportunity
2 dark crystalline form. The Camouflage ability presents itself—then acting. They often steal into
reflects the difficulty to identify the microbes with camps and nearby villay Ps, attr acted by food and
sensors not specifically calibr: 0 detect1 arb Altk ers, the have been known
The Energy Attack ability reflects the dama attack when hungry and defend themselves when
effect of these microbe feeding oF elements com cc nered. Whe n assaulted, their oily skin makes it dif
mon to technologic devices, The crobes use ficult tog asp them and even technological traps have
these elements to maintain the physical aspect of often proven ineffective.
their form.
mobile prey such as the gerik (a type of field mouse)
and danat (a weasel-like animal).
Upon sighting prey, the ra‘tar descends, its shrill
cry splitting the night air in order to startle the victim
ws RATAR and deter other ra’tar from attacking the same crea
ture, It also uses its cry to warn away intruders on its
territory. It delights in the hunt, and typically wheels
The ra’tar is an imposing bird with a body as long and returns to give its prey a chance to run. When the
as a full-grown Romulan and a wingspan twice that. Its ra‘tar tires of the game, or the prey begins to falter, it
plumage is red, running crimson along the wingtips swoops down and grasps with its talons, lifting the vic
and tail and deepening to rust along the body—the tim high into the air and returning to its nest to feed.
head is dark red except for a crimson ring Because the ra’tar invests a lot of effort in the hunt, it
around its neck. The beak and talons are doesn't give up easily
reddish gold in color, and the entire bird Although solitary by nature, with a
seems drenched in blood male defining its hunting terri
CREATURE STATISTICS
FORM: ANIMAL tory,
DIET: CARNIVORE which
FEEDING HABITS: CHASER they share
SITE: LARGE (4M WINGSPAN) with their mate
ATTRIBUTES: STR12 (+8), INT 3 (—1), ABL9 (+1), and clutch, ra‘tar
WIT8 (+1), PRE4 (+0), PER 8 (+0) will coordinate. their
AEACTIONS: QUI +8, SAVV +0, STAM +7, WILL +1 attacks to overwhelm
(MOVEMENT: FLYING 36/240/80 larger animals, such as
LIFTINE/CARRYING CAPACITY: 240 KB MK (24 KE ORAL)/OO KG LIGHT humanoids and kerosh.
UEFENSE: 8
HEALTH: 11 SUNTERS
WOUND LEVEL: 6 (2 LEVELS HEALTHY) Romulans view the ra‘tar with a
SKS deg (GIVE) +5, OBSERVE +5,sae -+4, SURVIVAL respect close to worship, and con-
ED COMBAT: NATURAL WEAPONS + sider hunting them to be a crime.
sew ALTE = (FEATHERS, DEFLECT5 a, CAMOUFLAGE, The ra’tar is a symbol of the warrior,
SHRILL CRY), EVASION, EXTRAORDINARY SENSE (NIGT-ISIOR, because the creatures are fearless and
CAN SEE he ‘AT NIGHT), FEROCIOUS (WHEN HUNTING), FLYING, proud, and rely on their own strength and speed. In
NATURAL WEAPONS (BEAK AND TALONS, 206-+3), SPEED ancient days, Romulan nobles kept ra’tar as hunting
TW EQUIVALENT 10 pets, and the practice continues among. tradition:
minded Romulans to the present. The ra’tar is most
DESCRIPTION likely to be encountered in the wild on Romulus,
ENVIRONMENT: The ra‘tar is perhaps the most though the bird has been transplanted to. several
famous der zen of Romulus, its image immortalized Romulan colony worlds. Several specimens have been
on the underbelly of the Romulan bird-of-prey and smuggled across the Neutral Zone for 200s and private
emulated in the emblem of the Romulan Star Empire collectors.
The ra’tar lives on mountain sides and cliffs of the
Kae'raktar and T’aresh ranges and hunts across neigh
boring valleys and plains. The creature builds its nest
by dragging rocks and boulders into a rough ring, and
then layers the center with grass, twigs and branches—
the rocks help hide its home and any eggs from view.
Benavior: Ra’tars are nocturnal hunters, when
ex RECTILIAN VULTURE
their own vision and dark coloring give them an
advantage; witnesses have described the attack of a A vicious avian with a skull-like face, the Rectilian
ra‘tar as a crimson blur, like a sweep of blood vulture is an avian from the Delta Quadrant that swoops
descending from the sky. It devotes most of its waking down quickly on its prey. With a wingspan of over 6
hours to hunting and feeding itself to provide the meters, this immense bird is best known for its ‘dual:
reserves of energy it needs to chase down prey. These hooked’ beak and five barbed talons. Its head lacks
birds fly over their chosen territory, eyes alert for the feathers, giving it a gaunt, skull-like appearance th
slightest movement. The ra’tar prefers to hunt small natives of its planet equate with the god of death, and is
nicknamed Sky Death for its savage and persistent FEEDING HABITS: GRATER
attacks STE: MAMMOTH (8 M TALL)
ATTRIBUTES: STR 16 ( +5), INT 2 (—2), AGL (+1), VIT3 (—-1), PRED (8),
PRA (+0)
ena am +2, SAW 0, STAM +5,
sense NT: i /180 M/40 KE
CREATURE STATISTICS
FRM: ANIMAL
CARNIVORE
FEEDING HABITS: CHASER
SIZE: MEDIUM (1.8 M LONE)
ATTRIBUTES: STR 2 (. Hf INT 2 (—2), ABL 5 (+0), WIT1 (2),
PREO (—B), PER 4 { +0)
REACTIONS: QUIK al £0, STAM +1, WILL +1
8 M/40 M/10 KM, FLYING 30 KNBR
UUFTING/CARRYING CAPACITY: 40 KE MAX (4 KG ORAL)/10
KE LIGHT
OFFENSE: 7 LUFTING/CARRYING CAPACITY: $20 M MAX
HEALTH: 1 (82 K6 ORAL)/8t
‘WOUND LEVELS: 6 DEFENSE: 8
SWILLS: ATHLETICS (FLY) +1, STEALTH +1, SURVIVAL +4, UNARMED COMBAT: HEALTH: B
NATURAL WEAPONS +2 WOUND LEVELS: 7 (9 LEVELS HEALTHY)
‘SPECIAL ABILITIES: EVASION, FEROCIOUS (KILLING PREY), FLYING, NATURAL ‘SKILLS: ATHLETICS (JUMP) +2, OBSERVE + 2, SURVIVAL +6, UNARMED
‘WEAPON (TALONS 108-2), SPEED (FLYING) (COMBAT: NATURAL WEAPONS +3
TW EQUIVALENT: 10 SPECIAL ABILITIES: ARIMOR (THICK HIDE, DEFLECTS8 DAMAGE), EVASION (JUMP),
(MULTIPLE ATTACKS (TRUNKS), NATURAL WEAPONS (TRUNKS 106 + 5 PER
Descair TION TRUNK), PREHENSILE APPENDAGE X 3 (TRUNKS)
Native to Rec tos IV the Rectilian vulture is prima TW EQUIVALENT: 5
ly a desert ar nal, though variants of it can be found
throug but its homeworld in any hot climate, An DESCRIPTION
extremely active and cruel predator, it has been known For centuries, Klingon have used Rectyne
to track its prey for days, taking opportunities to slash Monopods as beasts of burden and occasionally as
at its quarry and weaken it whenever the vulture can food. They are easily trainable though they must be
A number of unwary families on Rectos 1V have lost treat zed Monopod can
g to these animals before they could drive cause massive damage with its impressive leap; sever-
them off, earning it the nickname ‘sky death al unwary people are killed every year to 2-ton
stomps. It also has an assortment of mouth trunks,
each able to perform individual tasks. Klingons who
have truly angered these beasts discover that these
trunks can be used to pull an unfortunate apart
Klingon painstiks, normally employed to control large
= RECTYNE MONOPOD animals, can produce intolerable cephalic pressure in
the Monopod (causing its head to explode)
The Rectyne Monopod is a grey-skinned, single
footed beast with several thick tendrils just above its
mouth that serve the same purpose as trunks on a
Terran elephant. Native to a Klingon colony world it
has been exportedto Qo’noS for use as a beast of bur
CREATURE STATISTICS
Fo: ANIMAL
DUET: HERBIVORE
search of food. When any of the birds sight food, they
communicate with the rest of the flock and descend en
masse. The birds screech to encourage the predator
that actually brought down the animal to abandon
REETA-HAWK their meal, or warn away other scavengers who might
be attracted to the carcass; most animals are smart
enough to run, for while the reeta-hawk doesn’t kill to.
These avian scavengers are noted for their long eat they will fight to drive off competitors. The flock
orange feathers and bright yellow crest. Their wedge- surrounds the carcass to feed, using their beaks to pick
shaped beaks are crimson in color, leading many to at internal organs
think these birds vicious killers. Their long wings have The largest and strongest member leads the flock
a pink underside, as do their bellies, and the feather and determines mating rights, hunting patterns, and
fringe around their crimson talons also pink eating order. Fights occasionally break out over lead-
ership, which are rarely to the death. Reeta-hawks
CREATURE STATISTICS ‘only mate every other year, and produce a single egg
FORM: ANIMAL per mating pair.
ET: CARNIVORE
FEEDING HABITS: SCAVENGER
‘SWE MEDIUM (2M WINGSPAN) Ree ta-hawks are easily
‘ATTRIBUTES: STR 8 (+1),
INT 2 (—2), AGL 4 (+0), WIT 12 (+3),
PRE2 (—2), spotted, thanks to their bright
PERS (+1) plumage. The flock is
REACTIONS: QUIK +1, SAW +1, STAM +7, WILL —2 easy to avoid, and
(MOVEMENT: FYING 8 M60 M/15 KM won't attack large,
LUFTING/CARRYING CAPACITY: 160 KG MAX (18 KE ORAL)/40 KB LIGHT living, creatures
DEFENSE: 7 (even if ving).
HEALTH: 13 They will fight to
WOUND LEVELS: § LEVELS defend their
‘SHILLS: ATHLETICS + 3, OBSERVE + 6, SURVIVAL + 8, UNARMED COMBAT: roosts, however
NATURAL WEAPONS +4 Reeta-hawks, like
SPECIAL ABILITIES: CUNNING (WHEN FIGHTING TO ACQUIRE FOOD), DETERRENT most scavengers,
CRY), EXTRAORDINARY SENSE (KEEN VISION; DOUBLE RANGE FROM can show where
something has
died or lies dying,
and their cries can
be heard over a
eat distance. The
MENT Reeta-hawks are native to reeta-hawk’s body is
Argratha, located in the Gamr a Quadr. nt. Reeta- immune to most natural
hawks live in flocks of eight to fourtee birds, and n process
prefer to hunt in open country, but usually nest and them without harm. Scientists
breed in light woodlands and thickets, They build think the bircl may provide a use-
their nests in low trees and thick bushes, and the {ul source for antibodies that could
entire flock lives together—when out hunting cure some of the most virulent
they entrust their young to a handful of older or diseases. Unfortunately, the
slower reeta-hawks, who remain behind. The birds are dying out—as
birds are only active during the day. At night the Argrathan society becomes
flock huddles together, wings overlapping to more civilized, wilderness
create the appearance of a large bonfire becomes scarcer, and the
their orange feathers even rustle slightly in seavengers have a harder
the night breeze, the same way flames might time locating enough
move food to survive. A
Bevavior: Reeta-hawks are not preda- live reeta-hawk is
tors, as many people think, but scavengers, worth a great
They will kill smaller animals if sufficiently deal to. conser-
hungry, but most of their food comes from car- vationists and
rion. They commonly steal the kills of other ani scientists alike.
mals, banding together to soar along thermals in
Fleaspider is a twelve-limbed arach
n for its impressive leap and venomous bite irregularly-shaped leech, and its metabolism is much
Brownish-black the same. It feeds on humanoid blood of all varieties,
as heat detectors, its many layers of symbiotic bacteria filtering
entire body Its venomous mouth is an conceivable toxin or heavy element before dig
extendible tube that extrudes from the rear of the crea meal. It is naturally transluc t, but more often colored
ture to feast off of its victim's blood. a darker shade of its most recent meal (reddish-browr
for Human blood, olive for Vulcan blood, deep purple
CREATURE STATISTICS for Klingon blood, indigo for Andorian blood, ete.). It
FOR: ANIMAL has a small but efficient “beak” that allows it to break
DET: CARNIVORE the skin of its victim, and a sucker mouth that funnels
FEEDING HABITS: POUNCER the blood into its stomach with no spillage
SUE: UTTLE (26 CM LONE)
ATTRIBUTES: STR1 (8), INT 1 (2), ABLS (+0),
WIT 4 (0), PRE O (~-€), CREATURE STATISTICS
PER 4 (+0) POM: ANIMAL,
REACTIONS: QUIK + 0, SAW 0, STAM +0, WILL +0 (NET: HUMANOID BLOOD
ROVEMENT: 1/7 /2 KA - FEEDING HABITS: PARASITE
LUFTING/CARRYING CAPACITY: V/A SWE: UTLE (30 6M LONG)
DEFENSE: 7 ATTRIBUTES: STR1 (—8), INT 1 (8), AGL 2 (—2), VIT7 (0), PRE (—3),
WEALTH: 1 PER 2 (2)
WOUND LEVELS: 8 REACTIONS: QUIK—2, SAV —2, STAM 0, WILL 0
SLL: ATHLETICS (CLIMB, JUMP) +3, STEALTH +6, SURVIVAL +6, UNARMED
‘COMBAT: NATURAL WEAPONS +4
AL ABUTIES: CAMOUFLAGE, ORAIN (BLOOD, DRAINS 1 VIT PER ROUND AFTER
‘SUCCESSFUL ATTACK WITH TOXIN), EXTRAORDINARY SENSE (INFRARED HEALTHE
VISION), INVULWERABLE (FLEASPIDER TOXIN), NATURAL WEAPONS (FANGS WwOUN 18:3
106-5), TOXIN (WWJECTION, ONSET: 106 ROUNDS, POT. —2, DAB. 0, shi ATHLETICS (SWIM) +1, BITE +4, SURVIVAL (MUD) +3
TREAT 30, EFECT —9 WT, 9 STAGE, 2ND EFFECT: —1 VT) ‘DIAL ABILITIES: DRAIN (BLOOD (1 VIT PER HOUR)), NATURAL WEAPONS
TW EQUIVALENT: 5 ‘MOUTH, 2), RESISTANCE (POISON OR DISEASE)
TW EQUIVALENT: S
Descnrir TION
Once a common sight among the R
falls, the fleaspider now stands on the verg Soit, shapeless annelid usually the color of its most
tion due to the accidental introduction of the Orion recent meal; 1-50 cm long, 1-1000 grams mass.
lian fleaspider is ENVIRONMENT: Re in blood worms live in the
od. Its toxin acts warm mud of the subtropical seas, rivers, and marshes
nt making of Regulus V. They prey on all large animals in their
r prey is habitat, ef iently filtering out the viruses, nitrite com
faster and much more profusely than norm pounds, and other contaminants endemic to life
spider then uses its rear proboscis to di that active slurry
les. In past times, the venom B R The Regulan blood worm usually
used as a tool for assassination attacks sleeping, swimming, or similarly easy t
but in more enlightened times, its primary use is as a The worm fi a good spot away from claws or teeth
medicine to improve circulation the shoulderblade, the rear of the thigh, and the groin
are popular spots), attaches itself, and begins to feed
Regulan blood worms have an anesthetic slime that
numbs victims to the tiny pinprick of the first bite
noticing a blood worm bite at the time is a TN 20
Observe (Feel) test). This slime also serves as a power
ful adhesive; removing a feeding blood worm does
1d6 points of damage to the host without TL 6 or bet- DESCRIPTION
ter medical treatment at a TN. 15 base difficulty. A ENVIRONMENT: Native to the ecologically devas.
blood worm will guzzle up to double its own Vit tated Nausicaan homeworld, ripperworms exist wher
before detaching from the host and slithering away to ever large amounts of fresh organic waste can be
spawn. Baby worms then hatch from the parent's body found. They feed primarily on the bacteria that thrive
(Regulan blood worms are hermaphroditic) and the in such matter, taking in huge amounts of nutrients
cycle continues. similar to a filter feeder, Unfortunately, while this
allows the ripperworm to survive in such an environ
ENCOUNTERS ment, it does not allow them to thrive. In order to do
Although Regulan blood worms (or creatures like so, they must find a larger source of nutrie ts, gener
them) are likely to be momentary threats, if that, in ally by hunting larger animals (including u lucky
most episodes, they can serve other purposes. In humanoids). Ripperworms use th r_heat-sensing
Denobulan medicine, for example, holistic biophysi- spines to detect prey, but due to the relatively high
cians use Regulan blood worms to filter toxins out of heat of decaying waste, their senses work best when
patients rather than mechanical transfusers or separa- the target is mobile.
tors. A blood worm that has fed on a wanted criminal Ripperworms are extremely efficient feeders and a
(or prominent diplomat) might be the target of a des swarm of these crea res can devour their prey within
perate search throu the swamps to recover a sample minutes and leave no discernible remnants
of his DNA for testing, duplication, or tracking pur- Immediately after such a meal, the ripperworms go
poses. dormant in preparation to breed, Once they awake
they mate in large clutches known as egg-swarms
After depositing the now fertile eggs in the muck, the
ripperworms scatter away from the breeding ground to
7 look for new places to hunt
Interestingly, few ripperworms can survive outside
a RIPPERWORM of waste-rich environments, There simply aren't
enough nutrients in most other ecosyst ms to support
them. Also, unlike their ‘cousins’ toxic slugs, ripper
The ripperworm is a vicious, segmented worm that worms have no innate resistance to toxic wastes or
grows from about a half meter to one and a half meters radiation andcan be poisoned by
in length. Multiple rows of teeth and barbed spines them like any other animal.
comprise the first quarter of its body, with chiti Benavior: Some
nous plates covering the last three quarters Federation scientists have
Ripperworms have no apparent central compared the ripper
sensory organs; instead, some spines worm to a shark, and this
located on the front of the body are spe- analogy. They're
cialized to detect heat on the
move, and
GREATURE STATISTICS. the need
FORM: ANIMAL to feed
‘ET: CARNIVORE
‘FEEDING HABITS: CHASER be over
‘SIZE: SMALL (.6 M LONG) whelm
‘ATTRIBUTES: STR1 (—3), INT 1(—9), ABLS (+0), WIT0 (—#),
PRE O (—8), PER 4 (+0) Upon
REACTIONS: QUIK +2, SAW 0, STAM +0, WILL +1 locking on
(MOVEMENT: 3 M/20 M/S KOM; SWIMMING 10 KM/THR to the heat sig nature
LUFTING/CARRYING CAPACITY: 20 KG MAX (2 KE ORAL)/S KE of a victim, rip:
UGHT perworms
DEFENSE: 7 verge on it
‘HEALTH: 1 quickly as possi
WOUND LEVELS: 4 ble, even
‘SKULLS: ATHLETICS (SWIM) +1, STEALTH +1, SURVIVAL +4, UNARMED P 2 devouring
‘COMBAT: NAT +2 OM each
‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (METHANE RICH WASTE), other to get to their
‘EXTRAORDINARY SENSE (INFRARED VISION), FEROCIOUS (FEEDING), prey. The same kind of ruthless
NATURAL WEAPONS (TEETH 206-3, BARBS 1D6—3), SPEED (SWIMMING) ness applies to any wounded rip:
TW EQUIVALENT: §
perworms—they are eaten as quickly as their brethren
can find them,
The easiest way to deal with a ripperworm
swarm is to give them another heat target to fol
low. One away team accomplished this throug
ned phaser blasts, which heat up nearby rocks
enough to give the ripperwor a more tempting
target.
ax SABRE BEAR
COMBAT +3
SPECIAL ABILITIES: CAMOUFLAGE, CUNNING (DEFENDING TERRITORY),
‘EXTRAORDINARY SENSE (SUBSONIC HEARING), EXTRAORDINARY SENSE
(CHEMORECEPTION), FEROCIOUS (DEFENDING TERRITORY), NATURAL
Over a meter tall at the shoulder and three meters WEAPONS (FANGS 306 +3, QUILLS 208+ 3), REGENERATION (RECOVER 1
when standing, this ursine creature possesses razor HEALTH PER HOUR)
sharp quills, impressive claws, powerful jaws, and a TW EQUIVALENT: 15
ing intellect be ering on sapience. It also boasts
a potent tive system typical to ma Klingon D RIF
life-forms. With ayish-brown fur and the ability to IRON Long held as a sacred animal, the
flatten itself out (leaving only its yellow-gray eyes to sabre bear can be found only on the slopes of Kang’s
look for danger), the sabre bear can also virtually dis- Summit on the Klingon homeworld. In the past, sabre
appear in its environment, making it a significant chal bears lived throughout the higher mountain ranges of
lenge for any warrior brave enough to hunt it Qo’noS but time and excessive hunting have led toa
sharp decline in their population. Presently, they are a
CREATURE STATISTICS protected species with hunting permits only given to
ORI: ANIMAL the greatest of Kli
DIET: OMNIVORE Sabre bears are, by nature, fishers and hunters that
FEEDING HABITS: GATHERER supplement their diet with nuts and roots. They frequent-
LARGE
(3 M TALL) ly clash with packs of ferro-wolves and targs over similar
ATTRIBUTES: STR 12 (+3), INT 2 (2), AGL 8 (+1), VIT4 (0), PREO (6), foods, perhaps causing their extreme territoriality
PER 4 (0) Bevavior: Under normal circumstances, sabre
REACTIONS: QUIK +1, SAV =O, STAM +3, WILL +1 bears are relatively peaceful, gathering and eating food
IMOVEIMENT: 8 M/6O NV/15 KM to support their enormous bulk. Their ferocious aspect
LIFTING/GARRYING CAPACITY: 240 KG MAK (24 KE ORAL)/60
KE LIGHT
comes into play when those the animal perceives as a ‘WOUND LEVELS: 4
threat violates their territory. When they try to track this ‘SWOLLS: ATHLETICS (JUMP) +3, STEALTH +5, SURVIVAL + 6, UNARMED
creature down many an unprepared Klingon has found COMBAT +4
himself the prey rather than the hunter. SPECIAL ABILITIES: CAMOUFLAGE, EXTRAORDINARY SENSE (ECHOLOCATION),
FLYING, INVULNERABLE (SANDBAT TOXIN), NATURAL WEAPONS (FANGS
ce
fi ae
ENCOUNTE
Since before: “regpidedl history, the
106-3), SPEED (FLYING), TOXIN (INJECTION, ONSET: 106 ROUNDS, POT.
£0, DAB. +0, TREAT = 0, EFFECT—1 WIT, 1 STAGE, 2ND EFFECT: NONE)
Klingons have hunted the sabre bear as a test of their TN EQUIVALENT: § (6)
warrior skills. Upon the near extinction of the species,
strict ritualistic guidelines were imposed to moderate D SCRIPTION
the hunt. A warrior who wishes to hunt the sabre bear ENVIRONMENT: Sand bats are nocturnal predators
may use no weapons except bat‘leth, mek'leth, and indigenous to the tectonically active crystal deserts of
d’k tahg. They are also expected to leave an offering Manark IV, These strange little creatures are relatively
for the sabre bear before they hunt it—fresh caught low on the food chain and, to protect themselves, they
fish from the sabre bear's territory is best, though beru have adapted a unique protective routine. Specifically,
nuts and tika roots are acceptable as well sand bats produce a neurotoxin that, when exposed to
Under normal circumstances, the hunt for the air, becomes sticky like a kind of glue. After hunting,
sabre bear is a solitary quest the journey itself is as the sand bat licks its wings and grooms itself to cover
important as the hunt and even unsuccessful hunts its body and head in this sticky toxin, which hardens
have resulted in a spiritual awakening in young war- into a rock-like shell. The net effect is that, by the end
iors. The land around Kang’s Summit is a harsh and of the process, the flock appears as a collection of
beautiful one and many have said that in many ways it small rocks lying on the ground
reflects the Klingon soul When they hunt, the sand bat’s normal prey con-
Sadly, unscrupulous merchants have exported sists of small, hopping insects and lizard-like crea-
sabre bears to other environments and some can be tures. They only attack larger prey if disturbed. Their
found on private hunting preserves. These animals poisonous bite injects a paralytic neurotoxin capable
tend to be miserable and more prone to recklessness of causing nausea and numbness in humanoids,
than their Qo’nos counterparts. Though they are unde- though it is rarely fatal, Unfortunately, these animals
niably masters of their domain, there is some element attack in groups, the initial attack by one bat alerting
missing from other environs which sabre bears pick up the rest of the swarm to danger.
‘on and react to. There is a famous modern Klingon BEHAVIOR: Sand bats spend the day sleeping in
‘opera in which a warrior rescues a sabre bear whatever shade they can find, coming
against great odds from such a preserve. out at night to hunt. Then, they are
SAND BATS
Appearing to the untrained eye as small
rocks when nesting, sand bats can quickly
uncurl themselves into a snarling mass of teeth
and wings with vulpine features.
CREATURE STATISTICS
‘OLET. OMNIVORE
‘FEEDING HABITS: |
SIE: SMALL (8.
‘ATTRIBUTES: STR1 a 7” ne 3), AGL S (0), VITO (8), PREO (8),
PRA (+0)
‘REACTIONS: QUIK +3, SAW + 0, STAM —3, WILL —4
(WOVEMENT: 3 M/20 M/S KM; FLYING 15 KM/HR
LUFTING/ARRYING CAPABITY: 20 KE MAX (2 KE ORAL)/S KE LIGHT
DEFENSE: 7
HEALTH: 1
distinguished by impressive leaps followed by long ATTRIBUTES: STR 10 (+2),
INT 1 (—B), AGL 4 (0), VIT 8 (+1), PRE O (—8),
glides as they search for food or possible nesting sites PERS (—1)
for next day’s rest REACTIONS: QUIK +1, SAV —1, STAM +3, WILL +1
Their most impressive behavior occurs during the MOVEMENT: 6 M/BO M/1S KM; RUNNING 30 KM/HR
mating period in the rainy season, Then, swarms of the LIFTING CARRYING CAPACITY: 200 KE MAX (20 KE ORAL)/S0
KE LIGHT
bats awaken at sunrise and sunset and rise into the air DEFENSE: 7
in great clouds that refract and shine as they perform a WEALTH: 10
complicated mating dance. The ‘winners’ of the dance ‘WOUND LEVELS: 6 (2 LEVELS WEALTHY)
entangle themselves in a jumble of wings and legs and ‘SHILLS: ATHLETICS (JUMP, RUN) +2, OBSERVE + 2, SURVIVAL + 6, UNARMED
plummet towards the ground, Often, the impact stuns COMBAT: NATURAL WEAPONS +3
the mating pair and they lay there, semi-conscious, for ‘SPECIAL ABILITIES: ARMOR (SCALED PLATES, DEFLECTS & DAMAGE), FEROCIOUS
several hours. This is when exobiologists have been (DEFENSE), NATURAL WEAPON (HOOVES 206 + 2, TEETH 108+ 2), SPEED
able to safely collect specimens for study (RUNNING)
The mating rituals are of note because, removed TW EQUIVALENT: 5
from their native desert environment into a more
water-rich one, sand bats become prolific. A typical
pod of 100 sand bats can double their population én ENT: It is not known precisely where
little as three days if left without natural pre¢ the sark originated—Klingon legends claim they
the rigors of desert life. Fortunately, water can also be sprang full-formed from the blood of a slain god.
anathema to sand bats, as too much water will over- Wherever Klingons traveled, however, they did
whelm their desert-evolved system and drown them the backs of sark. Seem\ bredfor conflict, the sark
thrived across Qo’noS, from its plains to its volcanic
mountains, and, ¢ en, even beyond. Sark can be
Sand bats are native to most of the deserts on found wherever Klingons have colonized, usually in
Manark IV, though they could be encountered else- the stables of wealthy House lords and farmers.
where in the galaxy. An enterprising Ferengi merchant Its three-toed feet are best suited for mountain rid-
mistook some stunned bats for unusual crystals and ing and they are more sure-footed than most
tried to sell them offworld. Once the bats awakened quadrupeds, They make terrible swimmers though, as
the startled customers simply discarded them, The bats the plates on their upper torso tend to unbalance the
proved to be effective predators in a number of envi sark
ronments and an ecological danger before Federation Benavior: In both song and verse, sarks have
officials helped solve the situation, Starfleet Medical been used as metaphors for the Klingon soul. The sark
believes the sand bats’ paralytic neurotoxin could be is primarily a grazer, fee ing on anything it can find.
synthesized into a local anesthetic, and plans to send rokeg, tika roots, gagh—but are as capable of con-
an exobiology team to collect live specimens. suming meat. Unlike the typical grazer, sark are any
thing but slow moving or passive; like all wildlife on
Qo‘nos, the sark must be able to contend with the
harsh environment.
Left to their own devices, they are a
short-tempered, and tenacious, particularly when
oa OARK guardi heir herd and territory. In captivity, Klingons
found that there is no process of true ‘domestication’
=
with sarks Either a sark allows a rider or it won't
An animal analogous to the Terran horse and used Once a sark has bonded itself to a rider though, they
for many of the same purposes throughout Klingon his. make a formidable pair. Klingon and sark act as one,
y, the sark has a decidedly canine appearance. terrible to see in war and p arly unstoppable on the
Noted differences are the three toes on the sark’s feet, battlefield. The two remain together until either the
the elongaged snout, and scaled plates that cover the sark or its rider makes the journey to Sto-Vo-Kor. (In
sark’s head, shoulders and sides (which are used pri order to determine whether a sark bonds to a charac
marily in heat regulation), Also, unlike Terran horses, ter, make a Perception attribute test for the creature,
the sark possesses sharp teeth used in tearing apart with the TN equal to the character’s Presence.) Stories
meat, which they eat irregularly of the hero Kor’Cha and his faithful sark Tagros are
popular among Klingon children.
CREATURE STATISTICS Sarks used as beasts of burden typically come from
“al ANIMAL among those who are either too old to fight or who
OMNIVORE have been exiled from the herd for one reason or
DING HABITS: GRATER another,
E LARGE (2.7 M TALL)
ENCOUNTERS ‘HEARING,
KEEN SMELL).
Unfortunately for most, the closest they will ever IWALENT: 10
come to riding a sark is inside a holosuite. Real sa
found on most Klingon colony worlds DescriPTiON
»n Qo‘noS itself. There, though their Gray-to-gold furred quadruped with long 1
numbers are lower than in antiquity, they are still 2.5 meters long, 70-350 kg mass.
treated with respect and used in impressive races and ENVIRONMENT: Sehlat are native to the scrub
battle contests taking place throughout the y ar. The moun and hardy forests of Vulcan’s tempera
largestof these spectacles is Qui’nos, the Festival of 3 zones, but have adapted to life in all but the harshest
toes, which takes place on MurakaVII, There, the finest of Vulcan's tropical deserts. Sehlat paws are tout yand
of the sark breed are displayed and raced on a six-day malleable, able to expand to support the be:
endurance run across number of terrains, The win
ners and their riders are then pitted in several gladia volcanic rocks without bein
torial contests for a second six days punctuated by possess the nicitating membr
extravagant celebrations. Finally, visitors might see a higher life forms on Vulcan; sehta
Klingon lord surveying his lands or hunting from the even than most Vulcans’, to make the most of the thin
back of his sark or stumble on a herd while camping
on the Klingon homeworld BeHavior: Sehlat are omnivorous, heir
claws and fangs to uproot cir-cen cacti or to che
through tough gespar rind more often than to figh
foes or bring down living prey. In the wild.
ferto dig burrowing mammals out of their warrens and
feast on the trapped beasts rather than the
sa OEHLAT work of hunting more elusive game. Howeve the vast
majority of sehlat on Vulcan are domesticated pets,
and live on prepared nutrients or vegetables with no
Although it has been described as “a teddy bear discomfort or ill health, Both domestically and in the
with six inch fangs,” the Vulcan sehlat most closely wild, sehlat live in packs but often hunt individually
resembles a bear-sized (up to 2.5 meters long, and 350 sehlat mate for life, which usually lasts 70 or so years.
kilo, ns) Earth bobcat. Besides the fangs (which do Primitive Vulcans trained and bred the sehlat as guard
draw the atten on of onlookers), the hlat’s most dis: animals and coursing hunters; even on moderr
tinctive features are its delicat tufted ars. Sehfat (the Vulcan, sehlat of those old lines (usually atta hed to
lar and plural) usually run on all equally old Vulcan families) combine fierce loyalty
zh they can stand upright or sit back and sharp hunting skills found in few creatures on or
ed be—usually to reach food. off the planet
fur ranges from dusty gray to bright tawny gold,
usually in a dappledor mottled scheme; it is an excel: ENCOUNTERS
lent insulator against the bright heat (and stark cold) of An episode involvi shlat is likely to use it as
the Vulcan high desert ni color, to establish the personality of its
Vulcan master. Sehlat and their owners oiten sha
CREATURE STATISTICS certain empathic link, even more so t Ea h pets
FORM: ANIMAL and their owners, (True psionic abilities, however, are
‘IET OMNIVOROUS rare in sehlat,) Unlike modern Vulcans, sehlat do not
FEEDING HABITS: CHASER abide by codes of logic and emotional restraint; a
‘SIZE: MEDIUM (2M LONG) careful observer may notice a sehlat displaying emo:
‘ATTRIBUTES: STR 11 (+2), INT 6 (+0),
ABL 12 (+3),
WIT 13 (+3), tions its master would prefer to hide. If the sehlat is the
PRE 8 ( + 1), PER 12 (+3) prime mover of an episode, it can play a role analo-
REACTIONS: QUIK +5, SAW +1, STAM +6, WILL +7 gous to the faithful dog in any number of tales from
MOVEMENT: 10 Old Yeller to Lassie to Call of the Wild. A threat to
LUFTING/CARRYING CAPACITY: 220 KE beloved seh/at (either a kidnapping for ransom, harm
OEFEIVSE: 10M/80M/18KM during an intrusion, or theft for breeding purposes
HEALTH: 15; might cause Vulcan characters to examine assump
WOUND LEVELS: 5 tions about logic and emotion that often break dow
‘SHOLLS: ATHLETICS (JUMP) +3, CLAWS +5, FANGS +4, OBSERVE (LISTEN) in pet owners.
+5, STEALTH +2, SURVIVAL (DESERT) +4
SPECIAL ABILITIES: CAMOUFLAGE, EVASION, FEROCIOUS (PROTECTING MATES OR
‘FAVORED VULCANS), MULTIPLE ATTACKS2 (CLAW-CLAWY-BITE), NATURAL
WEAPONS (CLAWS, 206 +4; FANGS, 306 +4), SKILL FOCUS (KEEN
expels as perspiration. In other words, it lives off the
nutrients and minerals produced by physical tivity.
The skin frog absorbs perspiration through its skin
n some animals, this causes weakness and fatigue, as
ex SKIN FROG the skin frog absorbs nutrients more quickly than the
body can actually push them out. When the skin frog
feeds by makinga Drain at ack, the victim must make
Skin frogs appear as small, elongated creatures a Stamina test as though they suffered from fatigue.
with short front legs, longer back legs, splayed feet, With a failed test, the victim drops to the next fatigue
and wide, tri ngular heads. They lack eyes, instead level. Thus, even while engaging in relaxed activities,
relying on their ability to detect heat to navigate their the arget loses fatigue levels ind suffers from the asso-
environment, and their mouths consist of a ring, of ciated penalties. A character could collapse from
sharp teeth under their heads. In their natural habitat exhaustion in a matter of minutes, despite his or her
they are faint, sickly green in color with a mottling of actual level of activity. Skin frogs are not aggressive,
brown and pink. and prefer to siphon off nutrients in peace. If the target
attempts to dislodge it, the creature attacks with its
CREATURE STATISTICS wide, circular mouth
FORM: ANIMAL
ET: CARNIVORE ENCOUNTERS
FEEDIVG HABITS: PARASITE Because Minosian civilization was destroyed by its
SIZE: TINY (8 GM LONG) own automated weapons systems, few people have vis
ATTRIBUTES: STR1 (—3), INT 2 (—2), AGL S(+0),
WIT 4 (+0), PREO (8), ited the planet, and the skin frog has remained undis-
PER2 (—2) covered. Travelers to the planet, particularly the
AEAGTIONS: QUIK 0, SAVY —2, STAM = 0, WILL —3 swamps and jungles, could inadvertently carry these
‘MOVEMENT: 30 CM/2 M/250 Mt creatures off-world. Their ability to blend in with their
LUFTING/CARRYING CAPACITY: W/A host’s skin, and their effect on a character's fatigue
DEFENSE: 7 could lead doctors to suspect some kind of alien dis
AEALTH 1 ease. Additionally, the skin frog m kes a unique kind of
WOUND LEVELS: 2 LEVELS weapon useful to rogues and assassins—one that inca-
‘SHILLS: ATHLETICS (CLIMB, JUMP, RUN, SWIM) -+-7, STEALTH +6, SURVIVAL pacitates its target without the use of easily detectible
+8, UNARMED COMBAT: NATURAL WEAPONS +2 drugs. It may be possible that the Minosians themselves
‘SPECIAL ABILITIES: CHAMELEON (+3 STEALTH (HIDE, SNEAK)), DRAIN marketed skin frogs to off-world traders for this very
(PERSPIRATION, —1 FATIGUE), EXTRAORDINARY SENSE (INFRARED SENSE), purpose.
NATURAL WEAPONS (MOUTH 108)
TW EQUIVALENT: 10
WOUND LEVELS: 3
‘SHILLS: ATHLETICS (CLIMB) + 1, OBSERVE -+3, STEALTH +2, SURVIVAL
lapsed web towards itself and methodically
both the web and its contents.
devour Description
Typically, hook spiders keep to themselves. Despite their strung,
tled or disturbed, by a suddenly opened acces: If star behavior and fussy enden:
for example, the spiders retreat to a dark corner nel cies, Tarchee cats are the
deeper into electri | circuitry. But if cornered, or favored pets of the
they
usually attack with their hooks and stinging bite. Nechisti Order of monks
on Nechani. Tarchee cats
CREATURE STATISTICS
FORM: ANIMAL ce
DET: CARNIVORE
FEEDING HABITS: POUNCER
SIZE: SMALL (1.8 M LONG) wa TARG
ATTRIBUTES: STR 1 (—8), INT1 (2), ABL (£0), a
VITO (8), PRE
O (~8),
PER 4 (0)
REACTIONS: QUIK-+-2, SAVV 0, STAM —3, WILL Targs are one of the most well-known animals
4 inating from the Klingon homeworld of Qo'noS. orig.
Porcine creatures have thick, bristly hides with Thes
‘MOVEMENT: 3 6/20 M/S KM
UUFTING/CARRYING CAPACITY: 20 KG MAX (2 KE ORAL)/5 spikes
DEFENSE: 7 KE ga jutting from their back along their spines.
A pair of
HEALTH: 1 wicked tusks jut out from their snouts, vaguely remi
WOUND LEVELS: 4 niscent of aT
SAILS: ATHLETICS (JUMP) -+-9, STEALTH +5, SURVIVAL
+ 6, UNARMED CREATURE STATISTICS
‘COMBAT: NATURAL WEAPONS +4
‘SPECIAL ABIUTIES: EXTRAORDINARY SENSE (PStONIC FORM: ANIMAL
SENSITIVITY), NATURAL VET: OMNIVORE
WEAPONS (CLAWS 106-3)
TW EQUIVALENT: § FEEDING HABITS: GATHERER
SIZE MEDIUM (1.6 M LONG)
amt TRIBUTES: STR
6 (0), INT (8), AGLI (8), WIT4 (0), PRED
(8),
PER3 (—1)
AEACTIONS: QUIK —1, SAW —1, STAM +0, WILL +1
‘SOVEMENT: 6 NV10 1/40 KOM The targ can be found wherever Klingons go. On
IFTNG/GARAYING CAPACITY: 120 KE MAX (12 KE ORAL)/30
KE LIGHT board their starships, targ herds provide freshly slaugh-
DEFENSE: 4 tered nourishment (and several cargo holds are typi
HEALTH: 4 cally used as corrals). On Klingon colony worlds, targ
‘WOUND LEVELS: herding is a common profession and wild targs are
SWILLS: ATHLETICS (RUN) +2, OBSERVE + 3, SURVIVAL +7, UNARMED introduced to the environment to provide hunters with
(COMBAT: NATURAL WEAPONS +3 game. More tradition-minded Klingon commanders
SPEGIAL ABILITIES: ARMOR (TOUGH HIDE, DEFLECTS 3 DAMAGE), FEROCIOUS use targs as watch animals, often forming targ patrols
(ATTACKING), NATURAL WEAPON (TUSKS 108) consisting of a single a
Ni EQUIVALENT: § (8) Apparently, among Klingons, the targ’s destructive
antics are perfect for growing warriors and many
young Klingons keep targs as pets
IRONMENT: Targs prefer to live in a cooler On Qo’noS, targ hunting is a favored pastime.
dryer climate commonly found on Qo‘noS’ mountain Visitors to the Klingon homeworld can participate in
ranges, though Klingons have introduced them ¥ one of these hunts, though engaging the services of a
many other environments as well. Herds of targ scam qualified guide is recommended. Similarly, campers
per among rocky outcroppings and high slopes m| traveling to the mountains may encounter a herd of
like Earth’s mountain goats. Primarily flesh eaters, they targ, and are advised to move on
root around for insects and small rodents but can One enterprising Ferengi merchant attempted to
stomach eating vegetation if necessary keep a herd of targ on be ard his ship to sell to Klingon
To the Klingons, these nasty creatures serve many deep-space scouts. Unfortunately, he had little experi
purposes, from meal to pet to guardian. Heart of a targ ence dealing with the animals and a number of them
is a traditional Klingon dish, often consumed at impor escaped their pen and ran rampant along the ship’s
tant events such as the Klingon Day of Honor. Most corridors. Several days later, a Klingon cruiser came
Klingon weddings have at least one targ sacrifice across the ship and after assessing the situation, the
planned before the wedding feast, more if the party is Klingons rescued the thoroughly embarrassed Ferengi
large. Tallow made from targ shoulders is used in fash and took the merchandise off his hands, The Ferengi’s
ioning proper var‘Hama candles. story became the inspiration for the ‘Ballad of the
JOR: Targs are best known as vicious and lobed Ferengi’ drinking song,
ill-tempered animals. They congregate in small herds
and mig) annually between favored feeding
grounds, which they defend viciously against intrud cy
ers, When ‘ooting for food targ herds have been
known to uproot trees in their enthusiasm They fre
pen their tusks on rocks, and deep gashes wv TARGHEE MOONBEAST
a herd has passed by. If they
disturbed, they prefer to defend themselves and
their territory, making them excellent guard Targhee moonbeasts are known for possessing two
animals; targs do not give up easily, no distinct forms. The first is a short-snouted,
matte > size of furred marsupial-like creature with wide
their opponent, and moon-like eyes and grasping hands
many Klingon The second form, which occurs dur:
ing certain conjunctions of the
gored by a charg Targhee moons, is that of a long
nig vulpine face with vicious teeth,
clawed hands, and slitted silver-col
cored eyes.
CREATURE STATISTICS
FORM: ANIMAL
(WET: HERBIVORE,/ CARNIVORE
16 HABITS: GATHERER/CHASER (FULL MOON
omy)
‘SIE: SMALL (1.75 M LONG)
ATTRIBUTES: STRS (0), INT 1 (—3), AGL S (+0),
VIT O (—8), PRE1 (3),
4(+0
HEACTIONS:QUK +2, SAW 20, STAM +9, WL +1
When the Targhest IV's moons begi moving into
alignment (which occurs twice a year), their behav.
ior changes. First, the sleeping habits of the moon:
beast shift gradually from daytime activity to
nocturnal. Next their feeding habits
change from herbivorous to carnivorous
and they become more aggressive.
During the three-day alignment of the planet's,
moons, the moonbeast actually shifts its form and
it is at this stage that they are at their most dangerous
In full “moon form,” the small pack
hunts together, working to bring down
larger prey. They develop the ability to
see into the ultraviolet spectrum, allow 8
them to hunt effectively at night. Because they con:
sume more energy-rich sources of protein, they have
the capacity to chase down their prey and
they don’t give up easily
thing that strays into their path, in particular
MOVEMENT: 3 M/20 M/S KM; RUNNING 10 their favorite food—the Targhee cheetah
KOVR Finally, during this period, in order 1 coordinate
LUFTING/ CARRYING EAPADITY: 100 KE MAX (10 KE ORAL)/25 KE LIGHT their activities they possess a sophisticated form of
DEFENSE: 7 communication. The famous braying of the Targhee
HEALTH: 1 moonbeast can be heard for miles and most
WOUND LEVELS: 4 humanoids find the sound eerie and unnerving,
‘SHOLLS: ATHLETICS (CLIMB) +2, OBSERVE +3, STEALTH +1, SURVIVAL +7,
‘UNARMED COMBAT; NATURAL WEAPONS + 2 NCOUNTERS
‘SPECIAL ABILITIES: EXTRA FORM (MIMICRY, LIMITED TO ONE FORM), The Targhee moonbeast is most often encountered
[EXTRAORDINARY SENSE (ULTRAVIOLET VISION)*, FEROCIOUS (MOON in the jungles of Targhest IV. Safaris to the region are a
FORM)”, NATURAL WEAPONS (CLAWS 308, FANGS 206), SPEED popular tourist attraction, Occasionally, a pack of
(RUNNING) * moonbeasts descends upon a neighboring settlement
ALLOF THE MOONBEAST'S SPECIAL ABILITIES REFER TO ITS "MOON FORM" ONLY. while in moon form requiri hunters to put them
TW EQUIVALENT; 10 (4) down, The worst incident involving these creatures
took place when an escape pod crashed into the jun:
Descr TION Ble during a lunar alighment; no survivors were locat
Environmen Originating on Targhest IV, exobi: ed.
ologists believe these creatures to be the result of Because of the fascination with the moonby
entation intended to remake beasts polymorphic form, several have been shipped off to a
from Targhee legend. Although the true origins of these number of zoos on those planets where such enter
animals are lost to history, the moonbeasts form a vital tainments are enjoyed. Outsideof their natural habitat
part of the Targhest ecosystem. however, moonbeasts exhibit none of their shape:
Moonbeasts prefer to live in a tropical environ- changi g tendencies and end up living, 1 greatly
ment, though a subspecies is known to exist in tem- abbreviated life tyle. There are exceptions to this,
perate climes. They are equally at home on the ground though—under certain gravitic conditions, the moon.
and in trees. Moonbeasts make common prey for some beast’s unusual physical condition ma
of the rger animals in Targhest’s jungles, notably the
Targhee che ah. In “moon form,” however, these
creatures play a pivotal role in keeping down the pop:
ulation of jungle predators. m
BEHAVIOR: The Targhee moonbeast’s behavior is
tied closely with the cycle of Targhest’s three moons.
Throughout the year, moonbeasts are diurnal gather-
os TARKALEAN CONDOR
ers. Because they spend time and energy searching for
and consuming particular nuts and roots, they migrate Very similar to the extinct European vulture of
in small packs. Moonbeasts are not especially territo Earth, the Tark or has drab plumage, a long,
rial and they keep to themselves, preferring to take thin neck, a cruelly-hooked beak, and an enormous
flight in tall trees. wingspan (better than 4 meters). Its body, by con
is small (1. meter long), plump, and stocky, with two Enc NTERS
ungainly but strong double-jointed hind legs that Tarkalean condors are large, stupid, and aggressive
e ge from the condor’s back and fold up « the side > pose tential problems for aircraft operat
in flight. Individual condors may have colorful wattles ing in the Tark an skies. Shapeshifters wanting a
or crownsof loose skin resting off center on their near strong, powerful lier might consider this as a form, if
ly-bald heads. Only in flight does the Tarkalean condor they don’t mind looking bad. A Tarkalean condor might
appear graceful also pick up some shiny, but object for its nest
requiring either difficult mount ing (amid tectoni
CREATURE STATISTICS cally unstable crags) or very tricky pinpoint transporter
Fm: ANIMAL work to get to ap ak-top nest and retrieve the dilithi
‘ET: MEAT, EGBS,
AND CARRION um defibrillator before Momma Condor comes back.
FEEDING HABITS: POUNGER/SCAVENGER
SILE: MEDIUM (4M WANGSPAN)
ATTRIBUTES: STR7 (+0), INT 2 (—2), AGL 8 (-+1), WIT 6 (+0), PREB
a
(+0), PRB (+1)
REACTIONS: QUIK +1, SAVY +1, STAM +4, WILL —1
‘MOVEMENT: FYING 20M/140N/33KM os TARKALEAN HAWK
LUFTING/CARRYING CAPACI
ul ncannily resembling an Earth hawk, the Tarkalean
hawk ares the characteristic swept wings, paler
sas oe +4, STEALTH +1, SURVIVAL (MOUNTAINS) +3, BEAK -+2 hood” of thers, independent eyes, crus talons, and
SPECIAL ABILITIES: FLYING, NATURAL WEAPONS (BEAK, 108 +3) brownish plumage of its Terran analog. Around half a
TW EQUIVALENT: § meter in length and wingspan and 3 kilograms in mass,
the Tarkalean hawk is a compact, but deadly, raptor
DESCRIPTION
ENVIRONN NT: Native to the mountainous valleys CREATURE STATISTICS
of Tarkalea the Tarkalean condor prefers catching Fa: ANIMAL
updraits of warm air as they tear through the ravines GET: SMALL ANIMALS
and past the cliffs of that young world. Tarkale FEEDING HABITS: POUNCER
undergoing major tectonic, vol SIZE: LITTLE (.5§ LONE)
changes; its mountainsides are cra ATTRIBUTES: $TR 2 (—2), INT 3 (—1), AGL 10 (+2), VIT
3 (—1), PRE2 (—2),
sharp. Tarkalean mosses, lichens, PER a (+1)
possess astonishing nutritive value, and support a AEATIONS: QUIK +5, SAV +1, STAM —1, WILL —1
seemingly impossible animal-heavy ecology wherever ‘MOVEMENT: FLYING 35M/220N/66KM
they grow. Avian life has evolved far ahe J of other life ING CAPACITY: 4 KE
on Tarkalea, with over 172,000 species of birds and
bird-analogs known to surveys—xenobiologists theo
rize that only in the normally-precarious air is there iS
enough evolutionary competition and pressure to ‘SNILLS: ATHLETICS (FLY) +2, OBSERVE (SPOT) +, STEALTH +4, SURVIVAL
force rapid change and species development (PLAINS) +3, TALONS +4
OR: In this environment, the ‘SPECIAL ABILITIES: FLYING, NATURAL WEAPONS (TALONS, 108 +2), SKILL FOCUS
condor survives on size ability, and meanness.
Tarkalean condors will gladly eat the eggs of other
birds, and even the young hatchlings if they can.
More usually, they dine on carrion from other birds
kills, or on Tarkalean sheep (actually a kind of feath- jn raptor 5 m long, 3 kg mass.
ered tapir) that fall off the mountainsides during Native to the avian paradise of
storms or cyclones. With the great lift of their wings, n hawk is a favorite of aristocrats,
even while gliding Tarkalean condors can stay aloft hunters, and bird fanciers on many surrounding
longer than most birds; this lets them take the advan worlds, Tarkalean hawks must be raised from infancy
tage in contests over fresh corpses or prime nesting ona given planet to adjust to air pressure, trace atmos-
spots. They primarily strike with their beaks, using pheric elements, magnetic field differences, and so
their talons to place 4 balance particularly choice forth, or else they will go off their feed and languish
carrion on their backs. and
fledglings off Tarkalea draws Orions, Ferengi, and
other species e to “spread galactic biodiversity
and ¢ 1m a nice payday doing it. Basically an efficient CREATURE STATISTICS
predator, the Tarkalean hawk often adapts too well to FORM: ANIMAL
new worlds, killing valuable biopesticidal shrews or ‘DIET. FISH AND SMALL ANIMALS
earth-turning “nitrate voles” on agricultural planets. FEEDING HABITS: POUNCER
Benavior: Like Earth hawks, the alean hawk ‘SIZE. LARBE
hovers high over the ground seeking a small, moving ATTRIBUTES: me IT 3 (—1), AGL (+1), WIT 8(+1), PRE 10
target and then dives on it at ferocious speed, snatch (+2), PERT (+
ing the prey up in its talons and returning to its perch REACTIONS: QUIK +4, mn 0, STAM +4, WILL +0
to consume it. Tarkalean hawks mate only during mat ‘WOVEMENT: 20M/130M/3BKM (RUNNING), 1ON/6BM/18KM (GLIDING)
ing season, and do not pre any given mate the next LUFTING/CARRYING CAPACITY: 300 KE
year. Combined with their wide potential range, this UEFENSE: 8
leads most subspecies of Tarkalean hawk to interbreed, HEALTEC 1
reducing the risk of genetic drift or overspecialization. (WOUND LEVELS: 8 (2 LEVELS HEALTHY)
This also means that owners who want happy SWILLS: ATHLETICS (JUMP) +8, CLAWS + 3, OBSERVE (SPOT) +3, STEALTH
Tarkalean hawks in their mews need to obtain at least 1, SURVIVAL (MOUNTAINS) -+-3, WING SLASH +4 (IMALES ONLY)
a dozen of each sex. SPECIAL ABILITIES: FEROCIOUS (PROTECTING CUBS, DURING MATING SEASON),
FLYING, NATURAL WEAPONS (CLAWS, 1D6 +2; WING SPINES, 208 + 2
(MALES ONLY)), RESISTANCE (METAL POISONING)
“Although wild Tarkalean hawks pose little or no TW EQUIVALENT: 15
realistic threat to any landing party, it is not impossible
for a deranged trainer to teach Tarkalean hawks to SCRIPTION
attack Humans (or Andorians, or Romulans, or what Brown-furred, four-legged predator with large
ever). Such attacks would have to involve poison spurs spiny wings; 6 m long, masses 500 kg,
‘on the hawk’s talons, shrinki 3 the tar et down to the ENVIRONMENT: The razorbeast is uniqely suited for
size of a rat (which would also avoid the need for train: life in the lush, warm mountain forests of Tarkas IX, a
or some other means of evening the adds light gravity world with an anomalously thick atmos.
between a 3 kilogram. bird and a B0 kilogram phere due to a very energetic magnetosphere. This mag
humanoid. Conscientious Starfleet officers will likely netosphere increases the charged-metal content of the
run across contraband Tarkalean hawks on any of air (and, hence, the water and plant life). Most of the
dozens of worlds; removing them will possibly offend lower life forms on Tarkas IX can metabolize or safely
local dignitaries as well as killing the bird in question excrete this increased metal content; higher mammals
(by now fully acclimated to its incorrect planet) usually allow it to build up in their bones and then
ing them alone might do untold damage to the world’s shed’ it through the skin in a painful molting process
ecosystem each spring. With the male razorbeast, however, the
metal is somehow accreted into long, razor-sharp ediged
spines (similar to dagger blades) that emerge from the
spinal column and the pterotarsal bones in the wings.
Benavior: Male razorbeasts use these spines in
mating battles ar (0. defend their nests in rocky
we TARKASSIAN RAZORBEAST declivities. Female razorbeasts do most of the hunting,
swooping down on smaller mammals (especially the
Tarkassian hexapig) and fish. Humanoids are too large
The body of this lithe predator resembles a very and smell too weird) to be considered prey by female
large (6 meter long) Earth wolverine, covered in glossy razorbeasts, but if a female is in heat, any nearby male
brown fur. However, like much of the mammalian life razorbeast may attack a humanoid between himself
on Tarkas IX, the razorbeast has large, batlike wings and his love object. Similarly, any visitor—humanoid
a ound a 5 meter span) just behind its shoulders, of not—to a razorbeast nest (especially if there are
secured with an enormous knot of supercharged mus. cubs present) will suffer a fanatically fierce attack. The
second heart”) and capped w 1 blowholes male tazorbeast maintains a pride of five to ten
for extra aeration. (Non-winged higher ife forms or females, who adopt a new male when theirs dies (male
Tarkas IX are hexapodal, with six limbs. Its w BS are life spans are less than half that of female razorbeasts;
covered wi shorter fur and studded with razor-sharp possibly due to metal buildup in key organs), usually
metallic spines extruded from the creature’s spinal col after a ferocious all-comers battle.
umn and pterotarsal bones. Even with relatively light it A rkassian razorbeast is large
bones and its long, cartilaginous tail and “sternal kee a ert il enough to be a momentary threat, but is
providing stabilization, this 500 kilogram creature car unlikely to be the prime mover of the episode.
not actually fly, but rather leaps into a long glide However, the energetic, metal-rich troposphere of
Tarkas IX could bring down a shuttlecraft, especially trees or along low cliffs to maintain a good view of the
during an ion storm in nearby space. A crashlanded area and good defensibility. Teleraptors are daytime
Crew with no weapons except what they can impro: hunters, and prefer to attack at dusk, when their color
vise would face razorbeasts on far more even terms, ng makes them more difficult to see. Because of this,
ally if they are slowed down by an injured com most Orions are careful not to wander into the woods
rade (or by Supporting Cast ecologists insisting that in the early evening hours
killing razorbeasts will damage the Tarkassian bios: E The teleraptor is a solitary creature by
phere). Ferengi traders might follow the rumors that nature, but it does form life-long mating bonds. The
somewhere on Tarkas IX a family of razorbeasts lives pair typically hunts together, and the two attack on
with extruded latinum spines. either side of their prey simultaneously. Meat is carried
back to the nest for any offspring, who typically can:
not leave the nest until six months after hatchi
Tele ptors are carnivorous hunters, and prefer fish,
woodland animals, and smaller birds for their prey; they
have been known to attack humanoids should the
ze TELERAPTOR ‘opportunity present itself. These creatures are telepathic
and hunt with their mind more than their other senses,
They wheel on the thermals in widening circles around
Teleraptors are its nest, casting its thoughts over the area in search of
impressive birds with prey. When they detect another mind, the teleraptor
dark brown feathers drops into a steep dive. At the last instant the creature
and a golden-browr brakes, fla ing its wings backward so its talons strike first.
crest, Their hooked Then it uses its long beak to stab at the victim, generally
beaks and talons are striking the face and eyes. Ifpossible, the teleraptor may
also golden-colore grasp its quarry, fly up a hundred meters or so, and then
and many have faint drop it, repeating this process until it is dead
gold highlights in their While e teleraptor can sense the minds of its
tails and at the tips of prey, its thoughts remain on the level of an ani
their broad wings. mal, It cannot communicate intelligently
Domesticated teleraptors have been known
to communicate basic needs to their
owners—hunger, sleepiness, fatigue, a
desire to hunt or fly. Characters with
HABI telepathic ability can communicate
Size: MEDIUM cmon with a teleraptor, thought its
ATTRIBUTES: STR§ (=O), INT'S (+0), capacity to understand is limited
‘AGL AT (+2),WITS (—-1), PRES (—1), Finally, trying to convince a tel
PER B (+0), PS14 (+0) eraptor to cease its attacks tele
REACTIONS: QUIK +5, SAV
0, STAM +3, WILL +1 pathically is affected by the
(MOVEMENT: FLYING 12 M/80 M/20 KOM creature's Ferocious ability
TNG/CARRYING CAPACITY: 100 MB MAX (10 KE ORAL)/25
Teleraptors make danger
HEALTH: 8 ous opponents. Travelers to the
WOU LEVELS: § LEVELS forests of Rigel VII c
SHILLS: ATHLETICS (DIVE) +3,
‘OBSERVE + 6, STEALTH +3, SURVIVAL + 8, TELEPATHY +4,
‘UNARMED COMBAT, NATURAL WEAPONS +4 size. More commonly, the teleraptor is
‘SPECIAL ABILITIES: EVASION, FEROCIOUS (WHEN ATTACKING), FLYING, NATURAL found in the company of Orion merchant
WEAPONS (BEAK AND TALONS 106-+-3), TRAIT (PSIONIC) princes, who keep the exotic, golden bird
TW EQUIVALENT: 1 a5 a sign of status. They enjoy the telerap-
tor's ability to detect the minds of others,
and often employ domesticated speci
The tel ptor is native to the mens as personal guardians against
planet Rigel Vil, and are the favored pets of Orion intruders and assassins. Other tele-
princes. These birds are usually found in wooded areas pathic species appreciate the bird's
streams or rivers, and frequent small abilities, and the chance to share a
colonies, villages, and outposts. They build nests in tall mental bond with their pet
of the pack occurring from unexpected directions. If
they don’t make the quick kill, the cats vanish back
a into the forest to await another opportunity or easier
ae prey. This style ack has earned the ter‘ak the nick
ze TER'AK name “ghost¢ and there is an entire school of mil:
itary strategy devised around their hunting style.
Although only found on Romulus, some Romulan
Native to Romulus, the ter’ak is an agile feline commanders have been known to take feral specimens
measuring one meter long with large eyes and ears, as a pet,
brownish-green fur, and vicious claws.
CREATURE STATISTICS »
FORM: ANIMAL
a» TIBERIAN BAT
SET: CARNIVORE
FEEDING HABITS: POUNCER
SIZE: SMALL (1 M LONG)
ATTRIBUTES: STR : 3), INT 1 (9), AGLS (+0), VIT0 (—8), PREO (—8),
a] (+! The Tiberian bat closely resembles a Earth tar
REACTIONS: ms SAW +0, STAM —3, WILL —4 sier, without eyes and with
WOVEMENT: 3 M/20 M/S KM batlike wings instead of
IFTING/ CARRYING CAPACITY: 20 KE MAX (2 KE ORAL)/S KE LIGHT upper limbs. Its head is very
large for its size, with a
HEALT long, narrow nasal organ
WOUND LEVELS: 4 and flattened ears wrapped
SILLS: ATHLETICS (JUMP) +3, STEALTH -+-5, SURVIVAL +6, UNARMED almost all the way around
COMBAT: NATURAL WEAPONS +4 its skull. Its triangular
SPEDIAL ABILITIES: CAMOUFLAGE, CUNMVING (HUNTING), NATURAL WEAPONS mouth can (and does) emit
16-3) a wide variety of sounds
QUIVALENT: 15 (8)
CREATURE STATISTICS
DESCRIPTION Ff: ANIMAL
Native to the forests SET: INSECTS (SPECIFICALLY
THE TIBERIAN FEN
of Central Valearia maT)
on Romulus, these FEEDING HABITS: CHASER
creatures hunt in SWE SMALL
packs of three ATTRIBUTES: STR 3 (—1), INT 6 (#0), AGL IT (+2),
and have been M3 (1), PREB (+1),
known to
make unpro: WK +4, SAW
voked attacks +2, = WL +1
They lie in wait
high in the
trees to. take
advantage of
surrounding
camouflage,
with each animal own eve: 4
staking out a partic ‘SLLS: ATHLETICS (FLY) +3, OBSERVE
ular location from (SMELL) +5, STEALTH + 1, SURVIVAL (FORESTS, FERS)
which to strike. They 5
tend to coordinate
their attacks, which
consist of an initial (OEFENGE OF 8 MATE | YING, SL FOES
assault by — the (KEEN SMELL), SPEED
dominant hunter TW EQUIVALENT: §
aimed at eyes or other vital
spots with subsequent assaults by the rest
Descriptic
Brownish, large-headed
biped with prehensile toes The tika cat comes from the arboreal zones of
and wide, leathery wings Solstice IV in the Delta Quadrant, and is widely
wingspread up to 1.5 m, mass. known for being a timid hunter. In truth, since
much of its suster nce Comes from eating plenti-
ing up to 30 kg,
The Tiberian bat mates for ful slow moving grubs and beetles, there is
life, after about a decade of rarely a need for a tika cat to get aggressive.
maturation and adolescence. They live and hunt in small prides of no
more than 1d6 animals. The inhabitants
ts primary prey, the Tiberian
fen moth, is migratory; the of Solstice IV encourage them to live
Tibe bat has evolved a very on their farms, where the tika cat
complex navigal keeps down the population of
ing ability with very sophisticated destructive mangar beetles.
Rround and weather recognition, Tikas ate best known for
Tiberian batsn Ww eat many different their ultrasonic hearing and
kinds of moths, grubs, and worms, tilling vocalizations. A tika
and can lead each other to coloniesor sounds much
flocks of food over thousandsof kilo:
meters. Some biologists humanoid
believe t in a short time, ears, which aid it in
evolutionarily hunting. And their
the Tiberian bat could tilling serves both as a
evolve to true sentience. lure to the beetles that
form the bulk of their diet
and as a mating call. Every year
during the springtime, tourists visit the lakes
a] fed by the Sibilene glacier to hear the cats call to
each other throughout the night
we TIKA CAT :
Wiktiwideqendeauthomiseteomon
small, timid fooking feline grows to an adult size
HG TOXIC SLUG
bigger than that a Terran kitten. It produces a strangely
beautiful trilling A dark green invertebrate that can grow up to three
CREATURE STATISTICS meters in length, the toxic sh has silver-grey colored
orbs for vision and specialized cilia growing around
FOAM: ANIMAL,
the circumference its mouth.
VIET: CARNIVORE
FEEDING HABITS: POUNCER CREATURE
SIE: SMALL
(75 M LONG)
ns
FORMit ANIMAL
cme eee, WWD (8), BL
§ (| VITO (8), PREA (0), iE OMIMIVORE
+0) TEDING HABITS: GRAZER
oe dr fa —1 m4 SITE: LARGE(3 LONG)
‘W/20 M/S KE
ATTRIBUTES: STR 2 (—2), INT 0 (6),
ABL 1 (8), aS (2), PRE (8), PER
20 KB MAK (2 KE ORAL)/S KB LIGHT 3 (1)
REACTIONS: QUIK = 0, SAVW—1, STAM +1, WILL
HEALTH: 1 NT 8 M/BO MVS KM
UUFTINE/ CARRYING CAPACITY: 40 KB MAX (4 KE ORAL)/10
oon eves: 4 KG LiGHT
1s, pela
sed
re ata! HEALTH 1
‘UNARMED COMBAT: NATURAL WEAPONS +
‘WOUND LEVELS: 6 (2 LEVELS HEALTHY)
SPECIAL ABILITIES: DEAR SEE TAS HEARING), LURE ‘ATHLETICS (SWIM) +4, OBSERVE +-2, STEALTH +1, SURVIVAL +8
(TRILLING), NATURAL WEAPONS (CLAWS 1083)
TH EQUIVALENT: § CIAL ABILITIES: ABSORPTION (CHEMICAL WASTE), AMORPHOUS, ANAEROBIC
RESPIRATION (METHANERICH WASTE), BURROW (THROUGHWASTE),
ANGLIA, IOVULNERABLE (CHEMICAL MASTE), ‘RESISTANCE (RADIATION)
i EQUIVALENT: 18
NG GAME
De r N
The so-called toxic slug is a distant rela Native to the Delta Quadrant,
tive of the Nausicaan ripperworm. Like its the trayken beast originates from
Psion VIII. Large, powerful, and dif
through and feeds on the immense amounts ficult to kill, it was the
of waste produced by the Nausicaan econ master of its envi
omy. Unlike the ripperworm though, the ronment until the
toxic slug has a far higher tolerance to Hirogen arrived
potentially lethal chemical waste Pre-sentient, the
products and even a good tolerance trayken early
for radiation. In fact, the toxic slug’s Hirogen on. severa
own processing of excellent hunts
what it eats produces and so they
a far safer byproduct seeded other
scientists worlds with
studying the these creatures
slug as a potential to provide them
response in clean
ing up severe chem-
ical spills or haz
ardous wastes
They can be found
on Hin worlds
throughout the quadrant
A carnivorous chaser, small bands of
trayken beasts live and hunt together, charging out of
t, making use of their ultraviolet vision, and
mx TRAYKEN BEAST their terrible hooting screams can be heard piercing
the darkness. Their short bursts of speed nd ferocity
when defending their territory makes them dangerous
This hulking, horrifying creature stands up to 4
meters tall at the shoulder, arm« ith a carapace
bristling with spikes, and possessing hooked double-
jointed “hands and cruel, intelligent eyes. It can alk a
upright but prefers to walk bent over on its hooks, sim-
ilar to a Terran gorilla.
ae TRELKA
CREATURE STATISTICS
FOR: ANIMAL
‘ET. CARNIVORE An emerald colored serpent with distinct black and
FEEDING HABITS: CHASER red coloring around its head and eyes, the trelka is
SITE: LARGE (4 M TALL) native to the planet Remus. Known as the “striking
ATTRIBUTES: STR 8 (+1), INT 4 (+0), AGL 7 (+0), WIT 4 (0), PREG (8), fang” the trelka is notorious for its lightning strike and
PRR4 (+0) virulent poison, and its leaps of up to 10 meters to
8: QUIK +2, SAW +0, STAM +4, WILL +1 catch prey
MOVEMENT: 8 M/BO M/15 KM; RUNNING 30 KVR
LUFTING/ CARRYING CAPACITY: 180 KE MAX (18 KE ORAL)/4S
KE LIGHT CREATURE STATISTICS
0M: ANIMAL
DET: CARNIVORE
WOUND LEVELS: 6 (2 LEVELS HEALTHY) 6 HABITS: POUNCER
‘SHULLS: ATHLETICS (CLIMB, JUMP, RUN, SWIM) +1, STEALTH + 1, SURVIVAL NEDIUM (2 M LONG)
+4, UNARMED COMBAT: NATURAL WEAPONS +2 (DUTES: STR 2 (—2), INT 1 (—2), AGL 5 (+0),
VIT 1 (—8), PRE (—8),
‘SPECIAL ABILITIES: ARMOR (CARAPACE, DEFLECTS 5 DAMAGE), EXTRAORDINARY
‘SENSE (ULTRAVIOLET VISION), FEROCIOUS (WHEN DEFENDING TERRITORY),
(NATURAL WEAPON (HOOKS 208 + 1), REGENERATE (RECOVER 1 POINT OF
‘DAMAGE PER MINUTE), RESISTANCE (ENERGY WEAPONS), SPEED (RUNWING)
1204)
ALTE 1 then strike quickly and efficiently, leaping out and
ND LEVELS: § their venom. Their poisonous bite is one of
ATHLETICS (JUMP) +3, oan +5, SURVIVAL + 6, UNARMED jest found on Remus. Once the victim has
‘COMBAT: NATURAL WEAPONS + stopped moving, the trelka devours its meal whole and
AL AOILITIES: INVULMERABLE Te TOXIN), NATURAL WEAPON (FANGS digests it over the course of several days.
106-2), SPEED (JUMPING), TOXIN (INJECTION, ONSET: 106 ROUNDS, POT. Interestingly, tre/ka are highly protective of their
‘5, DIAG. +0, TREAT -+ 0, EFFECT 308, 3 STAGE, 2ND EFFECT: HALF) young, with females typically guarding their initial
TH EQUIVALENT: § clutch of eggs for up to three months until they hatch
Then, the young ttach themselves to her neck through
of specialized ‘blood nodes’ which serve as
The trelka is a serpent native to the the nutritional source for them for another three
swamps of the Korex Delta on the southernmost part of months. Afterwards, their fangs and poison sacs grow
Valis’Shar on the planet Remus. Due to the swamp’s in and they detach from the mother to head off into the
dangerous environment, Romulan settlements are few swamp on their own.
and the (retka has remained the swamp’s dominant
Tretkas are arboreal creatures and can usually be Trelka, of course, do not make a habit of eating
ound in trees sun’ ing themselves or looking for birds humanoids because oi their size. They are easily star
or birde 3s (their pr source of food) Trelka hunt tled however, and frequently bite those who disturb
waiting in the trees, hiding among the fol them, Most encounters occur in the snake's native
for the opportunity to strike. Hungey tre Ika, howev habitat, usually by incautious Romulan sightseers
have been known to go to ground to ferret out small Recently, as urbanization has encroached on the edges
mammals and lizards. Trefka can swallow prey sip to of the Korex swamp, trefka have been found in the city
four times their size by unhinging their jaw and slow of Guthara. Stories of half-starved, angry trefka occu:
ly taking in their victim while crushing its bones pying freight shipped from Guthara remain uncon:
Trelka are extremely patient, moving firmed (though disturbing)
from tree to tree with languorous motion and infinite While trelka have not migrated to other planets
care, They are feeders of convenience, striki either inside or beyond Romulan space the way some
whatever prey comes their way; when they sense other species have, a few have been reported. The Tal
presence of a small animal, they curl themselves into Shiar sometimes like to use them as a means of assas
a tight coil and wait for their quarry to arrive. They sination, particularly when they wish to send a mes
Traynen Beast
sage to the victim. And at least three
de ths in a vendetta between the The Trellan crocodiles
Orion Syndicate and a are native to the salt flats of TrellusV. There,
Romulan organized crime they have adopted unique methods to cope
group have been attrib- with this harsh and often unyielding envi
uted to trelka bites, ronment, The salt flats are hot and unforgiv
ing and the rivers crossing them are unusually
sulfurous. Those cre lures making their homes herc
survive on minimal water and require specific mecha
nisms to protect themselves from the heat. For the
Trellan crocodile, this means a system of
armored plates that serve as heat reg
ulators and protection from preda-
tion
Because they inhabit the
sources of water on the salt flats,
Trellan crocodiles make the
only truly successful predator in
the region, Much of their suc
cess results from their ability to
convert the sulfurous river water
to concentrated sulfuric acid, They
swallow river water and strain it through
their teeth, collecting the sulfur and some water in spe-
cial sacs behind their mouth, to which they add spe-
cialized enzym
During e} aying season, the Trellan crocodile
burrows into the rocky landscape to create a nest, and
w TRELLAN CROCODILE their claws are strong enough to dig easily through
most stone. They have been known to tunnel under
ground during the dry season to find water and escape
the heat
The Trellan crocodile is an immense crocodile-like Bena\ Trellan crocodiles usually hunt alone
creature, 8 meters or longer in length, with massive and make patient hunters. They lurk beneath the
jaws, vicious claws that can burrow through solid water's surface, waiting for prey to approach, then
stone, and sacs in its jaws that allow them to secrete spring out and seize the creature in their powerful
acid. jaws. With the victim trapped and strug, ing, the croc-
odile releases some of its sulfur acid to penetrate
CREATURE STATISTICS through any armor the prey may have to get to the soft
FORM: ANIMAL flesh underneath. Large herds of animals approaching
DUET: CARNIVORE the water to drink have been known to cause a feed
FEEDING HABITS: POUNCER ing frenzy. They attack anything, no matter its size, and
SIZE: MAMMOTH (8 M LONG) follow their quarry should it attempt to escape further
ATTRIBUTES: STR 15 (-+-4), INT 2 (~2), AGL S (+0), WIT 3 (1), PRE (8), inland.
PER 4 (+0) During egg-laying season, the female of the species
REACTIONS: QUIK +3, SAVY = 0, STAM +4, WALL —-2 becomes extremely protective, even attacking their
(MOVEMENT: 26 M/180 M/40 KO mates. The strongest males survive this period and live
UUFTING/CARAYING CAPACITY: 900 KB MAX (80 KE ORAL)/3S KE LIGHT to the next mating season, while weaker males are
DEFENSE: 7 culled from the breeding pool. Other times of the year,
the Trellan crocodile isn’t especially territorial
LEVELS: 7 (@ LEVELS HEALTIN)
% 1S: ATHLETICS (JUMP, SWIM) + 2, STEALTH +5, SURVIVAL + 8, UNARMED NCOUNTERS
‘COMBAT: NATURAL WEAPONS -+-4 The crocodile’s ability to form acid saliva and other
SPECIAL ABILITIES: ARMOR (TOUGH HIDE, DEFLECTS 8 DAMAGE), BURROW (ROCK), adaptations to its harsh environment has long made it
CAMOUFLAGE, CORROSION (BITE, ONSET: 106 MINUTES, POT: -+5, EFFECT: a research subject by Federation scientists. Each year,
206 ROCK & CONCRETE), INVULNERABLE (CORROSION), NATURAL WEAPONS several researchers set up camp on the salt flats to
(TEETH 306 +4, CLAWS 208+ 4), study the creatures in their native habitat
TW EQUIVALENT: 15
A recent mineral discovery in the region by Trellan
engineers threatens to endanger the ecosystem and the
crocodile population. Their tendency to burrow
through rock during the dry season concerns mining
op ators, while the diversion of water resources to ww TWO-HEADED MALGORIAN E
accommodate mining worries scientists and conserva:
tionists. The Trellan want to excavate the zenite
deposits, and have a plan to relocate the animals far- With a large, bloated body covered in rough hide
and two heads perched atop long, snaky necks, the
two-he. 1 malgorian looks like a bizarre and vague
ly comical creature.
ny IRE STATISTI
ANIMAL
ae TRIBBLE ‘IED HERBIVORE
Ek
Te TW HLS ||
ENCOUNTER PROFILE
A EU ee Ee En i" | ET ee BNO
—— TaeYuile zn dj na
lau TL . = Ht wie wi CU Pas
mi tucoes IT i
ot Q !
C Torani TT)
imme eT es
me ES
.
|
Se
|
a From EA
ad |
ORGANCATON PTE =
7 CC
Po al) nn Pe
ADRS eel co
i TT eeetal
Vad
tthe ———y
a
ye
ye
IR
Se een
Tee UC Taylan there...
From the Klingon targ to the Ceti Alpha eel, the Galaxy, G
forms that strain the imagination of even Starfleet's a a 1 Ni “
won't strain yours, though, because Creatures On “OM \ a HN i
Peretcun crea ean een tty cca ; ‘Na 7 "
AITIm Onto M NCR M UME CC EMME em elotcke arscorm i a i hid i)
Deters aval OM Zol OME cece C-rm AME CeraeeLColacerCOLTe fetal A
RTT icelerTeaceon tcc Ceu 1h a erie UNO eae i
Are eae is
Pee Ger Umea Rc mC E Neemia Cellet
(e Toole
incorporating them into your series.
Pele:
The Art of Great Games
ere te 0
DS eR ere aol a
Il