Star Trek Role Playing Game Creatures (Star Trek RPG) by Decipher Inc

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[AAR TRE K

ROLE PLAYING GAME


CREATURES
Trost orton eee Rc CoUmSTe ANC
eaCe CoC)

jan Moore and Owen Seyler


Jess Heinig and Ross A. Isaacs
Line Devetorer, STAR Jess Heinig and Ross A. Isaacs
PROOFREADING:
Propuct Devetop ‘ area Meni

VISUAL Creative
ArT DIRECTION: :
GrapHic DESIGN:
PropuctTion DESIGN:
ORIGINAL ART: i ‘Herbert and Anthony Hightower
‘SPECIAL THANKS:

‘ departed on bold new journeys: Jeannie Glover,


feroe CoOL MUS SCC en elie Let og
Isaacs, who served with distinction at the helm during
yee coe OR No aon re Rei
enc ace eee Rtan ent
REO GL eL ec SRL eS oa ag

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.

CORA a Sica OA Sc URE


Pictures. Decipher Inc. Authorized User. © 2003
Virginia U.S.A, 23501-0056. All rights reserved.

2G ee
The Art of Great Games’

Ren
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www.startrek.com
Introduction Tea
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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

Having considered a creature’s habitat and 1


@ TLE 1.1 CREATURE HARTA behavior another habitat is likely to produce, you ca
Rott (206) choose or create a set ing that
fits into the structure of
2 your series and. episode Once you've
3-4 record the location und the “Setting entry on
oa the encounter profile (see page 95), Make any
9-10 subtropical additional notes as needed,
W topical
12 other
Rott (206) Terrain
aeriol /atmospheric Like setting, the challenge element of an encounte
3 depends largelyon the role of the creature initiating it
4 desert /waste Momentary threat crea s generally present less dan:
5 forest /iungle ger and difficulty than prime mover creatures. It is also
6 hills highlands possible for momentary threat creatures to present a
7 ‘mountain /glacial severe challenge in the space of a single encounter
8 plains /flatland whereas a prime mover might present less immediate
9 steppe/plateou danger, but proves much nore difficult to defeat or «
10 subterranean/cave cumvent over the courseof many encounters
n swamp /wetlonds In terms of pianni ng or estim: ing the difficulty of a
2 other challenge, it is best to handle each encounter on its
Rout (206) Territory own merit. For example, even though a prime mover
23 none creature may be hard to find, difficult to trap,
+ self* impossible to kill, it can present different challenges
7-8 1 square km each time it makes an appearance in an episode. Fron
9-10 10 square km this perspective, establishing challenge and difficulty
n 100 square km becomes much simpler when taken one encounter at
12 migratory" a time
Rou (206) Lair There are two primary methods for handling chal
uM nome lenge with regard to creature encounters. The first
5-8 natural formationt method applies to non-combat encounters, anc
oT cfc struct
2 self-builtloirttt the creature and Crew are likely to perform, The sec
* The creature considers the erea around itself to be its current ond method applies to combat encounters, and is
territory. The territory consists of « circle with a radius equal to
the creature’s Perception x 10 meters
“* The creature migrates across « large area, although it does not
necessarily consider all area it crosses to be its territory. Non-combat encounters typically require the Crew
t The creature inhabits « naturally occurring formation such as a to interact with a creature in some tangential manner
cave, sink hole, tree trunk, pond, river, and so on. A typical non-combat encounter might require the
tt The creature inhobits some sort of artificial structure such os a Crew to find, track, or study a creature ing, skills.
ruined building, garbage heap, drainpipe, quarry, and so on. such as Observe or Science and drrespon:
ttt The creature inhabits « loi it bult itself, such as « nest, brush ding tests against a predetermined difficulty level
pile, dom, and so on. Estimating and adjusting the difficulty af combat
encounters doesn’t work well with mathematical com:
putation because of the large numberof tests required
with varying TNs. For this purpose, a spec N
nesting, the Crew can learn a great deal about a Equivalent” ratesthe difficulty of the creature. This is
creature and perhaps anticipate its behavior an arbitrary number representing the ditfic the
When an encounter occurs outside of a crea Creware likely to have in over
ture’s habitat, the purpose of the whether they do so in combat
not require the Crew to investigate or through intimidating displays
stand such things about the creature, but might parenthetical quantity of
still require them to deal with the ramifications TN, representing the difficulty for
of the creature’s biological needs (such as mak- size. For example, Aldebaran serpents have a
ing sure the creature doesn’t prey on crewmem- listing of TN 10 which means that a trio of
bers or destroy sensitive equipment in its wake serpents counts as a TN 10 encounter for a no!
mal Crew. When there is no parenthetical note
the TN Equivalent represents one creature.
TN Equivalents correspond to the standard target
umbers assigned to tests, with the addition of the
Legendary” level, which corresponds to. crea-
tures that even Starfleet’s finest would be unlike
ly to defeat successfully
TN Equivalents are useful when awarding experi
ence points for defeating creatures. For more informa:
tion see “Creature Experience Awards,” on page 10.
his method of approximation must be applied ir
recessarily loose manner: Characters of equal
advancement can possess widely divergent combat
capabilities, just as creatures of the same relative
advancement values can pose vastly different levels of
threat to the Crew. TABLE 1.2: TW EQUUALEN ih
When advancement pick comparis s don’t yield TNEouivauent —DesceiPrion Examput
meaningful results, you can approximate challenge 3 Ceti Eel (odult)
difficulty by comparing the characteristics that apply 10 Routine ‘Aldebaran serpents (trio)
to combat situations. These include Quickness 15 Chollengi Bersorker cot
and Fortitude reaction levels, combat skill lev 20 Difficult Consciousness Parasite
els, Health, Wound levels, Defense, armor 25 Dikironium
clovd creature
attack damage, and special abilities that pertain 30 Legendary Giont space amoeba
to comb. injury and recovery
Wher ‘as you could reduce these characteristics to Apvancement Pic Vatues
advancement pick equivalencies a id compare the val You can give a creature advancement picks to make it tougher, but
ues, some characteristics don’t translate well into don’t forget to adjust the TN. Since you can’t assume that some
advancement picks, which complicates the process creatures will automaticely have certain professions, ond that
significantly. Instead, count the number of characteris various advancements are on the “professional discount,” it’s best
tics where the creature outclasses the most. able to calculate advancement pick totals with the non-professional
crewmember and vice versa costs:
List out the areas where the Crew has members bet- Errect Picks:
ter than the creature, and areas where the creature has +1 attribute (over 7) +5
strength over the crew (counting different areas listed “1 attribute (less thon 4) 5
above such as Health, special combat abilities, et +1 skill level 2
Subtract the number of Crew areas of strength from the skill +2
creature’s areas of strength. Finally, add this number Goin flaw 2
positive or negative) to TN 15 and deduct 5 for each Gain edge or upgrade 2
crewmember you expect to participate in the +1 reaction 3
encounter, The final number will give you some indi- 41 Courage 3
cation as to the relative TN of the encounter. However +1 Health 5
imprecise, this system will give you some idea whether +1 Renown #2
an encounter you've planned will be too easy or too Special ability voriable*
overwhelming for the Crew in question. “see Star Trek RPG Norrator’s Goide poge 212
a creature has better Quickr
Stamina reactions, better hand-to-hand comba skills, Adjusting the Diff
and better Wound levels than the crew but lags You can always adjust the difficulty of an encoun
behind in attack damage and special combat abilities, as you play. If you find a creature is too tough, you can
your creature has 3 advantages to the Crew's 2. change the circumstances to lower the difficulty of
Subtracting the Crew’s strengths(2) from the creature's certain tests required of the Crew. Alternatively, you
strengths (3) yields one-point advantage in the crea: could describe the situation differently to warrant
ture’s favor Addt toa base TN 15, and the creature increasing the difficulty of opposing actions taken by
counts as a TN 16 challenge. the creature. In either case, the responsibilitiesof set
Don't forget: If bypassing, capturing, or defeating a ting, judging, and describing the challenges posed by
creature is also a story or scene objective, then there a creature If the story takes a turn for the
may be additional experience rewards for fulfilling that worse, pethaps depriving the Crew of a character or
goal (see the Star Trek RPG Narrator’s Guide, page 125 piece of equipment they need to overcome an
encounter, then you'll have to make adjustments to
your encounter on the fly Sty
There are many ways to give the Crew clues regarding
Multiple Creatures in an Encounter De ee em
The number of creatures appearing in an encounter signs such as footprints, torn up vegetation, leftover
drastically affects the overall difficulty of the eee th er ee
encounter. In discovery or ursuit, encounters, Ce
increased numbers usually lower overall difficulty night, glinting eyes in the dark, ond darting shapes in
because finding signs or traces of the creature Pe ee ea ee ed
becomes. easier. But multiple cre tures in other of danger, mystery, and suspense. Such hints not only
encounters, such as combat situations, makes the serve to foreshadow a subsi face-to-face
scene much more challenging because the Crew has CC OC CULL
two or more creatures to interact with and overcome. Po ee
Organizational Pattern & Social Habits
Some creatures live a solitary existence while oth
ers group into communal packs or herds. While there
are many ecological factors that contribute to this ] TALE 1.3 CREATURE ORGANLATON Ch | DD
behavior, a creature’s feeding habits can give you suf Die Rout Oncantzation # Encounreneo
ficient information to formulate some notion of its 0-2 solitary 1 creature
organizational pattern and social habits. For example, 3 mated pair 2 creatures
chasers often hunt in pairs or small packs whereas as ‘hunting pack 2-12 creatures (246)
pouncers have better odds hunting alone. 6-8 small herd/flock 6-36 creotures (646)
Like habitat, knowing details about a creature's 9-10 herd/flock ‘12-72 creatures (2d6x6)
organizational patterns helps you create a rational n large herd /swarm 48-288 (2d6 x 24)
context for its behavior within your story. Perhaps a 12+ colony/infestation 200 x 1200 (246 x 100)
solitary creature the Crew encounters is a renegade,
hunting for food outside of its established territory. Or creature behavior (see “Creature Demeanor” page
maybe the creature has just been separated from its 14, for more information), Regardless of your
pack during a long migration from seasonal breeding methodology you should assign your creature
grounds. While either situation makes for an interest- some type of organizational pattern to assist you in
ing encounter, the precise circumstances determine assigning reasonable numbers to your encounters.
whether there’s likely to be additional encounters aft Once you've determined its social habits, you can
the Crew deals with the first creature they meet. choose a number of creatures for each encounter
Additionally, the organizational pattern helps to from Table 1.3, or determine the number randomly.
determine how many creatures populate a region of a
planet or the setting for an adventure. Armed with this Experience Awards
informa jon, you can plan a number of encounters and The new TN Equivalent characteristic is a useful
provide for random encounters as the Crew explores a tool when the time comes for the Narrator to hand out
planetary region or parcticul setting, experience points. The rules on page 125 of the Star
Although you could just assign a number of crea Trek RPG Narrator’s Guide for awarding experience
tures to encounter randomly, doing so provides nei based on successfully completing tests stipulate that
ther a narrative context for the encounter nor sufficient normally only one of many similar tests in a given
information for players to evaluate their character's scene can be converted nto experience points. Rather
predicament. For ample, if the Crew observes a than keep track of all tests made in an encounter with
mated pair of glacier cats then captures one of a given creature, the full TN Equivalent can sim-
the creatures for study, it is reasonable for them ply be awarded to all player characters who partici-
jo assume one of the cats is still out there, pated in overcoming it. This can be done now
searching for its lost mate. matter how the creature was overcome—by
Table 1.3 presents a several categories for combat, stealth, wits, or intimidation,
assigning a specific number of creatures to each When this rule is used, the TN Equivalent of a crea-
encounter, While creature organization can be rea- ture should be modified by other facets of the encounter
sonably explained by feeding habit, you may sub- before it is awarded. Some such modifications are enu-
stitute nother aspect of its ecological makeup as merated in Table 1.4 Experience Modifiers for TN
the determining factor. Creature form and special Equivalents, but Narrators at e free to apply additional
abilities. may warrant certain organizational pat modifications as the situation warrants,
terns, as could a number of factors associated with
While it may at first seem that 20 experience points
is poor recompense for each member of a party that GMENAT W EQUIALENTEPEENCE MOIS BD
successfully overcomes (for example) a Consciousness ConpiTion
Parasite, it should be noted that—in any well thought- in lair 45TH
out scenario, anyway—defeating a Consciousness Creature encountered in beneficial native
Parasite would also represent the successful comple- _ +3
tion of a scene goal, and probably also a primary or Greater than normal quantity of creatures +2 TN per doubli
secondary story objective, all of which would increase ‘minions** + (TN of minions + 2)
the party’s experience award for the evening's play. Creature defeated through turn of stor =1 10-5 1H
+1 TN/3 advancements:
Unless otherwise noted, all modifiers are cumul
ACTION
Planning and narrating creature encounters always * Each time the number of creatures encountered doubles, the TN
comes down to action. What isa creature doing when ureases by 2. For example, Aldeboran serpents are
the Crew encounters it? How does it react to their typiclly encountered in bands of three, Thus, encountering twen-
presence or intrusion? Does it have special qualities or ty-four serpents increases the TN by 6, because the base size has
abilities that make study, pursuit, capture, or defense doubled three times (once to six, ag in to twelve, ond finclly to
difficult for the Crew? If so, what actions will twenty-four). This represents the fact that doubling the quantity
crewmembers need to take in order to overcome what of opponents rarely doubles the difficulty of defeating them.
ever challenge the creature presents? ** This oppies only when the creature had minions at his disposal
This section guides you through various options in in the scene where the player characters encountered it. If they
order to address these many questions. Like any other wore encountered in a different scene, use the rules for determin
scene in your episode, creature encounters serve a their TN Equivalent normally.
narrative purpose; it is your role to describe the act If the player characters defeated the cresture through some
so that the player Crew can discover and accomplish turn of the story rather thon some virtue of theirs—for example,
this purpose. Otherwise, the creature encounter may the local primitive shaman gave them the antidote to the
not serve the role you originally intended, perhaps ‘Aldeboran serpent’s venom—the TM is decreased by an amount
resulting in a “red herring” creature becoming a prime determined by the Norrator, On the other hand, ifthe characters
mover in a protracted subplot or even worse, plot cleverly to gain some advantage, they should not be penal-
resulting in the abrupt disintegration of a crea- ined.
ture intended as a prime mover, reducing the **** See “Advancement Pick Values” on page 9.
encounter to. a momentary threat
Narrative Activity
Creatures engage in a variety of mundane activities Pa Ta A
during the course of everyday life. Like characters, Narrative actions describe general activitios that
creatures must eat and rest, search for food, find a creatures engage in during narrative segments of on
home, rear their young, and protect their territory. episode or scone. As such, these actions don’t span a
Although creatures don’t necessarily give these activi- precise amount of time; rather, they serve as a prel-
ties much thought—in most cases, such behavior is ‘ude to more dramatic actions such as pouncing, attack-
instinctual—the pursuit of any given activity can pre- ee Ck a ee nd
dispose the creature to a certain demenor or mind. Ce
set that is likely to affect its response when encounter: RU OR
ing the Crew. when on encounter begins; whereas actions
For example, when a creature hunts it is more like- Ce eg
ly to adopt an aggressive posture and demeanor. It is CO
more likely to give chase and attack than it might if it Table 1.5 lists a number of activities a creature may
Were grooming itself or transporting its young to a new bbe engaged in when the Crew encounters it. You can
lair. Similarly, a creature patrolling its territory is more choose from the list or roll randomly to establish the
likely to be alert and less susceptible to being sur narrative activity that begins the encounter. In
prised by intruders. Peek et eer een
The following entries describe a variety of mun- simply choose one, or roll 1d6 (1—3 first activity list-
dane activities a creature may be performing when ed, 4-6 second activity listed) if you'd rather deter-
encountered by the Crew. Each entry describes the Dec See
creature’s general purpose or motive, as well as the sit- Dee
uational modifiers that apply to any tests the creature
must make within the subsequent encounter
Mobiriers: Quickness reaction test —1 to +1
Willpower reaction test +2, Observe test +0, Stealth
test +0
In AEANOR: Choose one from Table 1.6 or
coll 1d6: 1-2 Aggressive/Hostile, 3-4 CalnvRelaxed, 5:
6 Uncertain/Skittish, Demeanor can affect a creature's
actions during the round (see Table 1.6 and Demeanor
Descriptions, pa ge 14
A 1ONS: Feeding creatures are less likely to attack
unless threatened or provoked. Some creatures may
cat while prone, requiring them to spend an action to
rise before moving or attacking

The creatureis in the since ies


shedding skin, exoskeleton, or shells
Narrative activity imparts situational modifiers for injuries. If multiple creatures are encountered, such as
actions and reactions the creature performs during the 1 mother and cubs, the grooming may apply to
encounter. Det nining surprise and initiative or the creatures or only a few. Grooming activity does not
Interpreting a creature’s reaction to the Crew are but ta creature's demeanor, although the location or
few examples of game tests affected by a creature’s either ciecuimsiances might mofivate éertalh reipoiee
narrative action at the beginning of the scene. behavior
FIERS: Quickness reaction tes! 1
Willpower reaction test -1, Observe test 1, Stealth
test +0
The following eneren'c scribe avariety of activities INITIAL Df YOR: Choose one from Table 1.6 or
creatures may be engaged in when first encountered roll 1d6: 1-2 Curious/Playful, 3-5 Calm/Relaxed, 6
by the Crew. Most creatures react quickly to danger Sick/Weak. Demeanor can affect a creature's actions
and intruders, yet certain activities may hinder radi- during the round (see Table 1,6 and Demeanor
cally different types of follow-up actions. Penalties Descriptions, page 14).
stemming from narrative activity rarely last beyond the Acnio} Creatures engaged in grooming activ
first or second round of action time; nevertheless, you lies are unlikely to attack unless thre ed oF pro-
must judge the circumstances as you see fit and adjust voked. Most creatures sit or lie prone while grooming
the action modifiers accordingly requiring them to spend an action to rise before mov
ing or attacking,
jure is either eating or feeding its young
can provoke aggression in certain animals The creature is in the process of actively finding
scavengers, chasers), or heightened alertness in others and acquiring food, This category applies equally to all
creatures that need sustenance to survive, regardless of
their feeding classific on(hunters stalk, gatherers
age, and so on). Hunting generally disposes a creature
to being alert and aggressive.
Quickness rea
] TAGE 15 cheung acy” Willpower reaction test +3, Observe test +3, Stealth
Dit Row test +2
2 MEANOR: Choose one from Table 1.6 or
34 roll 1d6: 1-4 Aggressive, 5-6 Unce ain/Skittish
Ss Hunting or Feeding Demeanor can affect a creature’s actions during the
8-9 Prowling round (see Table 1.6 and Demeanor Descriptions,
0 3 page 14
n Reproducing ACTIC While huntir creatures are likely to
2 Teaveling attack if they identify the Crew a a potential food
source, Otherwise they are likely to retreat, or flee
*Sea “Activity Descriptions” chove for explanations of each entry Only pouncers and filters typically sit or lie prone
‘ond its associated gome effects, while hunting
CalmRelaxed, 4-6 Uncertain/Skittish, Demeanor can
The creature is engagedin some sort of lair-build- affect a creature’s actions during the round (see Table
activity This may include searching for an appro 1 Demeanor Descriptions, page 14
riate location, gathering materials to build a nest hile prowling, creatures are likely to
burrowing and tunneling, buildinga nest, dam, or ack if they ide ify the Crew as potential sou e of
other structure, and so on. Nesting activity food or danger. Othe!
generally does not affect a creature's demeanor flee. By definition, prowling crea es are active ani
during an ¢ ‘on the move.
Mooirier Quickness reaction test +0,
Willpower reaction test -2, Observe test -1 to +1
depending on type of activity, Stealth test +0 to —3 All but the simplest of life-forms need to rest.
depending on the type of activity Resting activity includes sleeping and simple rela
Choose one from Table 1.6 or ation (such as sitting in the shade}. Creatures are gen:
roll 1d6: 1-2 Curious/Playful, 3-5 Calm/Relaxed, 6 erally the least alert while resting in their lairs, and
Uncertain/Skittish. Demeanor can affect a creature's their demeanors can vary greatly depending on the
actions during the round (see Table 1.6 and Demeanor location and circumstances
Descriptions, page 14) MopirieRs: Quickness reaction test -1 to -3
ACTIONS: no effect. Willpower reaction test -2, Observe test -3 to +0
depending on type of activity, Stealth test n/a
Choose one from Table 1.6 or
The creature is engaged in some sort of playful roll 1d6: 1 Curious/Playful, 2-3. CalnvRe axed, 4
activity, such as chasing its kindred, performing aquat certain/Skittish, 5 SickWeak, 6 Injured/Fearful
ic stunts, or what have you. Some creatures, like sea a creature's actions during the
otters and dolphins, are obviously more playful than round (see Table 1.6 and Demeanor Descriptions,
others (like slugs and plants). But even aggressive ani: page 14)
mals may en; age in play, even though it may be lethal ACTIONS: Most creatures rest in the prone posi
to one participant (as in the case of predatory felines tion, requiring them to spend at least one full-round
playing with potential prey) Play activity gene ally action rising before moving, attacking or performing,
indicates the creature is more alert In the case of most actions.
predatory animals, you must decide whether to treat
the activity as play or hunting, for the purposes of »ducing
determining actions based on demeanor. The creature is involved in the processesof mating
MopiFieRs: Quickness reaction test +! or reproduction, including fission, flowering, buddi
Willpower reaction test +0, Observe test -1 to + spore production, egg laying, and so on. During repro:
depending on type of activity, Stealth test +0 to 3 duction, creatures are most vulnerable; for this reason,
depending on the type of activity mates, drones, or other kindred creatures may lurk
NIT 2: Choose one from Table1.6 or nearby to defend the reproducing member
roll 1d6: 1 sgressive/Hostile 2-5 Curious/Playful, 6 D Quickness reaction test -3 to -6,
Calm/Relaxed, Deme: nor can affect a Willpower reaction test —1 to +1, Observe test -3 to +0
actions during the round (see Table 1.6 nd Demeanor depending on type of activity, Stea Ith test -2
Descriptions, page 14 TIAL DEMEANOR: Choose one from Table 1.6 or
Animals may act unpredictably while at roll 1d6: 1 Aggressive/Hostile, 2-3 Uncertain/Skittish
play, Predatory ereanurs for example; may be eal 4-6 SickWeak. Demeanor can affect a creature's
likely to attack viciously or turn tail and flee. Creatures actions during the round (see Table 1.6 and Demeanor
are rarely prone while at play Descriptions, page 14
ACTIONS: Regardless of the biological necessities,
consider reproducing creatures
to be prone. The crea-
If the creature guards a territory or lair, this activity ture must spend 1d6 full rounds to bring reproductive
refers to its routine patrolling and defense of that area. activity to a halt, alter which it m st spend one action
Otherwise the creature simply roams the encounter to rise or recover before performing other actions
area. Prowling increases the aggressiveness and alert
1ess of thec
Moorier Quickness reaction test +1 The creature moves toward aspecific destination
Willpower reaction test +1, Observe test +2, Stealth as opposed to patrolling its te
test +1 includes heading to the local watering hole, ambling
INITIAL Demea Choose one from Table 1.6 or to preferred hunting grounds, or even migrating to sea
roll 1 ressive/Hostile, 2 CuriouyPlayful, 3
sonal breeding grounds. Most creatures remain aley Demeanor cription
while traveling, especially in unfamiliar surroundings. The following entries describe how a creature’s
Mooiier
Q Quickness reaction test +0, demeanor aifects its actions. Each entry presents a ran
Willpower reaction test +0, Observe test +1 Stealth domized method for determining actions.
test +0 Aacressive HOSTILE: The creature is agitated
INITIAL DEMEANOR: Choose one from Table 1.6 or and belligerent. It may be hungry, deranged, or suffer
roll 1d6: 1-3 CalnwRelaxed, 4-6 Uncertain/Skittish ing pain. To determine
the creature's actions random
Demeanor can affect a creature's actions during the ly, roll 1d6: 1 4 Aggressive action, 5 Neutral action, 6
nd (see Table 1.6 and Demeanor Descriptions, at Defensive action.
Curious/Pt The creature is energetic and
confident. It engages in playful activity, such as
wrestling with siblings or frolicking in the natural env
ronment. To determine the creature’s actions random:
React ly, roll 1d6: 1-2 ggressive action, 3-5 Neutral action,
Most creatures possess animal instinct and little 6 Defensive action.
or no reasoning ability. This makes anticipating Caum/Revaxer The creature is docile and still. It
their behavior difficult While the Narrator can may be sleepy, bored, or observant. To determine the
always stipulate how a creature will react to meet. creature’s actions randomly, roll 1d6: 1 Aggressive
ing the Crew or perceiving some threat, sometimes action, 2-5 Neutral action, 6 Defensive action
is more fun to let chance determine how the crea- UNCERTAIN/SKITTISH: The creature is timid and
ture responds to Crew activities. wary, It may feel uncomfortable or disoriented in its
surroundings or foresee some possible threat, Dazed
WU TALE 1. CREATURE DEMEANGR or Winded creatures generally act uncertainly. To
determine the creature's actions randomly, roll 1d6: 1
Dit Rout (206) Interaction StaNce Aggressive action, 2-4 Neutral action, 5-6 Defensive
23 Aggrossive/Hostile action,
45 Curious /Playful S K/Weak: The creature feels unwell, exhaust-
67 jclaxed
Calm/Relax ed, or weak. It may suffer from a minor injury (Injured
8-9 Uncertain/Skittish wound level) or fatigue (Tired or Fatigued). To deter
1011 Sick Weak mine the creature's actions randomly, roll 1d6: 1
12 Injured /Fearful Aggressive action, 2-3 Neutral action, 4-6 Defensive
action
InsureD/F ARFUL: The creature is hurt and
reature Demeano scared, It may have suffered injury (Wounded or
With the proper inducement, even docile creatures worse) or be extremely fatigued (Exhausted or worse!
can become aggressive. A grazer might charge an Regardless, the creature is prone to wild, unpre
intruder to protect its young, or a scavenger might dictable behavior. To determine the creature's actions
frenzy to defend its meal Similarly, predatory crea- randomly, roll 1d6: 1-2 Aggressive action, 3-4 Neutral
tures can grow nervous in the face of overwhelming action, 5-6 Defensive action
force or opposition, just as another creature might
curious when faced with the unknown.
ure’s overall attitude or ‘ n€ Ac 5
disposition with regard to the Crew (or potentially any Once an encounter begins, a creature will behave
unknown thing or event). It serves as a guideline for and react according to its demeanor and predica
anticipating creature actions and reactions, and ment. Aggressive creatures will likely threaten hostili
enables you to make credible choices when describing ty, whether making a display of strength > intimi:
what a creature does during an encounter. date intruders or ferociously attacking with litle
Table 1.6 presents the range of attitudes most com. warning. Fearful creatures might turn and run, or
monly associated with creature demeanor. When the adopt a defensive posture if cornered or forced to
Crew encounters a creature you can choose its inter defend their young. Regardless of its disposition,
action stance from the table or roll randomly to simu once the Crew and creature come into close contact,
ate its unpredictable nature. Once you know a crea- t is likely that you'll want to narrate the encounter in
ture’s demeanor, it’s easier to describe the creature's action time, meaning that you'll need to know wha
actions each round, and even allows for random deter- actionsa creature can perform and how long it takes
mination. Creatures without any appreciable Intellect to perform them
Perception, or Presence attribute level n/a) do not Creature actions fal into one of several cate
demonstrate interaction stances, gories: aggressive, defensive, or neutral. The:
useful for choosing actions based upon a creature's
demeanor. Actions also possess an action cost, or STANLEY 7 CRATURE ACTIONS EL
the number of actions a creature must spend from its Action Catecory Action Cost Require Test
action allowance to attempt the feat or deed. Some nce ‘aggressive 1 none
actions also require tests: Failing a test means the Charge aggressive 2 Unarmed Combat
creature spends the required actions without achiev- Ghose ‘aggressive 1. Willpower (THT 0)"
ing any result. See Table 1.7 for a complete list of Gow! neutral 1 none
creature actions, their demeanor category, action Grouch 1 ‘none
cost, and test requirements Detect defensive /
F/R Observe test
Like player characters, most creatures have an Deter defensive
action allowance of two actions per round, In most cir. Ensnare aggressive variable* special”
cumstances, it won't occur to a creature to attempt Flee sive ° mone
actions in excess of its allowance; but if a creature Frenty aggressive
frenzies or performs actions beyond its allowance, i Grapple ‘aggressive
suffers from multiple action penalties. Move neutral variable
Natural Attack aggressive Unarmed Combat
Action Descriptions Pounce aggressive Athletics (Jump)
The following entries describe the range of actions Psionic Skill noutral voriablo*
available to creatures during action time. Many of the Ronged Attack aggressive Ranged Combat
actions rely on the rules presented in the Star Trek RPG Retreat ‘none
Nartator’s Guide, especially the movement and com- Special Attack aggressive variable”
bat rules presented in Chapter Six. Mundane activities defensive
such as hunting and feeding are not included as crea: aggressive
ture actions; these are covered under the heading neutral
“Narrative Activity” page 11. Table 1.7 summarizes all Warning defensive
creature actions in terms of category, test type, and * see entry for more information
action time
ADVANCE: The creature steps cautiously toward a Detec The creature stops whatever it’s doing and
crewmember. ACTION Cost: 1 devotes its full senses to observing its immediate sur-
CHARGE: The creature charges a crewmember or roundings. The creature makes an Observe test with a
other creature. Conduct the charge using the rules pre +3 modifier to determine the presence of threat or
sented on page 87 of the Star Trek RPG Narrator’s intruders. PREREQuisites: Perception 1+. ACTION Cost: 2
Guide. Injured or enraged creatures often charge into Dever: The creature makes a show of aggressive
combat. ACTION cost; 2 behavior, such as roaring, rearing up on two fet, bris
Cuase: The creature attempts to chase a fleeing tling its pelt, flaring its nostrils, and so on, in an
crewmember or creature. The creature performs con- attempt to frighten or deter opposition. Conduct this
secutive move actions until it catches its opponent or action as per the Deterrent special ability in the Star
gives up the chase. Each chase action enables the Trek RPG Narrator’s Guide (page 215). Prerequisites:
creature to move a distance equal to its charge dis Deterrent special ability. ACTION cos
tance, modified by Size category (see page 209 of the Ensnare/TRAP: The creature uses a special abil
Star Trek RPG Natrator’s Guide). If a creature does not ity (Natural Weapon or Trap-building) to attempt to
catch its prey after 2 consecutive full-rounds, it must ensnare or trap crewmembers, Conduct the action
make a Willpower test (TN10) or abandon pursuit according to the rules presented for the appropriate
ACTON Cost: 1 per move action special ability (see Star Trek RPG Narrator’s Guide
Craw The creature crawls toward or away page 22 1), Characters may not Dodge (or benefit from
from the crewmembers. Each craw! action enables a increased Defense as a result of previous dodge
creature to move a distance equal to its height or actions less they succeed at an Observe (Spot) test
length, whichever is greater. Once a creature TN 10, PREREQUISITES: Natural Weapon or Trap-building
becomes Wounded, it must crawl in order to move. special ability. ACTION Cost: variable (determined by
Action Cost: 1 special ability; or 1),
Crouch: The creature crouches prone and hides €: The creature turns tail and runs from the
while preparing to pounce or run. Make a Stealth Crew or other source of perceived threat (an approach:
(Hide) test to determine how successfully the creature ing vehicle, loud noise, and so on). The creature
conceals itself. When crouching, a creature does not spends both of its actions moving at its charging pace
need to spend an action to rise/stand prior to crawling, The creature cannot make an Observe (Spot) test to
stalking, or pouncing. PREREQuisites: Stealth skill notice what's happening in the area it’s fleeing. Once
ACTION Cost: | a creature flees, it must make a Willpower reaction test
(TN 10) to perform any action other than Flee. ACTION attack as an Unarmed Combat test. PREREQUISITES:
cost: free action Natural Weapon special ability. ACTON Cost: |
FRENZY: The creature lets loose with rapid, furious NCE: The creature leaps upon a crewmember
attacks, When a creature Frenzies, roll 1d3 to deter or other creature with the intention of attacking. To
mine the number of additional actions it attempts to pounce, acreature performs an Athletics (lump) test to
perform in the current round, All actions must be spent land on its target (the distance leapt depends on crea
attacking or toward crewmembers ture size and movement modifiers). If the creature
Prerequisites: Multiple Attacks special ability. ACTION scoresan Extraordinary Success on its Athletic test, it
cost: free action may also knock the character prone, Roll an opposed
Grappic/CONSTRICT: Some creatures have natu: Strength test (doubling the pouncer’s Strength modifi
ral weapons or special abilities that enable them to er), If the creature wins the test, the character is
grapple or constrict a crewmember. Grappling knocked prone. After a successful Athletics (Jump) test
requires a successful Unarmed Attack test to grasp an the creature must spend another action to attack the
opponent. Thereafter, the creature may retain its hold character, gaining a +5 bonus to the Unarmed Combat
until its prey/opponent wins an opposed Strength test test (multiple attack penalty may apply). ACTION cost
or suffers damage equal to its Health rating. While PsioNIc SKILL: The creature makes a_ psionic
grasped, a character is considered to suffer the modi attack against a crewmember. Resolve the attack as a
fiers for being prone. In the case of constriction, the skill test using an appropriate psionic skill
character suffers normal asphyxiation damage (poten: Prerequisites: Psionic trait and an appropriate psionic
tially modified by the Creature’s strength) for each con: skill. ACTION Cost: 1
secutive round that t ature maintains its hold. If NG ATTACK: The creature makes a ranged
the hold is broken then reestablished, begin counting attack against a crewmember. Resolve the attack as a
asphyxiation rounds from the most recent grapple Ranged Combat test. Prerequisites: Ranged Attack spe
attack. PReREQuistres: Natural Weapon or Prehensile cial ability. ACTION Cost: 1
Appendage special ability. ACTION cost: 1 action to Retreat: The creature cautiously backs away fron
grab, full-round to hold/constrict. the crewmember or perceived threat. It spends one
Move: The creature performs one move action at action moving away at a walking pace. ACTION cost: |
any of the following paces: walk, jog, or run. The 5 "ACK: The creatureuses one of its spe
action requires no test, but the distance moved varies cial abilities in an offensive capacity. Choose which
according to creature size and related movement ability the creature uses and observe the rules and
modifiers, See page 209 “Movement Actions” and ction cost listed for the ability. PREREQuistTes: a
page 205 “Size Modifiers” in the Star Trek RPC approp ate special ability. ACTON cost:
Narrator’s Guide for more information, To move silent- SPECIAL DEFENSE: The creature uses one
ly, the creature must succeed at an opposed Stealth special abilities in a defensive capacity. Choose which
Move Silently) test. To climb, jump, or swim, the crea ability the creature uses and observe the rules f and
ture must make an Athletics test using the appropriate action cost listed for the ability. Evasion, which
specialty. ACTION Cost: | enables a creature to perform Dodge actions
Natur The creature makes a close most common ability used during special
combat attack againsta crewmember. Resolve the \ctions, PREREQUISITES: an appropriate spec
ACTION cost: variabl
slowly and stealthily moves TERRESTRIAL
re to move CAGAT URGES
prompting
separate Stealth (Move Silently and Stealth (Hide’ The following entries represent but a few sam:
tests, respectively. When stalking, a creature moves the ple creatures that are native to the planet Earth. You
same distance as when cr. awiing, Prerequisites: Stealth > the following templates to model many
skill. ACTION co: similar creatures; for example, if you need to det
MPLE: The cre. jure runs and tramples anything mine the statistics for a bull because one of th
in its path. The creature spends 2 movement actions Crew needs to prove himself in the arena of a prim
running, crossing an amount of distance equal to its itive culture, you can create one based on the Herd
charg movement rate (see pi 2 209 of the Star Trek Animal base template
RPG Narrator’s Guide), f the creature r
prone character, it can make one Trample 3
free action. Conduct the trample attack as an Unarmed a
Combat test, with a -5 multiple action test penalty. If
successful, the creature inflicts 1d6 base damage per
pair of legs it possesses, plus an amount of damage ww APE
equal to the creature's Streng h modifier resulting from
Size (see page 205 of the Trek RPC Narrator’s
Guide). Normal Strength modifiers do not increase the Apes include a variety of large or intelligent simi
damage conferred by the ans, such as gorillas, ¢ ns, and chimpanzees
Simply modify the attributes and derived characteris.
tics of the base template, and you're ready to go. Some
Form. AcTion cost: 2 apes are omnivorous, meaning they eat meat as well
3: The creature cries to alert its mate, tation. If you use the template to model mon:
young, or pack-members to the presence of intruders don’t forget to add the Prehensile Appendage
and possible danger. ACTION Cost: {ree action special ability to account for their tails

SAMPLE APE (GORILLA)


Cre ATURE E OD ORI ANIMAL (PRIMATE)
‘Once you knew: Howto build and :runvencre VET: HERBIVORE
ture encounter, i’s a relatively simple matter to FEEDING HABITS: GATHERER
build episodes centering on creatures and their - ‘5 (MEDIUM) (1.4-2.0M TALL)
activities. Most episodes follow a stan- ATTRIBUTES: STR 12 (+3), INT
3 (—1), AGL
7 (+0), WIT 8 (+1), PRE4 (0),
dard formula, iation occurring mainly in PERT (+0)
he number of nunters and the purpose and REACTIONS: QUIK +0, SAW -+-0, STAM +4, WILL +1
handling of the MOVERERT: 6 NY/40 M/D KML
A typical creature episode reveals a. structure LUFTING/CARRYINE CAPACITY: 240 KE MAX/B0 KE LIGHT LOAD
like this: the Crew makes st contact” DEFENSE: 7
with the creature, usually indirectly thr h telltale HEALTH: 12
signs of its presence or some mysterious deed it per ‘WOUNDS: § WOUND LEVELS
petrated, This encounter is followed by sev SHILLS: ATHLETICS (CUIMB, JUMP) -+-0, OBSERVE +3, STEALTH +2, SURVIVAL
lude” scenes in which the Crew investigate t +3, UNARMED COMBAT (NATURAL WEAPONS) +4
while the creature goes about its activities “off-cam- SPECIAL ABILITIES: NATURAL WEAPON (FISTS 108+3 DAMAGE)
era.” Eventually the Crew meets the creature or crea- Tw: 10
lures face-to-face in a “turning point" encounter
which the creature usually survives by fleeing or
thwarting the Crew’s efforts to subdue, kill, or capture co
t. One or more interlude scenes follow the turni
F until the Crew eventually makes con.
tact” with 1 and overcomes whatever chal se ARACHNID, VENOMOUS
lenge it p
Venomous spiders, as well as scorpions, are com.
egions of earth, While their size and
attributes
reveal little variation among species, the tox
icity of the venom can vary greatly.
SAMPLE SPIDER (BLACK WIDOW)
FORM: ANIMAL (ARACHNIO) Co
VET: CARNIVORE
FEEDING HABITS: POUNCER
SIZE: 1 (MINISCULE) as CAT, PREDATORY
ATTRIBUTES: STR N/A, INT N/A, AGL4 (+0), VIT N/A, PRE N/A, PER6 (+0)
REACTIONS: QUIK +0, SAW +0, STAM N/A, WALL N/A
(MOVEMENT: 06 MY/.4 WY/1 KML Lions, tigers and panthers are the largest of earth’s
LUFTING/CARAYING CAPACITY: M/A predatory cats. You can account for physiological differ
DEFENSE: 7 ences by modifyingthe attributes and characteristics of
WEALTI: 1 the tiger template. Smaller cats, sucha pumas, cougars,
‘WOUNDS: 1 WOUND LEVEL and mountain can be created by adjusting size and
‘SILLS: ATHLETICS (CLIMB) +12, OBSERVE -+-3, STEALTH (HIDE) -+ 12, feeding habits (panthers and pumas would qualify as
‘SURVIVAL + 6, UNARMED COMBAT (NATURAL WEAPONS: FANGS) +5 pouncers, for xample). Cheetahs would also have at
‘SPECIAL ABILITIES: EVASION, NATURAL WEAPON (BITE: 0 DAMAGE), TOXIN (ONSET least one upgrade to the Speed special ability. Most
TIME: 103 HOURS; POTENCY +6, DIAGNOSIS -+ 0; TREATMENT + 0; predatory cats also have at least one of the following
EFFECT 108 DAMAGE; STAGES B; SECONDARY EFFECT: —1 VITALITY), TRAP- special abilities: Camouflage, Cunning, or Ferocious.
BUILDER (WEBS INEFFECTIVE AGAINST LIFE-FORMS WITH STRENGTH 1 OR
GREATER). SAMPLE CAT (LION)
TH 10 FM: ANIMAL (FELINE)
DUET: CARNIVORE
EDING HABITS: CHASER
SE: § (MEDIUM
ATTRIBUTES: STR 8 (+1), INT 1 (1), AGL (-+1), WT 10 (+2), PRE2
w
(-2), PERS (+1)
0: QUIK +1, SAVY -+1, STAM +2, WILL +2
ax BIRD OF PREY (MOVEMENT: 12 M/80 NV/20 KM
LUFTING/CARRYING CAPACITY: 180 KE MAX/40 KE LIGHT LOAD
DEFENSE: 7
Earth fosters many different types of bird of prey HEALTH 11
from eagles and falcons, to hawks and owls. Marine \WOUINS: § WOUND LEVELS
varieties such as pelicans and sea hawks could be cre- SKILLS: ATHLETIC (CMB, RUN, JUMP) +9, OBSERVE (SPOT) + 6, STEALTH
ated using this template, as well as other large scav +5, SURVIVAL +3, UNARMED COMBAT (NATURAL WEAPONS) -+ 6
enger birds such as ravens and buzzards, Most birds of ‘ABILITIES: FEROCIOUS, NATURAL WEAPON (UPGRADE: CLAWS 208 + 2
prey qualify as little creatures (as opposed to “small
even though their wingspan and increased movement
rate belie this fact.
SAMPLE BIRO OF PREY (HAWK)
FORM: ANIMAL (BIRD)
DUET: CARNIVORE
FEEDING HABITS: POUNCER ww DOG, LARGE
SWE: 8 (UTE)
ATTRIBUTES: STR 1 (2), INT O (8), ABL 12 (+9), VIT 2 (~2), PRE (8),
15 (+4) Many species of canines populate earth. The fol
REACTIONS: QUIK +4, SAW +4, STAM —1, WILL —1 lowing template can be used for large hunting dogs,
WOVEMENT: 18 M/102 M/32 KOH" guard and attack dogs, and even wolves. Smaller dogs
UUFTING/CARRYING CAPACITY: 20 KG MAX/S KE LIGHT LOAD can be modeled by reducing the size, attributes, and
DEFENSE: 7 derived characteristics.
HEALTH: 12
‘WOUNDS: 3 WOUND LEVELS SAMPLE 006 (GUARD DOG)
‘SMULLS: ATHLETICS (FLY) +12, OBSERVE +12, SURVIVAL +5, UNARMED FRM: ANIMAL
‘COMBAT (NATURAL WEAPONS) +8 DET: CARNIVORE
‘SPECIAL ABILITIES: EVASION, NATURAL WEAPON (TALONS 108-2 DAMAGE), FEEDING HABITS: CHASER
EXTRAORDINARY SENSE (NIGHT VISION), FLYING (UPGRADE: 2X MOVE: Su
MENT), SPEED (UPGRADE 2)° ATTRIBUTES: STR3 (—1), INT 1 (—B), AGL 7(+0),
WIT 6 (+0), PRE1 (—8),
PER 10 (+2)
REACTIONS: QUIK +2, SAW +2, STAM +0, WILL +1
‘MOVEMENT: 6 M/40 MY/'10 KM SAMPLE LIZARD (CROCODILE)
ME: ANIMAL (REPTILE)
HE: CARNIVORE
HEALTH: § FEDING Hi
WOUNDS: 4 WOUND LEVELS SIZE: B (LARGE)
SILLS: ATHLETICS (RUN) + 2, OBSERVE (SCENT) +8, SURVIVAL +8, ATRIBUTES: STR (+0), UNTO (8), AGL 6 (+0), MIT 12 (+3), PRED (
‘UNARMED COMBAT (NATURAL WEAPONS) +4 PERB (+1)
SPECIAL ABILITIES: NATURAL WEAPON (TEETH 108-1 DAMAGE), SPEED EACTIONS: QUIK +1, SAVV +0, STAM +3, WILL +2
18 OVENEN: 9 MYBO NYS KIM
LIFTIVG/CARYING CAPACITY: 120 Ke MAX/SO KE UGHT LOAD
DEFENSE:7
»
HEALT 12
\WOUNOS: 6 WOUND LEVELS (2 LEVELS HEALTHY)
SLi: ATHLETICS (SWIM) +10, OBSERVE (SCENT -+6, STEALTH (HIDE) + 8,
za HERD ANIMAL SURVIVAL +4, UNARMED COMBAT (NATURAL WEAPONS: TEETH) +5
PECL AIT: CUNNING, NATURAL WEAPON (BITE 308 + 4 DAMAGE)
10
There re virtually dozens of terrestrial creatures
that qualify as large herd animals. Horses, bulls,
zebras, deer, gazelle, and the likecan all be generated 0
by varying aspects of the Herd Animal template.
Smaller, fleet herd animals, such as Impala, often pos
sess one or more of the following additional special au SIVAKE, VENOMOUS
abilities: Camouflage, Evasion, Speed (upgrade!
SAMPLE HERD ANIMAL (HORSE) Many varieties of venomous snake are native to the
FORM: ANIMAL
DUET HERBIVORE
FEEDING HABE: BRAZER
SIZE: 6 (LARBE) can reflect varying degrees of venom toxicity by
ATTRIBUTES: STR 15 (+4), INT1 (—8), AGL G (+0), VIT 12 (+8), PRE 1 adjusting the Potency rating of the toxin (and advance:
(2), PERT (+0) ment pick value). You can also add the Swim specialty
AEACTIONS: QUIK +0, SAVY +0, STAM +4, WILL +3 to the Athletics skill to reflect the added mobility of
MOVEMENT: 18 M/120 M/30 KIM” marine snakes when in the water. To model spitting
JFTING/CARRYVNG CAPAGITY: 300 KG MAX/75 KE LIGHT LOAD cobras, be sure to add the Ranged Attack special abil
IEFENSE: 7 ty. Although many venomous snakes can reach
HEALTH: 18 lengths exceeding 2 meters (medium size), most poi
WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY) sonous snakes are considered Little to account for their
SWILLS: ATHLETICS (RUN, JUMP) -+-10, OBSERVE (HEAR) -+-4, SURVIVAL +2, relatively low Health and wound levels.
‘UNARMED COMBAT (NATURAL WEAPONS: HOOVES) + 2
‘SPECIAL ABILITIES: NATURAL WEAPON (HOOVES/ICK 106+4 DAMAGE), SPEED” SAMPLE SNAKE (RATTLESNAKE)
NS FORM: ANIMAL (REPTILE/SERPENT)
‘WET: CARNIVORE
HABITS: POUNCER
aC
w ATTRUBUTES:
STR 1(—8), INT 0 (—B), AGL B (+1), WIT 3 (—1), PREN/A, PER 8 (+1)

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

as ANDORIAN FOREST SPIDER


‘WOUND LEVELS: §
SHOU: ATHLETICS (SWIM) +4, BITE +5, STEALTH +4, SURVIVAL (RIVER) +6
‘SPECIAL ABILITIES: EXTRAORDINARY SENSE (PRESSURE), MULTIPLE ATTACKS +2, A fearsome sight, the Andorian forest spider has a
NATURAL WEAPON (FANGS, 106-+1), TOXIN low-slung ratcheted mandible of powerful cartilage
TW EQUIVALENT § (8) and sinew set below two narrow, oval eyes and twin
ghelnoid antennae (like many Andorian life forms). Its
De SCRIPTIC eight legs are surprisingly thin for a half-meter wid
Three-headed serpent, dark blue-black in color creature massing 20 kilograms; much of its low
averaging 2.5 meters length and massing 80 kg abdomen is a “crash web” of multiply-reinforced
Enviro t The Aldebaran serpent lives in the sinews hung from a cantilevered bone superstructure.
rivers and freshwater estuaries and lagoons of the Even with this powerful shock absorber in place, the
southern continent of Aldebaran Il . A hot world fairly Andorian forest spider cannot spend a lot of time run:
close to its orange giant sun, only the south and north hing across the ground without tiring and collapsing; it
polar continents are cool enough to support complex scuttles from tree to tree, hanging from the branches
by its clawed feet. Its cunningly-plaited blue fur both devouring them tartare. Its Andorian name, the glikar’-
blends in with conifer vegetation and keeps the crea ma, means “any death is preferable.
ture warm in Andorian winter nights ANDORIA REST SPIDER VENOM: Instantly
fatal to most small animals, the venom of the glikar’ma
CREATURE STATISTICS can paralyze even bear-sized animals. Type: Injury
Onset: Immediate; Potency +10; Treatment: +8 TN/+3
(WET: BLOOD OR JUICES TN (diagnosis/treatment, assuming familia Y with, or
FE DING HABITS: POUNCER databanks on, Andorian wildlife); Ef 6-2
coon ‘WDE) wound levels plus paralysis for survivors (Stamina test
ES: STR2 (—2), INT 5 (0), AGL 14 (+4), WIT
3 (—1), PRE
2 (—2), at +10 TN every 10 minutes to throw off); Secondary
PERT (+0) Effect: -1 wound level plus paralysis for survivors
TIONS: QUIK +7, SAW 0, STAM —1, WILL —1 Stamina test at +10 TN every 5 minutes to throw off)
MOVEMENT: 12 GROUND, 24 TREETOPS Stages: 0. Bitten characters remain paralyzed until they
JFTING/CARRYING CAPACITY: 4 KB throw off the paralysis, are devoured, or rescued,
JEFENSE: 11
WEALTH: 1 COUNTERS
WON A momentary threat to a prepared Crew, being
SKILLS: res a oa “i +5, OBSERVE (SPOT) +7, STEALTH trapped by forest spiders can be the prime mover of an
+6, SURVIVAL (TAIGA) episode centered on isolation and emotional tensions
SPECIAL ABILITIES: a core CUNNING (STALKING PREY IN FORESTS), Andorian characters might hallucinate their feared sto:
‘DRAIN (BLOOO (VIT)), EXTRAORDINARY SENSE (IR VISION, VIBRATION rybook “cemon spider” at inopportune times, or a te
ap (NATURAL WEAPON (MANDIBLES, 106-3), SPEED, TOXIN pathic shapeshifter might read this fear-form in an
Andorian character's subconscious.
CRIPTION
Eight-legged creature with short, bristly blue “fur”
0.5-0.6 meters across, massing 20 kg. "7
VIRONMENT: The several species of Andorian
forest spider live in the coniferous taiga zone along the
northern coast of both of Andoria’s main continents
zs ALGORIAN MAMMOTH
The spid rs liquid diet gives it the concentrated pro:
tein it needs to survive Andoria’s cruel winters, and its The Algorian mammoth resembles a four-meter tall
claws resemble miniature pitons for gripping. tree shambling mound of hair. A non-prehensile snout and
branches through snow, frost, or ice. Perfectly adapted tooth-tusks poke out from its front end, and a stubby
to its taiga home, the Andorian forest spider can travel tail sticks out from its hindquarters. Pointed ears and
twice as fast through the trees as it can on the ground. stumpy eye-stalks raise its sensory organs above its
BeHavior: The Andorian forest spider feeds on coating of musty fur
small mammals, birds, and other similar prey, tracking
their body heat with its infrared-sensitive eyes, or feel- CREATURE STATISTICS
ing their rustling passage through the trees with its FO: ANIMAL
antennae. However, it is fiercely territorial and will UVET: HERBIVORE (VEGETATION)
attack Andorians (or other humanoids) who enter its FEEINNG HABITS: GRATER
hunting grounds. Foolish enough to believe Andorians SITE: LARGE (4 TALL)
are prey, the Andorian forest spider is cunning enough ‘ATTRIBUTES: STR 12 (+8), INT 1 (—3), AGL 4 (+0), WIT 8 (+1), PRE 2 (—2),
to strike stragglers or weakened Andorians from con PERS (+0)
cealment without warning. This habit of sneak attacks REACTIONS: QUIK +1, SAW STAM +3, WILL +1
and other tricks gave the Andorian forest spider a ‘SWOVEMENT: 8 M/6O NV/15 KM
demonic reputation among primitive Andorians; LIFTING/GARRYING CAPACITY: 240 KB MAX (24 KE ORAL)/BO KE LIGHT
Andorian witches supposedly transformed into. or DENSE: 7
tamed these creatures. HEALTH: 11
When it has felled its prey with a poison bite, it ‘WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY)
ingers over the paralyzed victim, slowly sucking out ‘SWLLS: ATHLETICS (RUN) +2, SURVIVAL +6, UNARMED COMBAT: NATURAL
the blood and other nutrient-rich fluids from the st WEAPONS +4
iving body until only a frozen, paralyzed husk ‘SPECIAL ABILITIES: ARMOR (THICK HIDE, DEFLECTS 4 DAMAGE), NATURAL WEAPON
remains, As the victim becomes colder, the spider (TUSKS, 106 +3 DAMAGE)
switches to eyes, antennae, and other soit tissues, TH EQUIVALENT: 10
DESCRIPTION ‘SUZE: MEDIUM (2.1 Mt LONG)
Mammoths evolved in Algor’s broad grasslands, §: STR8 (+1), INT 3 (—1), AGL 1 (3), WIT 2 (—2),
PRE 1 (—2),
where they found plentiful sustenance and space to PERS (+0)
identify, avoid, and fend off predators Wandering REACTIONS: QUIK + 0, SAW = 0, STAM +1, WILL +0
herds pose little da MOVEMENT: 6 M/4O M/10 KM
ger unless directly
threatened. Anj red
mammoths char
ceived adver
gouging with their
tooth-tusks. ‘SHULLS: ATHLETICS (CLIMB) +4, OBSERVE +3, SURVIVAL +7,
‘UNARMED COMBAT: NATURAL WEAPONS + 3
‘SPECIAL ABILITIES: ARMOR (SCALED HIDE, DEFLECTS3 DAMAGE),
CAMOUFLAGE, NATURAL WEAPON (CLAWS, 106-+1 DAMAGE), TRAIT (LOW
F ‘ENERGY LEVEL)
TH EQUIVALENT: §
SCRIPTION
Cave sloths inhabit mountain regions with lush
vegetation sheltering plentiful insect populations. The
rugged terrain provides crags for shelter during dor
mancy. Solitary sloths gorge themselves when they dis.
cover insect nesting grounds, then seek a safe, rocky
haven J enter a deep slumber to digest food and
regain energy. They often block mountain paths or pas-
sages between rocks, obstacles for adventurous trav
elers. Sloths prefer to amble off to safety when sur
prised, but fend off adversaries with their claws if cor
nered.

Ancient Algorians raised mammoths for meat


wool, later exporting them to nearby systems as herd yo ALVANIAN SPINE MITE
beasts. Today these beasts remain a colorful feature of
the rolling Algorian meadows, curiosities for passing
tourists and minor obstacles for ground transports, These tiny crustaceans seem like harmless spores in
their dormant state. When in contact with a potential
host, they emerge and slowly burrow toward the main
conduit for neural impulses: the spinal column. Their
savage, insectoid faces possess jagged gripper pincers.
Barbed legs and a fan tail help them move their seg
aw ALVANIAN GAVE SLOTH mented bodies through a host
CREATURE STATISTICS
Travelers often mistake Alvanian cave sloths for FRM: ANIMAL
slow-moving rocks. An active sloth ambles about on DIET: ENERGY (NEURAL IMPULSES)
six stubby legs. Long claws dig through soil and bark FEEDING HABITS: PARASITE
to uncover tasty insects. An elongated, toothy snout SITE: MINISCULE (8 CM LON)
seeks bugs in nests. A grayish brown, scaly hide wards ATTRIBUTES: STR 2 (—2), INT 1 (—3), ABL 1 (—9), VIT 3 (1),
PREG (8),
off biting insects and provides camouflage during PERT (—3)
hibernation. REACTIONS: QUIK —3, SAV —6, STAM +1, WILL 0
(WOVEMENT: CAREFUL1.5 EM/ROUND; BURROWING 0.75 CM/ROUND
CREATURE STATISTICS UFTING/CARRYING CAPACITY: N/A
FORM: ANIMAL
DIET: CARNIVORE (INSECTS) HALT 1
FEEDING HABITS: GATHERER WOUNDS: 1 WOUND LEVEL
‘SURVIVAL + §, WARMED ATTACK (NATURAL WEAPONS) +2 seeking to deter the effects of radioactive ores in their
4 ‘MNAERDBIC RESPIRATION (NO RESPIRATION REQUIRED), planet's mineral-rich mountains. Those eating the bit
‘BORROWING (FLESH), NATURAL WEAPON (PINCERS, 1 DAMAGE) ter beetle mash gain a +2 bonus on all Stamina tests to
N EROWALEIT: 18 resist the effects of radiation for one day

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

1 ae BA'KU RHYL Long flight feathers


this predatory avian’s body. Plumage terns range
from dun-colore wing surfaces, | heb ie along,
the belly, and blood red at th » head and tail Darker
The Ba’ku rhyl combines
the features
of a juvenile coloration around the slit-eyes and a series of protect
canine with that of a Terran flying squirrel. Large flaps ing and enhanced eyelids endow the bird with kee
of skin connect to the creature's apps ages along the vision and the ability to scan the infrared spectrum.
length of its elongated body, forming vest | wings. Baneriam hawks stand slightly taller than half a meter
Upon study by Federation scientists, it was noted that but possess a wingspan of nearly 1,5 meters. The w
fold flush against their body, increasing their aerody cir opponents, Although hawks attack prey with
namic form when divin on game. Strong legs also recision, they de nd themselves, their
etract into their plum. for speed in flight, but can
extend to snatch prey or rake adversaries. Padded feet In captivity, hawks scruti nize everyone who passes
protect the hawk from its own curved talons, which gaze, whether sitting regally on their
thin out into edged claws with sharp points. perches or flying a sentry patrol, Good trainers can
teach hawks to discriminate between friend and foe
URE STATISTICS screech at intruders, and attack adversaries,
En ERS: Unle threatened Baneriam hawks
rarely attack humanoids in their natural environment;
however, intruders may inadvertently stumble into a
SUE SHAL (1 SPN hawk ambushing prey and become an accidental tar
‘ATTRIBUTES: STR4 (+0), INT
1 (—9), ABLB (+1), VIT
1 (—2), PRE1 (—2), get. People more frequently encounter trained hawks
PER 8 (+1) guarding mansions and luxury yachts throughout the
00S: QUIK +3, SAW +1, STAM +3, WILL +1 Bi jaxy. Some keep the intimidating birds as exotic
MOVEMENT ‘FLY 60 M/ROUND, TRAVEL 20 KM/HR decoration, but most use them as sentries and attack
*NCITY: 80 KG MAX (8 KE ORAL)/20
WG LIGHT beasts that react to intruders, foes, or anyone engaged
in underhanded activities within their territory

15: ATHLETICS (CMS) +1, STEALTH +1, SURVIVAL +2, ARMED

* 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,

se BERSERKER CAT Desc


Berserker cats lurk in Errikang VII's
lush jungle regions, which are filled with plentiful
Although the term “berserker cat” frequently refers game and adequate cover for ambushing it. The solitary
to many species of vicious feline, it particularly felines softly pad along tree limbs, through tunnels
describes the variety of lurking predator found on formed by massive roots, and across overgrown and
Errikang VII. Fur covers its two-meter long body in mot ancient ruins. They frequently 1 their lairs in natu:
ral caves, among the root systems, or in shelters against its flesh until angered, when they stand out to
created by tumbled megaliths. Their dens offer havens intimidate foes and reinforce its own flesh. An angry
wher hey sleep off eating binges, raise their young, mouth dominates its head, with small eyes, ears, and
and nurse wounds from their sometimes ambitious nostrils placed around a maw filled with a disarray of
attacks. A typical lair contains a constricted entrance a teeth used for cutting, tearing, and gouging meat from
cat can easily defend, a pile of brush for sleeping, and the crevasses of carrion. Front legs end in shovel
a depression where moisture collects from rain and shaped foreclaws used to burrow through earth; pow
foliage condensation. erful hind legs provide short bursts of mobility and
Benavior Solitary cats spend much of their day contain larger spade-claws for digging. The spiny tail
sleeping lightly, regaining and conserving energy for the constantly thrashes about, ripping across anything that
hunt. They frequently position themselves for an particularly annoys the rat.
ambush, using the dense jungle foliage for cover. Here
they wait patiently between naps for a vruedebeast or CREATURE STATISTICS
other grazer to wander past. When they pounce, the FRI: ANIMAL
cats becomea blur of ruffled fur and slashing claws. The ‘DIET: CARNIVORE
beasts sometimes even attack adversaries larger than FEEDING HABITS: SCAVENGER
themselves, especially when defending their hunting ‘STE: MEDIUM (1M LONG)
territory from other berserkercats or predatory intrud ‘ATTRIBUTES: STR4 (+0), INTO (8), AGLS (+0), IT 4 (+0), PREO (—8),
Luckily the felines rarely tolerate one another (except +0)
during mating season) and do not hunt in packs. AEACTIONS: QUIK +2, SAVV +0, STAM +4, WILL +2
‘MOVEMENT: 6 M/ 40 NY/10 KM; BURROW 1.5 M/ROUND
ENCOUNTERS LUFTING/CARAYING CAPACITY: 80 KE MAX (B KE ORAL)/20 KE LIGHT
Berserker
cats pose a hidden danger for anyone ven. DEFENSE: 7
turing deep into Errikang VIl's jungles. They consider any HEALTH: 4
living organism passing before their hiding places fair WOO: § WOUND LEVELS
game. Archaeologists working among the region’s SKUs.Eames can xe a +2, SURVIVAL -+4, UNARMED
ancient ruins frequently travel to the interior with armed
escorts, who also clear excavation sites of lurking wr ale an Cr mG, DEFLECT3 DAMAGE), BURROWING
berserker cats. Expeditions maintain constant guard to (QIRT), DETERRENT (FEARSOME APPEARANCE), FEROCIOUS (WHEN STAR
keep new cats from moving into secured areas, TLE), NATURAL a (TIL SPINES, 108 DAMAGE)
Settlers on Errikang Vil tried unsuccessfully to TW EQUIVALENT: 5 (8)
domesticate the cats for guard beasts, usually with
rather violent results. Today they cultivate a luxury Descri
businessof leading daring off-worlders into the jungles ENVIRONMENT Rats evolvedin Bulgal’s wasteland
to hunt cats, Only the wealthy can afford these dan- terrains—fetid bogs, gloomy tundra, and arid forests
erous safaris, which include guides and sentries during past ages when larger predators prevailed and
experienced in spotting berserker cat ambuscades. provided a plentiful source of carrion. Their spiny
Hunters lucky enough to survive often return with hair hides and tails and a fierce demeanor deterred adver
raising tales of combat. The mottled hides make saries. Although their numbers decreased as the plan
impressive trophies, though little enough export et’s other creatures died off, rats still managed to sur
demand exists that the cats avoid danger of extinction vive off organisms dying in their territory
through aggressive hunting. Some cultures revere the Aside from their hardy and protective physiology
claws, incorporating them into jewelry meant to the rats endure using a clever system of warrens.
endow the wearer with some degree of the berserker Communities of two to twelve rats burrow subter:
cat's prowess, courage, and speed. ranean nests accessed through concealed entrances
Caverns offer safe havens in which to consume car
casses, raise young, and drink from pools of water that
drain underground. Passages connecting the chambers
sometimes range up to one kilometer, offering the rats
a great deal of hidden mobility
we BULGALLIAN RAT AVIOR: Bulgallian rats range from their warrens
at all times of d. trundling off in search of carrion.
Their low profile and quiet passage help them traverse
The fierce Bulgallian rat grows upwards of 2.5 terrain without arousing notice of other creatures,
meters long, with 1.5 meters consisting of its fearsome, which sometimes brings them into sudden contact and
whip-like tail tipped with a flourish of slender spines. triggers an instant defensive rage. It bares a foaming
Similar spines coat the rodent’s pudgy torso, laying flat mouth of teeth, hisses and growls, clenches well-mus
CREATURE STATISTICS
FORM: ANIMAL
DET: ENERGY (ELECTRICITY)
FEEDING HABITS: SCAVENGER
SITE: LARGE (3 M LONE)
ATTRIBUTES: STR2 (~2), INT 0 (—8), AGL 3 (—1),
WITS (0), PREO (~8), PER 5 (+0)
REACTIONS: QUIK +0, SAV +0, STAM +4,
WL 0
MOVEMERN 15 KM
LUFTING/ CARRYING CAPACITY: N/A
DEFENSE: B
HEALTH: 3
WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY)
‘SKILLS: ATHLETICS +4, STEALTH +2, SURVIVAL +4, UNARMED
cled hind leg COMBAT: NATURAL WEAPONS +2
its tail at perceived adversaries. Body spines bristle ‘SPECIAL ABILITIES: ABSORPTION (108), ENERGY ATTACK (ELECTRICAL),
erect, increasing its apparent size, reinforcing its hide, INVULNERABLE (ENERGY WEAPONS), NATURAL WEAPON (SHOCK, 108
and presenting hand-to-hand aggressors with a painful DAMAGE)
surface to hit. The rat continues this vicious di lay TW EQUIVALENT: 10
until the other party backs away if attacked, the rat
with ferocity as it flings itself at opponents. De sIPTION
Caldorian eels inhabit their planet’s mineral-rich
NTE swamps, consuming electrical static discharges
Travelers wandering anywhere from Bulgat’s settled between the waters and outcroppings of surgeore stra
areas have the best chance to stumble across a rat or ta. They frequently seek other energy rich environ:
its warren. The varied environment
of bogs and forests ments such as settlementsand starships. Although they
conceals the animal's low profile, often until unwary rarely deplete large energy sources, they can siphon
hikers stumble upon a wayward rat, Local guides often off enough electricity to impair interfaced systems or
hire themselves to visitors to navigate this terrain, drain small devices. Some beings domesticate them as
thumping their heavy walking. staves against the pets, offering them affection and a regular source of
ground to frighten off ne
Most outlying settler
tain low walls and gates to keep th
tently wandering into towr

some cases digging their wai ve CARNIVOROUS RASTIPOD


ens beneath wails to ach storage basements and
page h ps of the structures within. Settlemen
security forces train to conquer their fears and exter- This Bajoran carnivore suffers from a rare genetic
minate intruding rats. mutation called rastipodia, in which a creature's for-
ward orientation shifts 90 degrees to one side. Its two
spindly left legs and stubbier right ones give it an awk
ward gait when leaping on prey. A flexible neck and
w powerful jaws allow the rastipod to snake after and
subdue prey. Its mottled skin provides camouflage for
es CALDORIAN EEL blending in with its surroundings.
CREATURE STATISTICS
These long eels glide on land or water by rippling FORM: ANIMAL
CARNIVORE
FEEDING HABITS: POUNCER
s act as natural capacitors, storing ‘SIZE: MEDIUM (1.7 M TALL)
jing it to required body ATTRIBUTES: STR8 (+1), INT 1 (—B), AGL S (+0), WIT S (+0), PREO (—8),
They bite when threatened, disch. 3 a mild current PERS (—1)
to shock foes before fleeing, REACTIONS: QUIK +2, SAV —1, STAM +1, WILL +1
WOVEMENT: 8 M/40 H/10 KM
LUFTING/CARRYING CAPACITY: 160 KE MAX (16 KE ORAL)/40 KE LIGHT diet creates a thriving environment for disease (in this
OFFENSE: 7 case, xenopolycytheia), which they transmit to others
HEALTH: @ through their bite
\WOUNOS: § WOUND LEVELS Spelunkers take great caution when venturing into
SOLS: ATHLETICS (RUN) -+9, STEALTH -+5, SURVIVAL +8, UNARMED COMBAT: caverns on worlds with cave-rat populations, includ-
NATURAL WEAPONS +4 ing protective clothing, sonic pest repellers, and anti.
SPECIAL ABUTS: CAMOUFLAGE, EXTRAORDINARY SENSE (INFRARED VISION), dote (where available)
FEROCIOUS (WHEN HUNTING), NATURAL WEAPON (TEETH,
108-+1 DAMAGE)
TW EQUIVALENT: § rs
3 daa
Descript
Solitary rastipods inhabit Bajor’s forests. Here
they conceal themselves, waiting to ambush prey with
particular ferocity. Occasionally they mistake sapient
beings as prey, but usually realize their error before
they clamp their jaws down on some unsuspecting
hiker’s neck
w

»
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

\kish creature resembling an Earth moray


eel with webbed rear feet and two harpoon claws on
telescoping forelimbs. 10 cm to over a meterin length,
they mass up to 26 kg. DENEVAN NEURAL PARASITE
ENVIRONMENT As their name indicates
Denebian slime devils live in the slimy marshes, tide
pools, and swamps of DenebV, which orbits the white Called the “Denevan neural parasite” after the
supergiant Deneb 1500 light years from Earth. Most of planet where Starfleet first encountered the creature in
the life on Deneb V (and the other worlds in the sys: 2267, these creatures are actually the individual cells
tem) has a very high metabolic rate; this makes preda- of a large, discorporate colony “brain.” They resemble
tors highly aggressive, as they must consume more large fried eggs (about 30 cm across, massing around
food for their body weight than most Earth creatures, 1 kg), and can cling to ceilings, walls, and other sur
Most Denebian slime devils live along shorelines, but faces with tiny rootlets similar to cilia. They can fly
some have found their way to inland ponds or lakes, from place to place (possibly by telekinesis) and attack
and there have been reports of albino slime devils liv sentient beings. If need be, they can fly from world to
ing in the cave systems of Deneb V, where their sonar world through space; they are invulnerable to most
would give them powerful advantages over sighted interstellar hazards except for very powerful ultraviolet
prey—including Humans. radiation such as that in a sun’s outer coronasphere
BeHaAvioR: Denebian slime devils are totally
amphibious, and will eat anything smaller than them CREATURE STATISTICS
selves irom fish to crustaceans to shore birds to bur RIM: ANIMAL COLONY
rowing mammals. If it can, a slime devil will even try SET: SENTIENT NEURAL ENEREY
to bring down a larger creature and bite off great FEEDING HABITS: PARASITE
bloody chunks of its flesh until it, too, can be conve: SIZE: UTTLE (80 §)
niently devoured or left for scavengers. Always eager am 5: STR 3 (—1), INT 8 (AS COLONY, +1), AGL (+0), WIT'9 (+1),
to attack anything in sight, the Denebian slime devil PRE 12 (-+8), PER 14 (AS COLONY, +4), PSI B (AS COLONY, +0)
becomes completely uncontrollable during its mating REACTIONS: QUIK +7, SAVV -+-4, STAM +1, WILL +9
season, from fall to spring. (MOVEMENT: 1 CRAWLING, 10 FLYING
The combination of rapacious hunger, mindless LUFTING/CARRYING CAPACITY: N/A
ferocity and general ugliness has made “Denebi DEFENSE 7
slime devil” a popular schoolyard taunt all over the 8
quadrant; even Klingon propaganda has been known WOUND LEVELS:3
to apply it to “expansionist” rivals. The Denebians ‘L S: ATHLETICS (FLY) +1, ATTACH -+-6, OBSERVE +2, pa (HOE) +8,
themselves use the slime devil as their slang for ‘SURVIVAL (SPACE) +8, TELEPATHY (AS COLONY)-+
lawyers, swindlers, and hypocrites; their culture SPECIAL ABILITIES: ANAEROBIC RESPIRATION (NO a REQUIRED), FYING
strongly disapproves of fraud, and as late as the mid- (OR PSYCHOKINESIS), GANGLIA, VULNERABLE (COLD, VACUUM, COSMIC
24th century, the slime devil was in some danger of AAYS), PSIWIC, SPEED (FLYING), VULNERABILITY (POWERFUL UV RADIA
becoming extinct as a hunted, hated, deeply symbolic TOW
pest TW EQUIVALENT: 15
ENCOUNTERS De RIF nh
Denebian slime devils make good momentary Single-celled flying blastules of an unpleasant yel
threats; they are especially dangerous in dark caves or low-pink color; approximately 30 cm across, massing
underwater, where humanoid characters will be at up to one kilogram
serious disadvantages, The taunt of Denebian slime y The neural parasite is probably
devil” makes excelle t_ narrative color of course. iiativé.to'a world Well outside the Milly Way Galaxy:
Slime devils’ omnivorous rapacity makes them espe- it may have evolved to prey on the overwhelming
cially ecologically dangerous—either unscrupulous psionic ene given off by the Kelvans of
smugglers or naive conservationist do-gooders might Andromeda or some other species. The knawn trackof
endanger other worlds by transporting slime devils to infestation in our Galaxy passed through the Beta
them. Portolan system, wiping out its civilization centuries
ago, and drove the world Levinius V into mass insani
tyin2 After destroying civilization on Theta Cygni
Xl the infestation struck Federation colonies o1
Ingraham B in 2265 and Deneva in 2267
3 Once upon a world, neural parasites hemoglobin. It can alter its molecular structure at will
Sa Ui WivSkigh alt vets) ase WaLaparh and othed making it immune to almost all weapons including
systems to infest as many sentients as possible in a ship's phasers, and can only be recognized by its vam.
rapid overwhelming assault. Neural parasites often pirism and its characteristic sickly-sweet odor, like rot
attempt to strike from blind spots behind or above their ting honey. It most often resembles a whitish fog, and
victims, flying toward the back or neck in a low displays glistening highlights when it feeds, probably
swooping glide to attach themselves, as an energetic byproduct of the conversion of hemo:
When the neural parasite attaches itself to a sen. globin to dikironium molecules
tient victim, it immediately shoots thousands of tiny
tendrils into the sentient’s central nervous system. A GREATURE STATISTICS
target must succeed at an an immediate Quickness ON: GASEOUS
eaction test a ainst a TN equal to the parasite’s Attach DET: HEMOGLOBIN
test result to be able to pull the parasite loose, and FEEDING HABITS: CHASE
loses his next action if successful, (Surprised charac- SITE: WARIABLE (SMALL TO MAMMOTH
ters cannot resist in time.) Once fully attached, the par- ATTRIBUTES: STR O (—8), INT 8 (+1), AGL 12 (+3),
WIT 14 (+4),
asite controls its host through direct neural stimulation PRE 12 (+8),
PERS (+1)
backed up with intense pain. To resist the parasite’s EACTIONS: QUIK +1 SAW -+9 STAM +7 WILL +5
commands, the host must succeed in a Willpower
reacti on test opposed by the parasite’s Presence. LUFTING/ CARRYING CAPACITY:0
Characters with High Pain Threshold may add +2 to ENSE: 10
this test.) After each failure, the host loses 1 point of HEAT 14
Willpower, until he reaches automatic failure on the EVELS: 7 (9 LEVELS HEALTHY)
test and permanent enslavement LS: OBSERVE (TRACK) +4, STEALTH + 3, SURVIVAL (SPACE) +2,
The collective hive mind breeds parasite cells until ‘UNARMED COMBAT: NATURAL WEAPONS (BLOOD DRAIN) + 10
n entire world is under its control; it then spawns and SPECIAL ABILITIES: AMORPHOUS, ANAEROBIC RESPIRATION (NO RESPIRATION
ts offspring flies through space to another world. If the ‘REQUIRED), DISLOCATION (SEE BELOW), DRAIN (HEMOGLOBIN (5 VIT PER
ve mind controls a technically advanced world, as it ‘ROUND)), EVASION, FLYING, GASEOUS BODY, INVULNERABLE (ENERGY
don Ingraham B in 2265, it may force mass emigra WEAPONS, FIRE, PHYSICAL DAMAGE, RADIATION).
tion in spacecrait to a new planet rather than risk the DISLOCATION” (10): THE DIKIRONIUM CLOUD CAN LOOP ITSELF BACKWA
lengthy interplanetary voyage TIME, APPEARING BRIEFLY IN TWO PLACES AT ONCE, THIS cmt ase
‘ACTION, WHICH MAY BE ATTEMPTED AT ANY TIME (AND REPEATEDLY) UP TO
FIVE ROUNDS AFTER BEING HIT. IF SUCCESSFUL, THE CREATURE DODGES BACK
A neural parasite infestation is a potential prime {IN TIME TO BEFORE BEING HIT, AND TAKES NO DAMAGE. ANY ATTACKS THE
Although the ULS.S, Enterprise destroyed the ean ‘MADE DURING THOSE FIVE ROUNDS STILL AFFECT TIME-BOUND
Denevan colony with UV satellites, it might have 1S, HOWEVER. ANTIMATTER EXPLOSIONS CANNOT BE DODGED BY DIS:
spawned earlier while outside Federation territory— Ler ‘AS THEY AFFECT THE TIME SPACE CONTINUUM ITSELF.
ven centuries ago an Beta Portolan. The parasite UWALENT: 25
mass-mind might have learned subtlety from the
Denevan failure, and work from within as a subtle
conspiracy of the controlled, convincing host surgeons Semi-corporeal gaseous cloud entity occupying
to implant the creatures inside victims where they can between 1 and 10 cubic meters; mass unknown.
shelter from UV light. Crews might have to investigate ENT: The vampire cloud can travel
the parasite-haunted ruins of Beta Portolan for further through interstellar space by means of gravity pres:
weaknessesof the colonies, never knowing when their sure and alteration (which mechanism probably
iellows have bee 1 infected. allows it to fly on a planet and keep itself together in
strong winds). The cloud creature can even flow
along gravity wells into the time continuum—possi-
bly by finding quantum black holes in subspace—
DIKIRONIUM CLOUD and loop itself back in time for up to 30 seconds. This

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

7. Dryworms emerge from Antos IV's


coreward regions, burrowing up toward the planet's
deserts that form their adult habitat. By passing their wv DYTALLIC LASER-BEAST
rippling body surfaces through or across the fluid sand
they generate the static electricity that serves as nour
ishment. The sand provides friction against their bod Pi Ri ION: This unusual creature
ies to generate current , but also fuses on their hard resembles.a:crystalline scorpion; with a wide flat body
exterior to fill in wounds, reinforce their rocky three pairs of legs and a curving tail ending in a thick
armored exterior, and add new segments to their bod bulb. The entire creature is made of crystal, and shim
ies. As anaerobic creatures, the dryworms have no mers in the light. It has no visible features, but under
need to return to the desert surface to breathe. When close examination a faint spark of light can be seen
a worm reaches a maximum size (around 23 meters) dancing from facet to facet throughout the body, and
it instinctively burrows back down into the planet's is both brighter and more active in the stomach region.
lower crust, where intense magmatic heat helps it
divide itself into many smaller dryworms that burrow CREATURE STATISTICS
back toward the surface. FORM: MINERAL
B ‘A dryworm’s body acts as a giant (VET: ENEREY
cap itor. It lies dormant beneath the dunes, burrows: FEEDUNG HABITS: GRATER
swiftly in the sand, and bursts out to skim along the SWZE: LARGE (3M TALL)
ce as its instincts for the best current-generating, ‘ATTRIBUTES: STR8 (+1), INT2 (—2), ABL2 (—2), WIT 12 (+3), PRE4 (+0),
terrain dictate. Their simple brains know when to gath- PER (1)
er, store, and discharge energy required for their body REACTIONS: QUIK +O, SAVV 0, STAM +4, WILL +0
functions. Sometimes one accumulates enough to MOVEMENT: § M/2O NV/8 KM; BURROWING & M/30 M/8 KM
leave its natural desert habitat for short periods, usual- LUFTING/ARRNG CAPACITY: 180 KE MAX (1B KE ORAL)/40 KE LIGHT
ly wandering into settlements bordering the waste- DEFENSE: §
lands. Although they feed off energy created by fric- HEALTH:
tion, dryworms do not seek sources of pure energy WOUND LEVELS: 6 (2 LEVELS HEALTHY)
their mineral capacitor “digestive” systems only SWLLS: ATHLETICS (CLIMB, JUMP, RUN) -+ 1, OBSERVE + 3, RANGED COMBAT
absorb electrical current generated between their own +8, STEALTH +2, SURVIVAL -+ 8, UNARMED COMBAT; NATURAL
bodies and other silicate surfaces.
Few predators on Antos {V bother dryworms, but SPECIAL ABILITIES: ARMOR (CRYSTALLINE BODY, DEFLECTS5 DAMAGE),
the dull-witted creatures often inadvertently disturb BURROWING (ROCK), EXTRAORDINARY SENSE (ENERGY), INVULNERABLE
other desert denizens. When attacked, the dryworm (ENERGY), MINERAL BODY, NATURAL WEAPONS (LASERS 206), RANGED
thrashes its head at the threat, then discharges an ener- (ATTACK, SPEED (BURROWING)
gy burst from capacitor chambers within its body, TW EQUIVALENT: 15
sending an electrical current along its armored sur-
face, After distracting enemies with a few energy DESCRIPTION
shocks, the worm tries escaping back under the dunes MENT: Found deep within the mines of
Dytallix B, in the Mira star system, this crystalline ani.
OUNTERS mal moves from cave to cave, seeking out radioactive
Most visitors to Antos IV's desert regions spot sur materials. It also travels the tunnels and mineshatts,
facing dryworms from afar, marveling at their vast size sometimes creating new passages in its travels
as they burst from bene h the sands. Anyone camping Benavio Dytallic laser-beasts survive on energy
in these regions, however, runs the risk of accidentally specifically radiation and heat. They seek out the
encounte 1g a dryworm as it rumbles across the dunes deeper mine shafts, wh h come close to the planet's
or bursts from beneath, Although the worm takes little core and thus have higher ambient temperature
notice of those it disturbs, it can elicit a violent reaction They are also drawn to radioactive When
from others; in these cases, it tries shocking one or two feeding, the absorbed energy can be seen reflecting
adversaries before beating a hasty retreat from facet to facet, growing stronger with each reflec
Some exploitative entrepreneurs believe they can tion. Finally the light reaches the creature's central
rig a dryworm into a specialized environment to nervous system, located in its waist, and the energy is
then portioned out throughout the body. The laser HEALTH: 2
beast gets its name from its ability to channel stored ‘WOUNDS: 6 WOUND LEVELS (2 LEVELS HEALTHY)
energy through its claws or tail, in the form of laser ‘SWILLS: OBSERVE + 2, SURVIVAL +6, UNARMED COMBAT: NATURAL WEAPONS
beams. These beams cai be used offensively, but the +2
creature also uses them to cut through stone walls and ‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (NO RESPIRATION REQUIRED), FLYING,
other impediments INVULNERABLE (VACUUM), NATURAL WEAPON (WHIP TAIL, 1D6—-2 DAM:
Laser-beasts reproduce by laying crystalline eggs AGE), SPEED
They wander the mines in search of particular rock for TW EQUIVALENT: 5
mations, and whenever one of sufficient size is locat-
ed the laser-beast imbeds the tip of its tail in the rock ESCRIPTION
and breaks it off, leaving it there. The tip acts like an WVIRONMEN Eel-birds were cave-dwelling rep.
egg, and over the next few weeks it grows in size tiles in the kilometer-high mountains of Regulus V that
Finally the egg begins to emit weak laser beams, evolved into avians capable of traversing great plane-
which cut it free from the wall—the shell shatters upon tary and interplanetary distances. The caves where
impact, revealing a small but complete laser-beast they breed and hatch are close enough to verd nt veg.
ENCOUNTERS The Dytallix Mining Corporation etation to provide lush sustenance but high enough
abandoned Dytallix B for unknown reasons. Rumors that they develop in the low-gravity zone.
claim the laser-beasts appeared when miners sank a Fel-birds inhabit their homeworld’s forests and
particularly deep shait and that the creatures then those of the planet's several jungle moons. Depending,
appeared, menacing and killing miners until the com- on the orbital disposition of the system’s other habit
pany was forced to give up its operations there. Most able planets, the creatures sometimes migrate to these
likely the laser-beasts were born close to the planet’s worlds seeking vegetation
and were released when the miners opened the BeHavior Although they breed and hatch in
shait Laser-beasts are aggressi and territorial, and high-altitude caves on RegulusV, cel-birds spend most
move in packs of twenty individuals claiming an of their lives feeding in terrain with heavy foliate, or
entire area of shafts and attacking any intruders. migrating between feeding grounds. Once they locate
an area of abundant flora, they descend and slither
among the plants, consuming as much as possible and
taking brief rests curled up in high tree branches.
n Many eel-birds fly to the planet’s close-orbiting
moons, sparsely inhabited satellites covered in lush
ze EEL-BIRDS foliage. If the system’s other planets pass nearby, the
creatures also attempt migrating there to find new food
sources. The eel-birds fly skyward at their maximum
These three-meter-long reptilian avians gain their speed, their bodies rippling and their wing-seales flit
name from the rows of long wing-scales running down tering. Their anaerobic physiologies and protected
the right and left sides of their sinuous bodies. By ‘organs help them survive in space. After establishing
undulating their bodies and fluttering their wing-rows their momentum and escaping the gravity well, they
they generate enough lift for incredible flight speeds. fold themselves into balls to conserve body energy
They can also slither carefully along the ground or in during the space flight. Complex astrographical
trees. Flexible mouths filled with gr \ding teeth help instincts allow them to plot their course between
them gather and consume vast amounts of foliage. Regulusy, its satellites, and other nearby planets in the
Their bodies store nutrients to expend during their system,
frantic flight and inter-system migrations. Air-tight lids Every 11 years flocks of eel-birds instinctively con-
seal visual and auditory organs in the head. Their verge on the high caverns on Regulus V where they
whip-like tail provides balance and steering in atmos. hatched. Those on the moons or planets in the Regulus
pheres and serves as a defensive weapon if provoked system time their journey to arrive during the mating
frenzy. After depositing egg hatch the next genera
CREATURE STATISTICS tion, the eel-bird parents disperse to new feeding
FORM: ANIMAL grounds.
(WET: HERBIVORE
FEEDING HABITS: GRAZER NCOUNT
‘SIZE: LARGE (3 M LONG) Eel-birds pose little threat to other organisms in
‘ATTRIBUTES: STR2 (—2), INT0 (—8), AGL 4 (+0),
VIT 4 (+0), PRE 1 (—2), their feeding areas. They shy away from confronta-
PER3 (—1) tions, preferring to whip their tails as they fly
‘REACTIONS: QUIK +1, SAW —1, STAM +2, WILL 0 away from adversaries Dur a gration however
‘WOVEMENT: 18 M/120 M/15 KM; FLY 60 KMV/HR masses of eel-birds traveling through space create nav
LUFTING/CARRYING CAPACITY: N/A
let iay

igational hazards for ships operating near Regulus dur.


1 Mating season. Larger vessels must avoid sucking Exocomps operate in high-tech:
the creatures into their engine nacelles. Collisions with nology facilities, often in areas hazardous
to biological
the eel-birds can seriously damage smaller craft ife-forms. Operational overseers dispatch them to
These creatures constantly intrigue scientists with carry out routine technical maintenance or specifi¢
their intense instinctive urge to return to their hatching repairs to damaged systems. Their compact size offers
caves every 11 years. Biologists take keen interest in them easy access to cramped engineering spaces such
the eel-birds’ navigational intuition. as Jefferies tubes
Dr. Farallon created exocomps in 2369 specifically
for technical duties in hazardous an as of an experi
mental particle fountain mining facility on Tyrus VIA.
Initially eated as programmed machines, Farallon
and the Enterprise-D crew eventually realized they
ve EXOCOMP possessed an adequate level of intelligence for consid:
eration as sentient life-forms. Several now serve as co:
workers with biological technical crews in industrial
The construct exocomp consists of an octagonal operations with dangerous duties.
netal body mounted on two foot-like antigrav units Exocomps carry out their assignments
that provide locomotion. The body tapers in the for dutifully thanks to their programming. Their mechani
ward section to a tool node upon which it replicates cal nature also makes them tireless workers, Onboard
tools required for specific duties. Side-mounted sensor intelligence gives them an aifinity for creative thinking
pods, a red photoreceptor, and several antennae pro: when facing new challenges. They sometimes engage
vide s fo perceive its environment and com- in independent and obstinate logic, especially when
municate basic data to operators. Its sensor capabilities asked to complete task of uncertain moral nature
mimic those found irra 24th-century Starileet tricorder Despite their robotic origins, exocomps maintain a
An integrated microreplicator can form a variety of particular concern for preserving biological life-forms,
tools on the exocomp’s forward node, including even at the expense of their own well-being
gravitic calipers, hyperspanners, magnetic probes,
micro-grippers, and plasma torches. Their high
onboard intelligence and ability to learn allow exo- Exocomps serve as trusty repair units in a pinch,
comps to acquire the profiles of new devices after assuming people place faith in their abilities. They
examining samples or downloading computer specifi might function in any high-risk environ
cations for them. To replicate a specific device requires ment where they assist biological beings
a TN 5 Construct test; replicating more esoteric tools
requires a higher TN.
Their programming enables exocomps to tackle
most technical duties. They possess a capacity to learn
new skills and behaviors both through experience and
download programming; however, they can only
apply skills their bodies have a capacity to perform.
CREATURE STATISTICS S
iM CONSTRUCT
(ET. EWERGY (POWER)
DING HABITS: N/A
UE: SMALL (1 M LONG)
TTRIBUTES: STR § (+0), INT 3 (—1), AGL 2 (—2), WIT 4 (+0),
PRE1 (—3), PER 4 (+0)
INS: QUIK 0, SAW +0, STAM +1, WILL +1
MOVEMENT: 8 N20 MVS i FLY 4.5 MV/ROUND
100 KE MAX (10 KG ORAL)/2S KB LIGHT

SWLLS: CONSTRUCT + 5, ENGINEERING: STRUCTURAL +1,


‘ENGINEERING: SYSTEMS +1, REPAIR +5,
FLYING, MECHANICAL BODY
wi

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

HAVIOR: The snakes are solitary creatures,


m though a father k’karee will hunt for its mate while she
warms the eggs. Once the eggs hatch the father
departs and the mother raises the young until they
ze K'KAREE mature enough to hunt themselves. They are not espe
cially territorial.
These venomous snakes are clever hunters, When
This Vulcan snake is small but deadly. Two meters dawn comes, they rise up from their holes, craw!
long, the k’karee is most noted for its black-tipped about long enough to warm their bodies, and then
diamond-shaped head. The rest of the snake’s body is slink back tail first into their nest. With all but the h
a pattern of brown and red scales, ranging from crim concealed, the k’karee stops and lays back, so that its
son and burgundy to pale pink and beige. The k’ka lower jaw is facing up. It waits for its prey to approach,
ree’s front fangs are fixed in its upper jaw, and do not striking when it comes to within three meters of the
retract. snake. It spits its venom, contained in two sacs locat-
ed beneath its jaw, then launches its entire body from
CREATURE STATISTICS its hole to sink fangs deep into the preys flesh. Most
FORM: ANIMAL animals are not fast enough to step back from this sud
vet den attack.
FEEDING HABITS: POUNCER Though it does not feed on humanoids, preferring
SIZE: MEDIUM (2M LONG) rodents and birds, they have been known to strike out
ATTRIBUTES: STR1 (—9), INT2 (—2), AGL 11 (+2),
VIT 1 (—9), PRET (2), of fear when their burrows are approached. Numerous
PERS (0) travelers to the desert suffer poisoning and bites, and
PEACTIONS: QUIK +4, SAVV 0, STAM 3, WILL —2 while not fatal k‘karee poison is painful
MOVEMENT: 6 MV/4QNY/10 KM
LUFTING/EARIYING CAPACITY: 20M MAX (2 KE ORAL)/S KE LIGHT ENCOUNTERS
DEFENSE: 8 K’karee are dangerous, but their fangs cannot pen:
HEALTH 1 etrate thick leather, and they only strike a victim once
WOUND LEVELS: § LEVELS before retreating—thus a well-prepared person should
SHILS: ATHLETICS (CLIMB, RUN) -+-4, STEALTH -+8, SURVIVAL +7, UNARMED be safe from their venom. They can pose a serious
NS +7 threat when just hatched, as several smaller snakes
‘SPECIAL ABILITIES: BURROWING (SAND), CAMOUFLAGE, CUNNING (WHEN HUNT: will then be grouped in a close area, and younger
ING), INVULNERABLE (TOXIN), NATURAL WEAPONS (FANGS 108), RANGED k’karee are more likely to attack Humans and even to
[ATTACK (TOXIN, 0/1/2/3/+ 1), TOXIN (CONTACT: PICKS 6, ONSET TIME pursue fleeing prey. There is a high demand for these
‘106 ROUNDS, POTENCY +1, DIAGNOSIS +0, TREATMENT = 0, EFFECT snakes on the black market, as their venom is a
‘206 DAMAGE, STAGES 1, 2ND EFFECT HALF DAMAGE) favorite among certain a’sassins, particularly since few
TW EQUIVALENT: § non-Vulcans can identify the poison or its antidote.
The Vulcan government imposes strict fines against the
sale of k’karee to discourage poachers, believing it
Environm K’karee are found only on Vulcan, illogical to capture such a dangerous predator.
in the rid deserts and foothills of places like Xial
Go'an, and Tai'la. The snakes prefer the heat and lack
of humidity, and their coloring blends well with their
surroundings. The k’karee prefer the daytime, and
sleep during the night, within holes they dig into the
ground this helps them
retain the sun’s warmth,
zs KAVARIAN TIGER-BAT
and protects them from
nighttime pred The name of this creature is misleading, since it
ators. resembles neither a Terran tiger nor a bat. They look
more like large winged spiders, with round, seg.
mented bodies, small, clustered eyes, and over
sized mandibles. The tiger-bat is lightly furred,
banded with gray and deep brown stripes that
resemble those of a tiger. The creature’s front legs
end in 2 single talon each, for digging into prey
while the other two pairs have wide splayed feet
to better purchase on rocky ledges.
CREATURE STATISTICS ENCOUNTERS
FORM: ANIMAL Cardassian colonists on K. aria first encountered
DIET, CARNIVORE (BLOOD) ats, and never developed an effective coun
FEEDING HABITS: CHASER measure. The Obsidian Order likes to use tiger-bats as
SWE: SMALL (1.36 WINGSPAN) a torture device,
v lockingng anan informant
informa in aasealed
sealed
ATTRIBUTES: STR2 (—2), INT1 (—B), AGL 10 (+2), VIT 4 (0), PRE (—2), room with or or two specimens. Visitors often mis si
PERB (=+0) enly believe these creatures hunt by sound and
AEACTIONS: QUIK -+-4, SAVY -+0, STAM +1, WILL —2 vibration, like Terran bats, and use sonic shielding as
(MOVEMENT: 9 M/20 MY 5 KM; FLYING 20 KML protection. Since they detect their prey through
LUFTING/CARRYIG CAPREYTY: 40 KE MAX (4 KE ORAL)/10 KE LIGHT infrared vision, how *, this offers no protection, and
DEFENSE: 8 many unwary travelers have died as a result. Maquis
HEALTH: 2 rebels attempted to use as a base of opera.
‘WOUND LEVELS: 4 LEVELS tions, and had some success with portable force
‘SWOLLS: ATHLETICS (CLIMB, JUMP) +-3, STEALTH + 2, SURVIVAL +5, UNARMED fields. Since the tiger-bats were attracted to the fields
COMBAT: NATURAL WEAPONS +4 ‘because of their heat signature), the Maquis eventu
‘SPECIAL ABILITIES: DRAIN (BLOOD, —1 STR), EVASION, EXTRAORDINARY SENSE ally abandoned the planet
(IN VISION), FEROCIOUS (WHEN ATTACKING), FLYING, NATURAL
‘WEAPON (MANDIBLES 108 + 1; TALONS 106+ 1), SPEED (FLYING)
TW EQUIVALENT: § (6)
DESCRIPTION
ENVIRONMENT: Tiger-bats are found on the plan-
et Kay in a star system located near the
jands. They live nthe mount Dus regions,
deep within caves, and emerge only
the rred bodies cannot handle the heat of the
sun, and bright light blinds them. Ka rians
tiger-bats live in swarms, ten or twenty to a
cave, and hang from the ceilings while they
sleep—their wings wrapped tightly around
their bodies for warmth and added protec
tion
Bena
and actively hunt ey. Thee ire swarm ven
ther, leaving behind only a
handful to jard the queen and any young.
The rest of the swarm flies low to ground,
searching for warm bodies; their eyes see
infrared spectrum, and at night other creatures
out easily against the cold, When they sight
prey, each tiger-bat latches onto its victim with its front
Jegs and bites with its mandibles, nd then begins to
drain blood. Roll to drain blood on the subsequent
a
round after the initial, successful ma \dible attack). A
nid toa dried
bats only am KAZALOTH
feeding. The queen and guardians clean the fur of
retu ning hunters to gain their sustenance. A kazaloth coalesces from concent ted traumatic
Within the swarm, tiger-bats have a tight hierarchy neural energy. Scientists have had few opportunities to
The sole female in a swarm serves as the queen, while study these rare creatures, so they know little about
the oldest and strongest male determines when to their creation or physiology. Under normal conditions
hunt, which direction to take, and when to attack. most hu ids and instruments cannot detect a
Beneath him, the fastest tiger-bats operate as scouts kazaloth: engineering tricorders might detect negligi-
sent slightly ahead to locate prey. The slowest are left ble energy fluxes, but nothing to arouse suspicion dur-
behind ard the caves, The swarm | er claims ing a routine scan. Exposure to mid-level nucleonic
h the queen radiation reveals a seven-meter amorphous cloud of
blue energy fraught with angry red neural discharges. from the participants (see the
The ere crawls or flies along, passing Drain rules on page 215 of the
through barriers or even drifting through space Narrator’s Guide).
while seeking emotional sustenance. Although A kazaloth avoids replica-
resistant to most physical forms of damage, it tors and any other source of
remains vulnerable to nucleonic radiation like that nucleonic radiation that might
found in replicator units, make it visible and weak.
CREATURE STATISTICS €ENCOUNT
FORM: ENEREY These energy creatures
OUET: ENERBY (EMOTIONS) wander anywhere they
FEEDING HABITS: PARASITE can find or create
SITE: MAMMOTH (7 M DIAMETER) negative
ATTRIBUTES: STR AVA, INT3 (—1), ABL.N/A, VIT4 (0), PRE (8),
PERS (-+1), PSB (+1)
REACTIONS: QUIK +1, SAUV +1, STAM +1, HLL = 0
MOVEMENT: 24 0/160 NY/BO KM
LUFTING/CARRYING CAPACITY: A/A
OFFENSE: 7
HEALTH: 4
‘WOUNDS: 7 WOUND LEVELS (3 LEVELS HEALTHY)
SUL: STEALTH +2, SURVIVAL +4
SPECIAL ABIUTIES: AMORPHOUS, DRAIN (NEBATIVE EMOTIONS, 1VIT), ENERGY
BODY, LYING, INVISIBLE, PSYCHOKINESIS (STR 4, AGL4), ISTANCE
(PHYSICAL OAMAGE), TRAIT (PS), VULNERABLE (NUCLEON RADIATION)
TW EQUIVALENT: 20
DESCRIPTION
ENVIRONMENT: A kazaloth spawns in the pres
ence of any violent outburst of traumatic emotions,
usually the scenes of mass pain and death: battlefields,
prison camps, massacre sites, Elements in the atmos:
phere combine with extreme feelings and fuse through
some means (typically massive energy discharge). It
draws life from these emotions, but eventually requires
additional sustenance. A kazaloth finds this food in the
form of negative feelings and outbursts, which it feeds
upon from living beings. The creature often migrates
vast distances over long periods to find ample supplies
of nourishment in cities, settlements, and starships.
Bexavior: After finding a suitable source of
potential negative feel a kazaloth hovers over
those most likely to have emotional outbursts.
Sometimes it passes from one possible host to another
while seeking an accumulation of tension. The kaza-
loth often interferes itself, using its psychokinetic abil
ities to manipulate the environment nearby to increase
stress. It repeats anything that leads to an increase in
ative emotional energy. For instance, a shipboard emotional energy
kazaloth might hover in the enginee: ng department Often those near the
causing small malfunctions or short circuits that annoy creature's terrain
crew members. become — short-tem
Unlike physical parasites, the kazaloth drains its pered and prone to
victims when they become provoked into violent emo- outbursts. Small inconven-
tional outbursts: open weeping, shouting, even exer- jences annoy them, and the slightest mistake,
cises to relieve stress, During any eruption of ne annoyance, or misunderstanding could send
feelings, the kazaloth may attempt to drain Vitality them into a tirade. They feel weary after such
unrestrained expressions of emotions. Only when follow the directionof the herd leader, usually the old-
ying occurrences increase does est and largest male among them.
fouse suspicion. At this point its victims try
reigning in th ir emotions while and elim
inating the kazaloth through scientific means.
A single kazaloth can haunt entire cultures without w
the technology necessary to reveal and dispatch the
creature. The creature feeds off such primitive societies
for generations, sowing discord, strife, and distrust to
ze KLABNIAN EEL
mold ar \ary, war-like civilization that provides a
plentiful food supply of negative emotions. Scientists This hideous creature looks like a snake but is actu
attributed poltergeist-like occurrences near the cen ally a fish. Its slimy cylindrical body can grow up to
turies-old death camps on Guzman Ill to a kazaloth 1.5 meters in length, and the long dorsal fin helps it
created by that location's violen past steer. Its body ends in 2 beak-like d with
tiny sharp teeth, with small beady eyes set just hind.
The ee! gives off a noxious stench, which it can use as
Cy 1 defense mechanism.
CREATURE STATISTICS
re KEROSH FORM: ANIMAL
‘WE: OMNIVORE
FEEDING HABITS: SCAVENGER
This four-legged beast stands as tall at the shoulder SITE: SMALL (1.5M LONG)
as a grown Romulan, Its striped, blu green hide and ATTRA STR1 (—8), INT O (8), ABL 2 (—2), WIT S (+0), PRET (—3),
tendency to stand motionless make the kerosh difficult PERB (+1)
to see among the grain fields it frequents REACTIONS: QUIK —2, SAW —3, STAM +4, WILL —3
‘MOVEMENT: SWIM 6 M/40 M/10 KM; BURROWING 10 KM
GREATURE STATISTICS LIFTING/GARRYING CAPACITY: 20 (ORAL LIFTING 2)/5 (UGHT LOAD)
OFFENSE
(WET. HERBIVORE HEALTH: 2
FEEDING HABITS: BRAZER WOUND LEVELS: 4 LEVELS
SIZE: MEDIUM (2M TAL, 2.5 LONG) ‘ATHLETICS (SWIM) +5, STEALTH +3, SURVIVAL + 8, UNARMED
ATTRIBUTES: STR8 (+1), INT O (8), ABL2 (—2), IT4 (+0), PRET (—2), ‘COMBAT: NATURAL WEAPONS +3
PER 4 (+0) ‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (GILLS), BURROW (WET SOIL AND
REACTIONS: QUIK +1, SAW 0, STAM = 0, WILL —3 PEAT BOGS), CAMOUFLAGE, DETERRENT (O00R), NATURAL WEAPON (BEAK
MOVEMENT: 6 M/40 M/10 KM 106-3), PREHENSILE APPENDAGE (TAIL), SPEED (BURROWING, SWIMMING)
LUFTING/GARRYING CAPACITY: 180 KE MAX (16 KE ORAL)/40 KE LIGHT TW EQUIVALENT: 5
OFFENSE: §
HEALTH: DESCRIPTION
WOUND LEVELS: § LEVELS The Klabnian eel liveson the swampy world of Klabna
‘SHOLLS: ATHLETICS (RUN) +9, OBSERVATION +3, STEALTH + 1, SURVIVAL though it is rarely seen, The creature favors wet soil and
+6, UNARMED COMBAT: NATURAL WEAPONS + 2 peat bogs, and swims through these semi-liquid areas as a
SPECIAL ‘ARMOR (THICK HIDE, DEFLECTS 3 DAMAGE), CAMOUFLAGE, Terran fish swims through water. The eel serves a useful
(NATURAL WEAPON (HOOVES 206 + 1) purpose, ing ing rottingo ganic materials and recycling
TH EQUIVALENT: 5 them more quickly as its own waste. It rarely surfaces, dis-
liking light and open air. Klabnian eels can move quickly
Kerosh are one of the major ground, and
sources of meat on Romulus. prefer to avoid
hhese large, docile beasts are confronta-
content to. graze on tikrik tions by us
grass, even when approached by people,
led to pens or other locations. Kerosh odor to ward off
nature, and stand stock-still if the predators. If attacked, they wrap
hide midst the tall grain. Kero: e not much threat to their bodies around the assailant and rear up to
people, unless something panics them enough to cause bite with their bea ks.
a stampede. When pressed, their large triangular
hooves can do serious damage. They live in herds, and
beast can run very quickly, even over rocky terrain, by
dropping on all fours. They announce their approach
with a loud blood-curdlir ‘h, and most preda:
tors abandon a meal rathe
- se KOLAR BEAST beasts. While their arm:
gr weapon is its jaws and teeth
through solid bone with a single crunch. The creatures
The kolar beast is as tall as the average travel in packs, dominated by their strongest
Klingon, with 2 squat build, large broad head member, They only travel at night, preferring the dark
shor. Hnicetal: te powerful are wall the groaned, and and the cooler tempera
its paws sport sharp, curved claws. The kolar beast has
thick, black armored plates, and its jaws are wide and
extremely powerful
co
CREATURE STATISTICS
ee KRALLINIAN EEL
FEEDING HABITS: SCAVENGER
SUE: MEDIUM (2M TALL) This scaleless ee! would be a terrifying foe if it were
ATTRIBUTES: STR 11 (+2), INT 2 (2), AGL8 (+1), WIT 10 (+2), nota rian. Its gray-blue skin makes it difficultto
PRE 4 (+0), PER 6 (+0) spot, and its blunt snout conceals a wide mouth with
REACTIONS: QUIK +1, SAW 0, STAM +5, WILL +0 a triple row of small but sharp teeth
MOVEMENT: 12 M/80 M/20 KM
LIFTING/CARRYING CAPACITY: 220 KE MAX (22 KG ORAL)/SS KG LIGHT GREATURE STATISTICS
DEFENSE: 8 Ff: ANIMAL
HEALTH; 12 ‘WET: HERBIVORE
WOUND LEVELS: § LEVELS FEEDING HABITS: GATHERER
SWILLS: ATHLETICS (CLIMB, JUMP, RUN, SWIM) +4, OBSERVE +3, STEALTH SIZE: LARGE (4M LONG)
+2, SURVIVAL + 8, UNARMED COMBAT: NATURAL WEAPONS +5 ATTRIBUTES: STR9 (—1), INT 3 (1), ABL4 (0), VIT 9 (1), PRE2 (2),
SPECIAL ABILITIES: ARMOR (FUR, DEFLECTS 3 DAMAGE), CAMOUFLAGE, DETERRENT nS (+0)
(LOUD SCREECHES), EXTRAORDINARY SENSE (NIGHT-VISION, CAN SEE NOR: fi IWS: QUIK +0, SAW = 0, STAM
—1, WILL 0
(MALLY AT NIGHT; CHEMORECEPTION), NATURAL WEAPON (TEETH 206 +2), (MOVEMENT: 8 NBO M/15 KM
SPEED ‘UFTING/ CARRYING CAPACITY: BO KE MAX (6 KE ORAL)/15 KE LIGHT
TW EQUIVALENT: 15 (8) DEFENSE: 7
HEALTH: 2
PTION ‘WOUND LEVELS: B (2 LEVELS veactm
Kolar beasts are native to ‘SHILLS: ATHLETICS (SWIM) +5, OBSERVE + 5, STEALTH +1, SURVIVAL +8,
Qo’noS, where as scavengers, they ‘UNARMED COMBAT: NATURAL WEAPONS +3
often steal prey from other crea- ‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (GILLS), CAMOUFLAGE, CORROSION
tures; they can smell blood on the air and (ATTACK, ONSET 106 ROUNDS, POT. +0, 196 DAMAGE), NATURAL WEAPON
travel toward its (TEETH 106+ 2)
source. An EQUIVALENT: 5
adult
kolar
Hi, the Krallinian Eel is found
rallin Seas. This creature looks
ally harmless unless threatened.
and spends
jor fooe
2 thick, ropey seaweed it likes
to consume, the Krallinian eel secretes a powerful cor
rosive to bite the stalk. It generally
other creatures, attacking in self-defense or to
emerald-green shell encasing its back and limbs, and
ay its sharp, curved claws at the end of each massive paw
expose its dangerous defe ¢ mechanisms.
ze KRYONIAN TIGER CREATURE STATISTICS
FORM: ANIMAL
DIET:
Despite its name, this creature is not felinoid—it is FEEDING HABITS: GATHERER
actually a simian, boasting thick green fur and dark SITE: LARGE (4 M LONG)
>rown stripes, Taller than a man, and with a powertul ATTRIBUTES: STR 10 (+2), INT 2 (—2), AGL
3 (—1), IT 10 (+2), PRE4 (+0),
tail, the Kryonian tiger has prisingly delicate fea. Pa (+0)
tures, similar toa Terran le =< i ‘QUIK +0, SAW 0, STAM +1, WALL 0
W/60 M/15 KM
CREATURE STATISTICS i = CAPACITY: 200 KE MAX (20 KE ORAL)/SO KE LIGHT
FORM: ANIMAL DEFENSE: B
(WET: CARNIVORE HEALTH: 12
EDING HABITS: POUNGER ‘WOUIUD LEVELS: @ (2 LEVELS HEALTHY)
(MEDIUM (2.40 LONG, PLUS TAIL) SWOLLS: ATHLETICS (CLIMB, JUMP, RUN, SWIM) +5, OBSERVE +9, STEALTH
TRIBUTES: STR 8 (+1), INT 2 (—2), AGL (+1), IT'S(—1), PRE2 (—2), +2, SURVIVAL + 8, UNARMED COMBAT: NATURAL WEAPONS +5
PER 4 (+0) ‘SPECIAL ABILITIES: ARMOR (SHELL, DEFLECTS 7 DAMAGE), CORROSION (NATURAL
TIONS: QUIK +3, SAV +0, STAM +2, WILL +0 WEAPONS, ONSET: 108 ROUNDS, POT + 0, 108 DAMAGE) FEROCIOUS
WT: 12. M/80 MY/20
KOM (WHEN TERRITORY IS VIOLATED), EXTRAORDINARY SENSE
IFTVNG/ CARRYING CAPACITY: 160 KE MAX (18 KE ORAL)/40 KE LIGHT (CHEMORECEPTION), NATURAL WEAPONS (BITE AND CLAWS 208 +2)
DEFENSE:8 TW EQUIVALENT: 10
IND LEVELS: § LEVELS DESCRIPTION
HILLS: ATHLETICS (JUMP, RUN, SWIM) +4, STEALTH +3, SURVIVAL +8, The Kurlian bear is native to the planet Kurl, which
‘UNARMED COMBAT: NATURAL WEAPONS + § was once home to a sophisticated civilization. These
SPECIAL ABILITIES: EVASION, FEROCIOUS (WHEN HUNTING), MULTIPLE ATTACKS, creatures possess a mild nature, and they prefer quiet
NATURAL WEAPONS (CLAIVS AND TEETH 206+ 1), PRENENSILE APPENDAGE and solitude. When its territory is intruded upon the
(TAI), SPEED Kurlian bear becomes ferocious, however, It secretes a
TW EQUIVALENT: 10 corrosive substance that it discharges through its bite.
Federation arches logists studying Kurlian ruins know
to avoid these creat

one introduced them to these planets deliberately. It


lives among jungles and forests, hiding high among
the trees. An avid carnivore, the tiger drops down on
its prey, wrapping its tail around a limb and attacking zx LALA'VEL
quickly with claws and teeth. Unfortunately, the crea
ture has been hunted almost to extinction for its thick
fur, and most surviving Kryonian Tigers live in the zoos These small creatures resemble Terran bats in many
of Brentalia, A prog m to reintroduce these creatures ways, although their fur glows a faint green at night
to their native habit is underway, with Starfleet slat- Harmless fru aters, the /afavel only fly at night, cre
ed to transport several to KryonV ating an impressive flurry of tiny lights against the
night sky
CREATURE STATISTICS
" FORM: ANIMAL
DIET: BARNIVORE (INSECTS)
we KURLIAN BEAR FEEDING HABITS: GATHERER
SIZE: LITTLE (.5M WINGSPAN)
ATTRIBUTES: STR1 (—B), INT2 (—2), ABL (10), VIT1 (—3), PRE 2 (—2),
The Kurlian bear is a large, lumbering creature wil th PER 5 (0)
an almost comical appearance—rotund body, she REACTIONS: QUIK +0, SAVW 0, STAM —3, WILL —1
limbs, broad snout, \d small, rounded ears. The har rd, (MOVEMENT: FLYING 2 NV'14 MY/4 KML
LIFTING/GARRYING CAPACITY: 20 KE MAX (2 KE ORAL)/S
KE LIGHT
CREATURE STATISTICS
FOR: ANIMAL
ote
FEEDING HABITS: GRATER
STE TY (UPTO BC LONE)
ATRIBUTES: STR 1 (8), INT 1 (2), ABL 3 (1),
WITT (2), PRE (-8), PERS (1)
ACTIONS QUK—1, SAVY —1, STAM 8, ILL —2
MOVEMENT: 30 CM/2 M/250 MM
UFTING/CARRYING CAPACITY: A/A
OEFENSE: 8
HEALTIC 1
WOUND LEVELS: 2 LEVELS
‘SHULLS: ATHLETICS (CLIMB, JUMP, RUN) -+-4, OBSERVE + 3, STEALTH
+2, SURVIVAL +7, UNARMED COMBAT: NATURAL WEAPONS +2
SPECIAL ‘£8: BURROWING(WOOD AND PLANT FIBER), CORROSION
(SHELL COATING AND CAUSTIC SALIVA: 4 PICKS, ONSET TIME 1D6
‘ROUNDS, POTENCY ++ 0, EFFECT 106 DAMAGE, MATERIAL ORGANICS)
TN EQUIVALENT, §
DEFENSE: 7 Description
WEALTH 1 Natives of the planet Rinax, lies live deep
WOUND LEVELS: 9 LEVELS within the wetlands, and appear mainly during the hot
‘SKULLS: ATHLETICS (CLIMB, JUMP) +2, OBSERVE +4, — +2, SURVIVAL summer months. These insects feed on plant sap, and
+7, UNARMED COMBAT: NATURAL WEAPONS + burrow deep within stalks and trunks, wheret
‘SPECIAL ABILITIES: EXTRAORDINARY SENSE me ‘VISION), FLYING, eat and lay their eggs. The aily’s touch ean burn
INVULNERABLE (RADIATION), NATURAL WEAPONS (FANGS 106), SPEED flesh as well as plant matter, though they only attack
TN EQUIVALENT: 5 when their hive is threatened. Lavaflies are mainly an
ough if left unchecked they could reach epi
DESCRIPTION demic proportions. An individual lavafly does not con
Natives of the Alpha Cent. uri system, the lala’vel sume enough to kill its plant home, but a swarm could
are small, quick winged mammals whose roosts can decimate the vegetation in an area. In times of
be foundin mountain caves. They hibernate during the drought, lavaflies have been known to infest s
colder months, and only emerge again with the first stores. And their burning touch is an irritant to travel
warm weather. Thecaves favored by Jala’vel are mild. 75 through the regions in which they live
ly radioactive, and over centuries of breeding the crea
tures developed their phosphorescence. In the daylight
or under bright light, the creatures’ fur is a dull brown "
color, but at night it glows a pale green. When the
m hunts for insects, they flash across the night sky
appearing as streaks of light (to which the insects are zx LE-MATYA
attracted). Lovers like to spend hours sitting on hill
sides watching /ala’vel.
This deadly feline is longer than a man is tall, not
counting its tail. The /e-matya’s fur is a deep rust, with
a single yellow stripe down its back and diamond.
Cy shaped yellow markings along its sides.
ax LAVAFLIES CREATURE STATISTICS
FORM: ANIMAL
DIET
These bugs can grow up to 6em long. Their thick, FEEDING HABITS: POUNCER
egmented shells are the colorof hot fa, and burn to ‘UTE: LARGE (3M LONG, PLUS TAIL)
the touch, giving the creatures their names (and also ‘ATTRIBUTES: STR 10 (+2), INT 2 (—2), AGL 11 (+2), MIT 4 (+0), PRES (—-1),
makes their cai apaces a desired commodity for orna- PERS (+0)
mentation). Lavaflies do not fly, but rather jump, using ‘QUIK +5, SAW +0, STAM +2, WILL —2
all six legs together to leap prodigious heights. 18/120
JFTINAY CARRYING CAPACITY: 200 KG MAK (20 KB ORAL)/S0 KE UGHT
approach of prey. The fe-matya pounces on its prey
and gashes with both claws while biting at the neck
‘WOUND LEVELS: 6 (2 LEVELS HEALTHY) and throat. Few creatures can survive the le-matya’s
SS: ATHLETIC (JUMP, UN, SHIM) +5, OBSERVE (SMELL) +7, STEALTH
toxin, and once dead the /e-matya feast where its quar
+8, SURVIVAL -+ 8, UNARMED COMBAT: NATURAL WEAPONS -+-7
‘SPECIAL ABIUTICN: CAMOUFLAGE, CUNNING (+3 AGL MODIFIER WHEN fy fell. Their favored meal is the sehlat
MAKING
‘STEALTH (WIDE) TESTS), EXTRAORDINARY
SENSE(CHEMORECEPTION), ENCOUNTEr
VULNERABILITY (TOXIN), (MULTIPLE ATTACKS, NATURAL WEAPONS (CLAWS
‘AND FANGS, 106-+ 5), SPEED, TOXIN (INJECTED THROUGH FANGS The le-matya sone of Vulcan's most da
AND predators, and many off-worlders + tly fear them,
LAWS: 6 PICKS, ONSET TIME 108 ROUNDS, POTENCY +4, DIAGNOSIS
TREATMENT +0, EFFECT 108 DAMAGE, STAGES 9, 2NO EFFECT —1
—2, Vulcans do not share this emotion, although they
TW EQUIVALENT: 18
vm), y guard against the animal's
encroachment on populated
DESCRIPTION areas. It would be illogical for
The them to be hunted to extinction
le-matya lives in the though it is equally illogical to
wildernesses of Vulcan, allow such a dangerous animal to
predominantly the roam close to settlements The
deserts and volcanic matya’s rich and colorful fur fetches a
They high price from certain collectors, and the
Vulcan govern nent remains vigilant against
Ferengi, Orion, and Klingon poachers,
lairs in rocky caves and The Vulcans once kept /e-matya as
shallow depres. hunting cats, before the
sions in the sand. Awakening, and some prominent fam:
Nearby settle ilies still continue the practice, Le:
ments often matya take time and patience to
train as guardians, though they
hunters to make excellent watch-animals.
patrol the sur. Vulcans, who long since
rounding area eschewed the practice of e:
and kill any of the meat, no longer use /e-matya to
beasts within a des- hunt
ignated distance, to These creatures pose a danger to
Prevent the cats from anyone entering the wilderness, and
posing a threat to the one can easily kill a small group of
inhabitants, men and women. Fortun: ely, le-matya rarely travel
HAVIOR: Le. in groups larger than two adults and three to five cubs
matya hunt singly or
in pairs, and are day
time hunters. They are *
solitary creatures, and
only travel with their
chosen mate and their wv LIGORIAN MASTODON
young offspring The
male is dominant when
hunting, but the female takes charge over th litter These enormous beasts can grow up to 6m tall, and
When two males meet, they fight for territory, with the can weigh over 6 tons. Their thick hide is dappled
loser banished from the immediate area. C Breen, gray, and brown, and their impressive trunks (a
mate remains with the victor, though she will len, his combination of nose and upper lip) can extend up to
well if her cubs are threatened. Their excelle t sense of 2m in length. These creat haveures
thick tusks that pro.
smell can detect minute pheromone tr aces alerting trude from either side of their trunks, and tiny pointed
them to the approach of other animals, waking the ears similar to those of a Terran cat. Their thick leg: send
matya
/e which the mastodon uses to
in time to attack or move to a different loccation,
When hunting, these large cats lay
the ground more firmly. They have no tails
in wait atop
high rocks or concealed behind availJable cover, their CREATURE STATISTICS
fur blending into their surroundings, and sniff for the
FORM: ANIMAL
‘ET: HERBIVORE
FEEDING HABITS: GATHERER to the next round, and the most successiul wrestlers
SIZE: MAMMOTH (BM TALL) pair off and mate. The strongest male
ATTRIBUTES: STR 16 (+5), INT 4 (+0), AGL becomes the herd’s leader, and re:
(AA), WIT 14 (+4),PRES (0), PER 4 believe that, In times of crisis, he
(+0 may be able to summon the entire
REACTIONS: QUIK ++ 0, SAW + 1, STAM +8, group and issue commands for relo-
WiLL +1 cation or defense
WOVEMENT: 24/160 M/40 KM Female mastodons take over
UUFTING/CARRYING CAPACITY: $20 KB MAX (32
have one or two offspring at
time. The male abandons his
calves to the i ale’s_ charge.
‘WOUIND LEVELS: 7 (@ LEVELS HEALTHY) They keep these babies close
SWILLS: ATHLETICS (RUN, SWIM) +3, OBSERVE until they reach their full height at
+4, STEALTH +2, SURVIVAL +7, ten years. Then they are set loose
‘UNARMED COMBAT: NATURAL WEAPONS to find their own territory
‘SPECIAL ABILITIES: ARMOR (THICK HIDE, DEFLECTS8 Enco
OAMAGE), CAMOUFLAGE, NATURAL WEAPON Ligorian mastodons don’t pose
(TUSKS106 + 5; FEET 208 +5), PREHENSILE a danger unless they are threatened,
(TRUNK) Humanoid intruders receive a warn
TW EQUIVALENT: 10 ing, a shrill cry, to leave their territory
before being charged. They are very
careful about not stepping on smaller
NT: Native to Ligor ures, and can maneuver through
VIL, these la ge creatures live deep
within its vast forests. In appear
ance they resemble Terran ele: in and
phants, though their skin is closer colored tusks Animal
to a cheetah’s in appearance and ctivists often protest this,
their ears are similar to a feline’s 3 the mastodon’s obvious
The creature’s coloring allows intell some have ever
it to blend into the forest ued that it should be recog.
making it almost invisible to nized as a sapient species.
sight, but the mastodon’s size
makes it noisy, and it can be heard crashing through
bushes and trampling vines and fallen branches long
a
yorian mastodons roam the forests,
inder young leaves from upper branches
They are solitary creatures, each establishing its own
ae LYCOSA TARANTULA
territory, and they protect their area against competi
tors, These creatures have a knack for only taking Much like the Terran tarantula, this creature is an
many leaves as tree can afford to lose, and the mov arachnid with a thick hairy body and eight long legs
ing on to a different tree—they carefully leave enough Lycosa tarantulas vary in color, ranging from brown,
for each tree to survive and th ve. black, and tan to red, yellow, and orange. They have
Mastodons gather in small groups once each year eight eyes, grouped n threes on either side of the face
with every ai mal in the region arriving in quick suc and a pair in the middle, and have a pair of curved
cession. How they know when and where to meet fangs beneath this cluster
remains a mystery—the creatures communicate with
one another through a series of low squeaks and whis CREATURE STATISTICS
tles, and through the use of their trunks, but these FORM: ANIMAL
require close proximity While athered, the large OUT: CARNIVORE
creatures de ermine a mating hierarchy, through a FEEDING HABITS: POUNGER
playful series of trunk-wars where the mastodons pair SIZE: TINY (20CM ACROSS)
off and duel by wrapping their trunks around each ATTRIBUTES: $TR1 (—3), INT 2 (—2),
AGL 10 (+2), WIT1 (—2), PRE2 (2),
other and pushing. The winner of each duel proceeds PER B (+0), PSI 4 (0)
REACTIONS: QUIK +5, SAW +0, STAM —3, WILL —4
‘MOVEMENT: 60 CM/4 M/SOO M ‘ATTRIBUTES: STR 1 (—B), INT 2 (—2), ABL'S (+0),
VIT 1 (—8), PRE 2 (—2),
LUFTING/CARRTING CAPACITY: N/A +0)
ESE: 8 TONS: QUIK +0, SAW +0, STAM —, LL —1
ALTE 1 MOVEMENT FYING 2.NV/14 M/4 KH
WOON LEVELS: 2 LEVELS LUFTING/CARRYING CAPACITY: 20 KE MAX (2 KE ORAL)/S KG LIGHT
SAILS: ATHLETICS (CLIMB, JUMP, RUN) +2, CRAFT (TRAPS) +5, STEALTH DEFENSE: 7
+5, SURVIVAL +8, UNARMED COMBAT: NATURAL WEAPONS -+-4 HEAT 1
‘SPEOIAL ABILITIES: BORROWING (SAND), RAIN (EMOTIONS, —1 INT), EVASION, WOUND LEVES: 3 LEVELS
INVULWERABILTY (TOXIN), NATURAL WEAPONS (FANGS 106), SPEED, SHULL: ATHLETICS (CLINE, JUMP) -+2, OBSERVE -+4, STEALTH +2, SURVIVAL
RANGED ATTACK (PSION, RANGE 1NV/2W/2€), TOXIN (B PICKS: ONSET +7, UNARMED COMBAT: NATURAL WEAPONS +3
TIME 108 ROUNDS, POTENCY +4, DIAGNOSIS +2, TREATMENT <0, SPECIAL ABLUTIES: CAMOUFLAGE, CUNNING (WHEN FLEEING), EXTRAORDINARY
FECT 106 DAMAGE, STAGES3, 2ND EFFECT —1 VT), TRATT (PSION), SENSE (INFRARED SENSE), FLYING, NATURAL WEAPONS (FANGS 108-3),
TRAP BUILDING PREMENSILE APPENDAGE (TAIL)
TW EQUIVALENT § ALENT: § (8)
De RIPTION
Found on the planet Lycos Vil, these hand-sized NTE Celtris Il , deep within Cardassian
arachr » primarily nocturnal. They locate holes in space, is barren and uninhabited on the surface.
the sandy ground, or dig a burrow themselves, and Below ground, however, the planet tems with life.
then hide within, fa 1g outward. When an animal or One of the dominant creatures is the lynar, a small
insect their size or smaller passes by, the tarantula nammal. These beasts cling to cave
springs, wrapping its legs around the prey and biting walls and ceilings and sleep during the day, wrapped
deep with its fangs. The fangs inject poison into the tightly in their durable wings. Upon awakening, they
victim, weakening it. Then the arantula wraps its prey fly through the underground caverns in search of food.
in a tight silken web. But thes creatures do not feed Lynars live in swarms of several hun-
on flesh. They are psychovores, and feast on the emo: dred, and their caves are filled with the sound of a
tions of their victims, deliberately terrifying their prey thousand tiny rustles and squeaks while the creatures
to produce more fear and anx ty sleep. When they fly, the sound is similar to an ocean
Though fearsome in app ance Lycosan tarantu- wave, a roaring rush of wind and air filled with thou:
las aren't ¢ >us to people; they only attack signit- sands of separate beats. Lynars are vegetarians, and
icantly larger animals in self-defense. Lycosan tarantu- seek out underground plants for their meals. They can
lascan be trained as pets and make an excellent pro: not see, but create a mental image of the space around
tection against smaller insects, though be them by sensing the heat given off by volcanic vents,
speed and fangs unscrupulous owners train them for java fungus, and surrounding cave walls. Plants grow
Lycosan spider fights. in clusters throughout the caves, which lynars
descend upon. Their sharp, hollow teeth pierce the
skin and suck up the plant's juices. Interestingly, lynars
don’t completely drain plants, and they only target
fully gro n specimens, so their feasting weakens the
plant but does not kill it
zo LYNARS Each lynar swarm controls a specific region within
the caverns, and fight any invading swarm or c
Pack leaders, who dominate through size, strength,
lynars resemble Terran bats, although they differ and assertiveness, control the swarms. Lynars bear
significantly. Their sma black bodies possess six their young one at a time, butt arm usually rais-
limbs with flaps of skin between them. Like the Terran es a hundred or so offspring all together, and these are
fly 1g squirrel, they use these to glide, though they can left huddled back in their home cave. The hunters
also flap their wings to fly. Their mouths are located carry extra food back to those left behind to tend the
ventrally, with four fangs that they use to pierce plant young and their charges.
flesh. Their tails are elongated for gripping cave walls,
and they wrap their arm-wings around wh OUNTERS
feed upon rs are considered harmless, since they only eat
plant sap. When confronted, lynars prefer to flee rather
CREATURE STATISTICS than hold their ground, retre: deeper into darker
FRM: ANIMAL caverns or hig! cave ceilings. They will attack any
(ET: HERBIVORE intruders who approach their home cave, however
FEEDING HABITS: GATHERER They pose a nuisance toCardassian miners digging for
SIZE: LITLE (.5M WINESPAN)
arte mses hy
Ma

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,

TABLE 2.1: SHAR NGREMENTS GS EE


Creature Sizt TERRAN EXAMPLE Swarm 1 /Swarm 2/Swanm 3/HoRDt
Minuscule Mites, Fleas 10,000/100,000/1 million
/10 million
Tiny Ants, Bees, Dragontlies 100/1,000/10,000/100,000
Little Rats, Bats, Piranha, Crows 12/50/100/1,000
Small Eagles, Wild Dogs 6/12/20/100

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.
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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.

© most common place ripperworms are


red is on Nausicaa itself, Unfortunately
» nasty creatures have been exported off
world for various reasons. Several Orion crime
bosses (including the notorious Kaldo Pell) have
used vats of these creatures to dispose of opposi:
tion, Nausicaan ships, which do not use waste mat
ter reclamation systems, ploy
“cleaners” to prevent bacteria buildup in the ship's
nks. A number of Ferengi crimelords have
found these creatures to be suitable guardians for their
Ferenginar. Finally, and most
se_creatures have appeared
app n Nausicaan
ste technology without v ing the dangers.
An away team from the U.S.5. imkin answered a
routine distress call from a Pakled ship only to find
themselves knee deep in waste and_ripperworms
because the system mall unctioned.
DEFENSE: 8
AEALT 7
WOUND LEVELS: 6 (2 LEVELS HEALTHY)
@ 'S: ATHLETICS (CLIMB, RUN) +2, OBSERVE +3, SURVIVAL +7, UNARMED

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

N First discovered on the planet


Minos, the skin frog is an unusual beast It lives in
swamps and the forests, clinging to trees and vines or
swimming through the water. They use their ability to
sense heat sources to orient themselves relative to the
sun, climbing upwards to find a suitable location, Skin
frogs often select trees with thinner bark as their home,
because their skin can better match the bark’s tex-
ture. They pi fer warmer, more humid regions
Benav oR: Skin frogs are parasites. They hang,
tree limbs or vines, or float on the surface of
water, waiting for victims to pass, then either
drop down or cling to their prey. They quick
ly move to exposed flesh and instantly
blend in to match the host's skin color, mak-
ing them difficult to detect. The skin frog
is so light that its attack is often mistaken
for a falling leaf. Once the skin frog
makes contact, it begins to feed by
absorbing the nutrients the host body
ST eta

low and used to produce an unusual chirping that has


a profound effect on other species.
CREATURE STATISTICS
{= m0 swe WASP ANIMAL
NET. CARNIVORE
FEEDING HABITS: POUNCER
Smog wasps have cylindrical segmented bodies TINY (10 GM LONG)
multiple legs (smog wasps have two sets, both below (BUTES: STR1 (—8), INT1 (—9), AGL 5 (+0), VITO (—8), PRE 10 (+2),
the w ) a triangular head, feelers, and translucent PER 4 (+0)
wings. They range between ash gray and black in QUIK +3, SAW +2, STAM —8, WALL —4
1 30 CM/2 M/250 M; FLYING 375 M/HR
‘ARRYING CAPACITY: 20 KE MAX (2 KE ORAL)/SK6 LIGHT
CREATURE STATISTICS
ORM ANI HEALTH: 1
MINERALS (CARBON MONOXIDE) \WOUND LEVELS: 2
FEEDING HABITS: FALTER ‘SVGLLS: ATHLETICS (RUN) +1, INFLUENCE + 8, STEALTH +-5, SURVIVAL + 8,
SUE: SMALL (1 METER LONG) ‘UNARMED COMBAT (NATURAL WEAPON) -+4
ATTRIBUTES: STR2 (—2), INT © (—B), AGL 5 (0), WIT 2 (2), PRE (2), ‘SPEGIAL ABILITIES: BURROWING (EARTH), EXTRAORDINARY SENSE
(-2) (CHEMORECEPTION), FLYING, LURE (X8), NATURAL WEAPON (PINCERS
AEACTIONS: QUIK0, SAV —2, STAM —1, WILL —3
MOVEMERT ee 10 (SWARM)

Spawn beetles originate in the


temperate plains of Ku on the planet of Rilka in the
‘SMLLS: ATHLETICS (CLIMB, JUMP, RUN, SWIM) +2, STEALTH +1, SURVIVAL Delta Quadrant. There, swarms of the creatures can be
+3, IBAT: NATURAL WEAPONS +1 heard singing at night, luring prey to th
‘SPECIAL ABILITIES: ABSORPTION (TOXIN), FLYING, INVULNERABLE (TOXIN), became known as the pil-ieh or death singers in the
NATURAL WEAPON (WINGS, DAMAGE 208—2) local tongue. In later years, after the inhabitants of
TW EQUIVALENT: § Rilka discovered ways to control the spawn beetle
population, these singing insects were deliberately
Desc TION used as entertainment, as their night song had the
Originally found on Gideon, these creatures have efiectof stimulating ce ‘ain emotional responses in alll
since spread to several other worlds, The creatures humanoids.
spend most of their time flying about, filtering the air Spawn beetles tend to be most active
through their bodies to feed on pollution. They absorb in a temperate climate There, they move as a
carbon monoxide from the air, and smog wasps are unit, searching for food to devour. The swarm spreads
useful on heavily populated and industrialized worlds. ‘out over a small area and begins to “sing” by forcing
The creatures are so well suited for this task that some air through specialized tubes in their legs. This singing
researchers suspect they were genetically designed for activates sections of the lat al hypothalamus (or ©
the job, though no one has claimed credit for them ed equivalent in other species)—that section of the
On rare occasions, smog wasps become disoriented brain that deals with pleasure Affected animals (and
and fall to ground level; these can become dang¢ humanoids are affected as well) are attra 1 by this
to humanoids in their confused state. They attack by lure and approach th a. Once in rang the swarm
buffeting victims with their wings. envelops its victim and feeds. Once feeding begins
the lure effect halts immediately and stronger animals
en known to pull free with r atively little dam:
w age. Weaker or younger quarry have much more diffi
culty, however, and are usually overwhelmed by the
za SPAWN BEETLE Interestingly, this “pleasure lure’ is not repro-
ducible. People listening to recordings of spawn bee
tles song find it interesting but don’t feel the intense
An ebon-colored beetle known for its unusual song pleasure and overwhelming need to find the source of
and usefulness as a pollinator, spawn beetles possess the sound that most victims report. This has led som
an iridescent shell and barbed legs. The legs are hol scientists to conclude that sound is only a part of the
lure. Because of the effect the beetles have on +7, UNARMED COMBAT (NATURAL WEAPON) +2
humanoids, they are sometimes kept as pets by the SPECIAL ABILITIES: ABSORPTION (HEAT), CORROSION (ONSET: 106 DAYS, POT.
elite of Rilka and often offered as gifts between oe Se hn mind RAIN (HEAT, DRAINS 1 VIT.),
prospective lovers INVULNERABILITY (HEAT), INVULNERABILITY (HOOKSPIDER CORROSIVE WEB-
Dur 1g the wintertime, the spawn beetles die off, oy MINERAL BODY, ae WEAPONS (HOOK CLAWS 1D8—3), TRAP-
leaving eggs in the ground to hatch later in the year ‘BUILDING (WEBBING)
Their mineral-rich corpses form rich fodder for both TH EQUIVALENT: §
the eggs and local plant-life and the places where
ns die in the winter become exceptionally fruitful
he springtime, ENVIRONMENT: Found on Talaria IV, these bizarre
silicate creatures originate among the lava vents of
ENCOUNTERS Krutt formed by the nearby Monlynne volcano. An
As superb pollinators and “gardeners” (their con ingenious method of heat regulators and the ability to
stant eating of dead vegetation is healthy for plants drain heat from others allows the spider to acclimate
the inhabitants of Rilka have exported spawn beetles to less suitable (for silicates) climates. While they pre-
toa number of planets in the Delta Quadrant. Some fer, in general, volcanic territory, they have adapted
cultures snack upon th em as a delicacy. A few infa reasonably well to urban life. The lack of natural pred:
mous pleasure” pal es have found jue ways to ators combined with the abundance of heat in techno:
use spawn beetles to entertain guests with their song, logical societies has allowed them to thrive in non-vol
Some of the less savory of these establishments have canic environments. They infest heat ducts, electro:
used the same beetle song to lure customers to an plasma conduits, and fusion reactor plants, making
untimely death, Finally, as these beetles have proven them a danger in technologically advanced societies.
to be popular gifts among the upper class, they are Hook spiders ca not survive in any kind of cold
often sold by unscrupulous merchants, who neglect to environment and even a mild winter can devastate any
mention to their customers the more embarrassing non-volcanic population
side-effects of the beetle’s song, Benavi Talarian hook spiders are. ther
movores—they derive much of their energy require:
ments by absorbing heat In volcanic temperatures
they are quite active, on par with other arachnids. In
climates more conducive to carbon life, however, they
tend to be more sluggish unless startled
ye TALARIAN HOOK SPIDER Other than heat, hook spiders require certain trace
minerals to survive. Generally, in urban environments,
this comes from insects that they catch in fine crys
With half-meter long legs and mottled stone-col- talline mesh webs. Unlike that of other arachnids, this
ored skin, this silicate spider presents a horrific webbing is not strong, designed more to collapse
appearance. This creature lacks a discernable face around the insect and trapit temporarily. The hook spi
devoid of apparent eyes or mandibles. Its gaping der then uses its large, curved claws to drag the col
mouth ringed by sharp teeth is located on its under
belly; when the Talarian hook spider rears up, it looks
like an upraised palm with a gnashing, gaping hole in
its center. The front two of its eight legs consist of two
hooked claws, which it uses to grab onto prey
CREATURE STATISTICS
FORM: MINERAL
CET: ENERGY, CARNIVORE
FEEDING HABITS: GATHERER
SIZE: LITLE(30 CM LONG) NY
ATTRIBUTES: STR1 (—B), INT 1 (—B), ABL 1 (—8),
WIT 4 (= =
PRE O (8), PER 2 (2)
AEACTIONS: QUIK —2, SAW —6, STAM +0, WILL +1
Ts
WOVEN: 1 M77 M2 KO
PACITY: 20 KG MAX (2 KE ORAL)/S
KB LIGHT

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

ENCOUNTERS are psychically sensitive,


Beyond the lav a vents of their homeworld, able to s
hook spiders are sometimes encountered
Talarian
tubes, behind access panels, or in cramped in con-
Jet
duits, where they nest near sources of heat
The hook spider’s webbing tends to disrupt
delicate isolinear technology found near
their he sources. This typically appears as
@ series of random glitches and power
interruptions, as the hook spiders web.
bing corrodes circuitry over the course of
1d6 days. Given enough time id ener
8y, both of which may be plentiful in a
starship environment, the hook spider's
webbing inevitably melts and fuses with
isoli circuitry, mandating its immedi
ate replacement

the presence of the paranormal, such as supernat


ural entities like the Ancestral Spirits of
Use of psionic powers, The cats displ Nechisti or the
lay a range of reac-
tions in these circumstances, from becoming
agitated or
we TARCHEE CAT cted to staring wide-eyed at apparent nothingnes
Though most commonly found in the companys,
Nechisti monks, Tarchee cats have been known to of
up among places strong in psychic or oth turn
Though undeniably feline, these jurless, unusual
wrinkled cats have a significantly shar heavily energies. Th monks Of Nechani
per, more angu. claim this ability can
jar face and larger eyes than a Terran cat be used to find places of spiritual power.

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

‘SIZE: LARGE (3 M LON)


Cuddly, soft, harmless furballs in colors from cali ‘ATTRIBUTES: STR2 (—2), INT1 (—8), AGL 1 (—3), WIT 2 (2), PRE O (8),
co to aubum, tribbles seem like the ultimate pet PER 3 (—1)
They're clean, they freely show affection, and they eat REACTIONS: QUIK—1, SAW —B, STAM —2, WILL —1
anything. And everything. And convert this nutrition MENT: @ M/60 M/15 KM
into more tribbles, And more tribbles, And more trib: PNCITY: 40 KG MAX (4 KE ORAL)/10 KE UGHT
bles.
CREATURE STATIS) ‘NO LEVELS: 6 (2 LEVELS HEALTHY)
FORM: ANIMAL ‘ATHLETICS (SWIM) +2, OBSERVE +4, SURVIVAL +7, UNARMED
VE: OMNIVOROUS,
BUT PRIMARILY GRASSES AND GRAINS COMBAT: NATURAL WEAPONS +2
FEEDING WABTTS: GATHERER ‘SPECIAL ABILITIES: GANGLIA, PREHENSILE APPENDAGE (EXTRA HEAD), MULTIPLE
‘SIZE: TINY (10 GM LON) ‘ATTACKS (EXTRA HEAD), NATURAL WEAPON (TEETH, 18-2)
ATTRIBUTES: STR1 (8), INT 1 (8), ABL1 (9), VIT2 (2), PRE B (+0), TW EQUIVALENT: 5
PER (0)
AREAGTIONS: QUI 0 SAW +0 STAM —2 WILL —2 Descripti
‘WOVENENT: CRAWLING 1Y/7H/2KH Native to Bajor’s Serrilian swamps, the two-headed
UF YING CAPACITY: 0 NG malgorian wanders about its environment grazing on
DEFENSE: 4 water plants, They typically spend their days sub-
merged in the water, much like the Terran hippopota:
mus. Their short, stumpy legs give them a g
‘SURVIVAL +2 (GRASSLAND) shambling gait, but keep the creature from becoming
SIAL ABILITIES: DETERRENT +S (TRILLING) stuck in the mud.
ALENT 20 (100) Neurologically, the animal only possesses one
brain, located in its upper chest, with a series
of diffuse
Desc TI ganglia relaying messages to its mouths and sensory
A small ball of fluff; 5-20 cm long, massing 30: apparatus. Their two heads allow them ample oppor
2000 g. tunity to sample foliage on both sides of their bodies,
In their wild state, tribbles must have existed in an Because the heads lack independent brains, however
almost insupportably predator-rich environment they sometimes become tangled or appear to be mov
Slow, weaponless, and tasty, their sole defense is a ing in opposite directions, which has eared the two:
kind of trilling, which creates a state of hap y calm in headed malgorian the dubious distinction of being
most mammals. Only Klingons seem resistant to it; the unable to make up its mind
two species react with instant 1 tual dislike
(Willpower reaction test ag tTN2 to resist recoil
ing). For this reason, the Klingon Defense Force wiped
out the tibble homeworld during a controversial
expensive mission in the 2280s—only to see their
work undone by individual traders (who had hoarded
the lucrative pets) and by an unauthorized Starfleet
time voyage in 2
ny

we VALIT zs VICARIAN RAZORBACK


A rodent native to Vulcan, the valit has sand-col The razorback is a cross between a Terran wolf
ored fur, large frontal claws, oversized ears, and a and porcupine, its lup 1e back covered with bristling
strangely intelligent-looking face. The valit is a small quills. Its mouth boasts three rows of sharpened
burrower able to tunnel through solid rock. teeth, which it uses to tear at its prey. They are vicious
killers able to ch down their quarry over land, and
CREATURE STATISTICS make expert hunters at night through the use of
FORM: ANIMAL echolocation.
‘HET: OMNIVORE
FEEDING HABITS: GATHERER
SIZE: SMALL (.75 M LONG)
ATTRIBUTES: STR 1 (—B), INT 3 (—1), AGL4 (+0), VITO (8),
PRE O(8), PER 5 (+0)
AAEACTIONS: QUIK +0, SAVY -+0, STAM —8, WILL +0
MOVEMENT: 3 M/20 M/S
LUFTING/GARRYING CAPACITY: 20KE MAX (2 KE ORAL)/5 KE LIGHT
DEFENSE: 7
HEALTH: 1
(WOUND LEVELS: 4
SWILLS: ATHLETICS (RUN) +2, OBSERVE (LISTEN) +3,
LTH +3, SURVIVAL +7
SPECIAL ABILITIES: BURROWING (VOLCANIC ROCK),
CUNNING (HIDING FROM PREDATORS),
‘EXTRAORDINARY SENSE (SUBSONIC HEARING)
TV EQUIVALENT: §
DESCRIPTION
This strange little rodent is
found predominantly on the
voleanic plains of Vulcan, Valits live
primarily on insects, grubs, and the
few plants gro. ing in the region,
such as the tirnuk tree. It is
known for its devotion to its
family (which can number in
the dozens) and its exceptionally
sharp claws They can burrow
through tough volcanic rock to
build their extensive dens, expose
succulent tir-nuk roots, and widen
cracks in stone formations to get at
food.
The valit frequently infests Vulcan
homes and contemplative rock gar-
dens, Their hearing is exceptional, and
their nests extensive, making them dii-
ficult to root out. Vulcan scientists
have searched for years fo
ful way to eliminate valit infestations.
GREATURE STATISTICS (leading some Humans to compare them to badgers or
FRM: ANIMAL Tazmanian devils).
DIET: CARNIVORE
FEEDING HABITS: CHASER ENCOUNTE
‘SWE: LARGE (2.8 M LONE) an razorbacks hunt in packs throughout the
ATTRIGUTES: STR 9 (+1), INT 3 (—1), ABLS (-+0), WIT 8 (-+1), PRE (6) and they make cunning adversaries. Although the
PER4 (+0) of razorback attacks on humanoids are rare
REACTIONS: QUIK +2, SAW —B, STAM +4, WILL +2 they have been known heir territory
MOVEMENT: @ MYBO M/15 KM; RUNNING 30 KM/HR has been encroached upon. A few scientists have
UFTIING/ CARRYING CAPACITY: 180 KE MAX (18 KG ORAL)/45 KG LIGHT attempted to capture a specimen to study its regenera
OFFENSE: 7 tion ability and have suffered razorback attacks. As
WEALTH: 8 one of the more dangerous animals in the Alpha
‘WOUND LEVELS: @ (2 LEVELS HEALTHY) Quadrant, the razorback has found its way into a num:
‘SAILS: ATHLETICS (JUMP, RUN, SWIM) +1, STEALTH +1, SURVIVAL +4, ber of private preserves (often illegally) and makes a
‘UNARMED COMBAT, NATURAL WEAPONS +2 favorite target of Klingon hunters
‘SPECIAL ABILITIES: ARMOR (BONE QUILLS, DEFLECTS 5 DAMAGE), CUNNING (HUNT: More troubling, as the inhabitants of Vicar IV
ING), EXTRAORDINARY SENSE (EGHOLOCATION), NATURAL WEAPON (BITE increasingly move into the razorback’s territory, so do
208 + 1, QUILLS 108+ 1), RANGED ATTACK (QUILLS), REGENERATE the number of reports of attacks on people. Some fear
(RECOVER 2 DAMAGE PER 1/2 HOUR), SPEED (RUNNING) the animals will be hunted to extinction, upsetti
TN EQUIVALENT: 10 (8) delicate ecological balance by resulting in an iner
in the very animals the razorbacks hunt.
DeSCRIPTION
ENVIRONMENT: The Vicar an razorback first origi
nated in the jungles of Vicar IV, but migrated from its
natural habitat into a number of different biomes. To a
protect itself from the wide variety of leaping predators
in the Vicarian jungles, the species evolved bony, ze VOLE
feather-shaped quills. Wide, long and hollow, these
quills are razor-sharp and can be flung with lethal
force. This makes the razorback the premier predator Voles are six-limbed, hairless rodents hailing from
in its environment Cardassia Prime. Large, red eyes and teeth able to
Due to the darkness beneath the unusually thick chew through power conduits round out the creature's
e in the jungles of Vicar IV, razorbacks utilize an
alternate means to locate prey, employing a primitive
form of sonar to supplement its vision; razorbacks in CREATURE STATISTICS
other en onments retain this ability. They prefer areas FORM:
ed by other predators, to limit competition ET. OMINIVORE
for resources, but remain in areas wher FEEDING HABITS: SCAVENGER
encroaches and must be relocated; since the species SIZE SMALL (.95 M LONG)
also has an extremely efficient regenerative system, ‘ATTRIBUTES: STR1 (—8), INTO (—8), AGL 1 (—B), VIT3 (—-1), PREG (—8),
they are he 4 to get rid of as well PERS (+0)
The azorback spends most of its wak- AEACTIONS: QUMK 20, SAVV —B, STAM +3, WILL —1
ing hours to hunting. Carnivorous, they chase dowr (MOVEMENT: 3 M/20 M/S KIM
just about anything they can catch, though they prefer LIFTING CARRYING CAPACITY: 20 KE MAX (2 KG ORAL)/S KE LIGHT
smaller game because of the amount of ¢ DEFENSE: 4
required to run them down. Because of their abi HEALTH: 1
hunt through sound, they are nocturnal. WOUND LEVELS
They are social animals, living, hunting, ar play SHILLS: ATHLETICS (CLIMB, JUMP, RUN) ++ 2, STEALTH +2, SURVIVAL +8,
mily groups. They have a sophisticated ‘UNARMED COMBAT: NATURAL WEAPONS -+-2
method of communication that relies on their echolo: ‘SPECIAL ABILITIES: ANAEROBIC RESPIRATION (WO RESPIRATION REQUIRED, UMITED
on to tell each pack mate where others in the TO 3 HOURS), ABSORPTION (ELECTROMAGNETIC FIELDS), ARMOR (TOUGH
group are located. Unlike Terran wolves, the Vicat HIDE, DEFLECTS1 POINT OF DAMAGE), BURROW (CONDUIT PIPING),
razorback does not back down from conf n INVULNERABLE (RADIATION), NATURAL WEAPON (CLAWS 106—3, TEETH
Rather than flight, razorbacks defend themselves and 306-2)
the securityof their pack. Even if the dominant animal TW EQUIVALENT: 5 (8)
male or female, is killed, the pack continues to fight
ENT: Voles originateon the fire plains
of Cardassia Prime but, much like rats on Earth, they
spread across the planet. They nest almost anywhere
they can find food, often infesting food stores and
waste reclamation systems found in civilized areas.
ww VORIAN PTERODACTYL
Like rats inhabiting the holds of Earth’s ancient sailir
vessels, voles take up residence on board Cardassian With its bottle nose and liquid black eyes, the head
starships and bases. of the Vorian pterodactyl closely resembles that of the
Their teeth are extremely powerlul; they have bee Earth dolphin, The resemblance ends at the blowhole;
known to chew through power conduits. Voles fan out two ropy, muscle-bound flippers double as legs, and
from their nests in waste reclamation systems and food the “dolphin’s” ribcage unfolds into two enormous
stores as their population incr ases, They are appa: delta. wings. With its legs tucked up beneath its
ently attracted to electromagnetic fields and can be abdomer and its thick tail straight out, the pterodactyl
found throughout a vessel’s superstructure almost becomes a single “lifting body,” intensely aero-
Ben, VIOR: Voles live in la packs and are pro: dynamic (and hydrodynamic for underwater travel). A
lific breeders. When their population exceeds the Vorian pterodactyl can actually lift six times its weight,
capacity of the environment to sustain them, they sim and given a favorable updrait an even carry this load
ply feed on each other until they establish equilibrium some way up a cliffside. To maintain these muscles
Omnivorous scavengers, they feed on whatever detri and the equally powerful onesthat drive and stiffen its
tus or carrion they find—animal or vegetable. They do wings), the Vorian pterodactyl must hunt and eat
not normally attack anything larger than themselves, almost constantly. Its iridescent green hide matches
preferring to run and hide where they cannot be the pattern of an algae drift from above, and the green
reached. A trapped vole will do anything to survive sunlight of Vor Prime on the water from below.
however and when cornered they can become
CREATURE STATISTICS
Fol: ANIMAL
ENCOUNTERS vey: SH
Beyond Cardassia Prime and other Cardassian FEEDING HABITS: GATHERER
colonies, voles can frequently be found in Cardassian Su MAMMOTH
starships and space stations. If left untended for too ATTUGUTES: STR 90 (-+ 12), WT (1), ABL9 (+1), WIT 14 (+4), PRES
long, voles tear through the power conduits to get to (1), PER (+1)
the electromagnetic fields within, which can cause 9: QUIK +1, SAWW +1, STAM +4, WILL +5
power interruptions and outright damage. The prob: v1.24 FLYING/GUDING, 18 SWIMMING, 2 WADDUNG
lem is not limited to Cardassian vessels, however, as UFTING ARRYING CAPACITY: BOO KE
the prevalence of interstellar travel has introduced DEFENSE: 8
voles to Starfleet, Klingon, and Vulcan starships as HEALTH: 28
well. Engineers are the most likely to encounter voles WOUND LEVELS: 7 (9 LEVELS HEALTHY)
Vole fighting is 2 popular sport among the less SLLS: ATHLETICS (FY, SWIM) -+ 3, BITE +3, SURVIVAL (OCEAN) -+9, TAL
savory establishments alon he frontier, particularly SUM +5
where Cardassian gamblers congregate. Starved voles SPECIAL ABILITIES: FLYING, NATURAL WEAPON (BITE, 108 +4; TAL SLAM,
are thrown into a small ring, where they fight to the +8)
death. On at least one occasion, several voles escaped 7 EQUIVALENT: 20 (4)
their cages and infested the sewers of a Klingon
colony, The Federation considers such games to be Descript ON
inhumane and banned them but this has not stopped Iridescent green pterocetace: n_with a powerful
the practice tail; 15 m wingspan, 100 kg mass
Wherever they are found, voles make tenacious ENVIRONMENT: Voria Il orbits the bright green
vermin. They have the ability to stop breathing for a star Vor Prime. Slightly warmer, and much wetter, than
limited period of time, which means simply flooding a Earth, its temperate zor 2s extend almost all the way to
vole nest with toxins doesn’t always work And their its poles; a powerful set of circulator currents even out
ability to absorb energy makes them difficult to stun global temperatures except in the true tropics. The
The only sure way to eradicate a vole nest appears to Vorian pterodacty! lives on the oceanic cliff sides of
be phasering each one individually Voria ls many rocky, volcanic islands. Like the
a t can dive and swim underwater
for up to an hour without surfacing. Vorian_ ptero-
dactyls dine well on the rich bounty of crustaceans,
fish, and other sea life that gather in the coastal cur but the purebred Wanoni the finest tracker of all
rents and eddies of the Vorian seasand channels. Betazoid tracehounds) can be easily distinguished by
Vorian pterodactyls spend almost all its wide, almost spatulate nostrils.
of their waking hours hunting for fish. Ge erally, they
dive from their clifftop nests or from nearby cliffs, CREATURE STATISTICS
swoop down, and grab the largest fish they can find Fm: ANIMAL
with their feet or beak without breaking the water's DIET: CARNIVORE
surface for long. They then catch updratts nd return te ge LABITS: CHASER (DOMESTIC)
their nest to devour their catch; after feeding, the cycle ATE: SMALL
begins again. Even the rich fisheries of Voria Ill might ae ‘STR S (+0), INT S (+0), AGLB (+1), WIT 10 (+2),
suffer under such intense predation were the Vorian PRE 6 (+0), PER 18 (+8)
pterodactyl not migratory—every ler, they swim REACTIONS: QUIK +8, SAW +6, STAM +2, WILL +8
south to new feeding grounds where hey also mate MOVEMENT:
and breed. By the end of the winter, the youngare old LIFTING/CARRYING CAPACITY: 100
enough to feed themselves, and can make their way DEFENSE: 8
back north without hardship. The few predators will HEALTH: 10
to attack a Vorian pterodactyl must deal with not only WOUND LEVELS: 4
the powerful flippers an ail of their target, but the SKULLS: ATHLETICS (RUN) +5, BITE + 6, INVESTIGATE (INSPECT) +5, OBSERVE
eager willingness of any pterodactyl in range to come *
to the assistance of attacked fellows. A flock of ptero- ‘SPECIAL ABILITIES: EXTRAORDINARY SENSE (CHEMORECEPTION), FEROCIOUS (WHILE
dactyls is a match for even the largest eel-shark, which ‘ON SCENT), NATURAL WEAPON (BITE, GRABS AND HOLDS TARGET), SKILL
soon becomes sushi for the victorious cetaceans FOCUS (KEEN SMELL)
TH EQUIVALENT: 10 (6)
A single Vorian pterodactyl is a momentary threat DESCRIPTION
a flock could conceivably cripple a shuttlecrait on the Gray, low-slung quadruped; 1 m long, masses 18:
surface hey attacked when the doors were open and 20 kg,
the phasers powered down. More likely, these vora: Environme Wanoni tracehounds, like most
cious carnivores would strike after a storm or hurti Betazoid canines, evolved as pack hunters in the
cane had already thrown the shuttlecraft against the savannahs and plains of Betazed. Their waterproof
rocks, as the crew paddle around in the shallows look: coat evolved to help them ignore Betazoid’s frequent
1g for subspace transponders or any other salvageable rainstorms, and to allow them to track game through
communications gear. Some Vorian pterodactyls use swamps and rivers—the Wanoni tracehound can actu
sharp rocks to crack stubborn shells or cut through car ally filter water through its nostrils and detect traces of
tilage: in search of such a striker a pterodactyl might its prey’s passage. Betazoid hunters of the Wanon
ven snap up some promising piece of wreckage region domesticated the tracehound early in Betazed’s
which just happens to be the crucial component history; many of the beasts have also been bred for
needed for a rescue) and fly it to the top of the cliffs Empathy (Psi stat of 2, Empathy skill of +
400 meters above BEHAVIOR: Domestic tracehounds are trained to
grab and hold their quarry; they carry out their Bite
attack as a Grapple (see box), but hold on at Strength
+ Willpower rather than Str alone. They do not slam
#1 their prey, but merely hold it until their handler can
approach and deal with the animal
sx WANONI TRAGEHOUND ENCOUNT
Wanoni t cehounds have spread everywhere in
Like many of the creatures of Betazed, the Wanoni the¢ jalaxy that Betazoids have. Any character, from a
tracehound very closely resembles its Terran analog Starfleet officer asking too many questions on a fron-
the hunting mastiff. Its limbs are slightly differently tier world to a Ferengi rogue with an unfortunate
proportioned, with the hind legs somewhat longer and choice in trespassing options might find themselves
The other major difference (aside from the trying to elude a Wanoni tracehound for more than a
tracehound’s light gray color) is the thick ring of mus. momentary threat
cle { the tracehound’s throat and jaws
Tracehounds come in all sizes from 75 cm long “r
ters” to “foghounds” that stand nearly 1.5 m high at
the shoulder. Minor differences in various breeds exist
Bexavior: Wentlian condor snakes typically live
and hunt alone or in mated pairs. Like reptiles on other
planets, the condor snake is not especially territorial
though it will fight to defend its nesting grounds. They
se WENTLIAN CONDOR SNAKE do not normally attack creatures larger an them.
selves because they can’t eat them. When cornered,
however, they have been known to bite prior to taking
Wentlian condor snakes are beautiful creatures flight
with elongated, eel-like bodies, a pronounced ridge During the mating season, male specimens will
running down their backs, and incredible lacey wings periorm elaborate aerial acrobatics to attract a female.
measuring up to two meters in length. Their skin color They rarely fight with each other. After mating, the
ranges from pearly-white to silver and their wings are male continues to hunt while the female protects her
often light brown: clutch of eggs. Once the infants reach the age of matu
Like some snakes, their jaws can distend and open rity, they leave the nest to find their own territory, often
up to over twice the reptile’s size. located nearby. Once per year, soon aiter mating, con.
dor snakes molt, shedding their skin and feathers.
CREATURE STATISTICS During this period, they become aggressive, attacking
intruders.
‘OVET: CARNIVORE
FEEDING HABITS: CHASER ENCOUNTERS
‘SE: MEDIUM (1.55 M LONG) Wentlian condor snakes are most often encoun:
‘ATTRIBUTES: STR2 (—2), INT1 (—8), AGL S (+0),IT 1 (—2), PREO (8), tered on their home planet, where a cottage industry
PER4 (+0) has arisen around “snake watching” and catchi
REACTIONS: QUIK +2, SAW +0, STAM +1, WILL -2 specimens for food and byproducts, The local inhabi
‘MOVEMENT: 6 M/40 NV/10 KM; FLYING 15 KM/HR tants of villages near the species’ habitat specialize in
LUFTING/CARRYING CAPACITY: 40 KE MAX (4 KE ORAL)/10 KE LIGHT catching and milking the snakes for their venom. The
DEFENSE: 7 toxin may provide some relief for Gunji burning fever
HEALTH: 1 and Rigelian skin rot and it canne be replicated.
WOUND LEVELS: § Unfortunately, the popularity of these creatures has
‘SMLLS: ATHLETICS (FLY) +1, STEALTH +1, SURVIVAL +4, UNARMED COMBAT led to their possible demise. Poachers harvest large
(NATURAL WEAPON) +2 numbers of condor snakes for their meat (favored by
‘SPECIAL ABILITIES: FLYING, INVULNERABLE (CONDOR SNAKE TOXIN), NATURAL Klingons in particular) and skins, and many are ille-
WEAPON (BACK SPINES, 106-2), TOXIN (INJECTION, ONSET: 108 ROUNDS, gally exported each year to be sold as pets. The Regent
POT. +5, DIAG. +0, TREAT +3, EFFECT STUNNED, 3 STAGE, 2ND EFFECT: of Palomar has attempted to impose stiff pe alties for
NONE) poaching; established a licensing system, and set strict
TW EQUIVALENT: § limits on the number of animals taken each year
Game wardens travel off-world to track down the pur
DeSCRIPTION chasers of illegal condor snake products and work
EnvironmeNT The Wentlian condor snake is a with Federation personnel to track down smugglers,
native of the mountains of Palamar. They nest in
crevices and caves at night, coming out during the day
to hunt small birds. They have few natural predators. Cig
When they hunt, they rarely land, riding the thermals This attack action con be attempted by any character in
for hours until they spy suitable prey. They swoop CO Om mgr
down on their victims with lightning speed, relying on Carry out the Unarmed Combat attack as normal: if sue-
their maneuverability to keep up, and inject a neuro: cessful, you have grabbed your opponent. To move or
toxin with their bite. This paralytic numbs the victim attack, he must first defeat you in on opposed Strength
quickly, which makes it easier for the condor snake to attribute test; although this is a free action, it con only
carry it back to its nest meg
Local inhabitants harvest the condor snake for its oe ne es
toxin, primarily for use as an analgesic. The toxin also this requires 1 action and success at on opposed Agility
makes the condor snakes an interesting delicacy. If test. If successful, your opponent takes 143 domage
properly prepared, it produces a numbing and tingling Cerone kee eo kr)
effect in the extremities. This toxin can be dangerous spikes or glowing coals, etc). To move or attack other-
to humanoids, however, and several die each year wise, you must first let your opponent go. Grapple
from poorly prepared condor snake. Pree ees
wy

se WOMPAT za YAK BEAR


A small short-haired, dun-colored canine, the As its name suggests, the yak bear is an ursine crea.
wompat makes a popular pet amongCardassian chil ture with large horns reminiscentof a Terran yak
dren.
CREATURE STATISTICS
CREATURE Fon: ANIMAL
ANIMAL iET CARNIVORE
‘HERBIVORE A 8: CHASER
SIZE: LARGE (2.6 M TALL)
UTE. SMALL (1.2 M LONE) ATTRIBUTES: STR 10 (+2), INT 1 (—3), AGL S (+0), VIT 2 (—2), PREO (8),
‘STR 1 (3), INT O (8), AGL (—3), VIT1 (9), PRED (8), PER4 (+0)
PERS (1) QUIK +2, SAW = 0, STAM +5, WILL —1
(QIK +0, SAW —1, STAM —3, WILL —3 WS Kt
uf. 3/20 NV KM PACITY: 200 KE MAX (20 KG ORAL)/S0 KG LIGHT
YONG CAPACITY: 20 KE MAX (2 KE ORAL)/S KE LIGHT

ND LEV (ELS: 6 (2 LEVELS WEALTHY)


UVES: @ ATHLETICS (RUN) +1, STEALTH +1, SURVIVAL +4, UNARMED COMBAT
‘ATHLETICS (JUMP) +2, OBSERVE +3, STEALTH +1, SURVIVAL +7
AL A ‘WUMICRY (SOUND ONLY) ff ‘ARMOR (THICK SKIN, DEFLECTS 5 DAMAGE), FEROCIOUS (HUNT:
WEQ 5 ING/DEFENDING TERRITORY), NATURAL WEAPON (HORNS 208 + 2),
RESISTANCE (ENERGY WEAPONS)
TW EQUIVALENT: 20
Native to Cardassia, this pet’s natural habitat is the
planet’s temperate climes. Herbivorous grazers, wom: Desc TION
als Consume moss growing on the sides of Cardassian The yak bear is a native of the planet Gaia, a tem
sword trees. They live in large groups among the porally unstable planet briefly inhabited by the crew
underbrush and survive by virtue of an unusual of the U.S.S. Defiant in an alternate time line. This
defense mech unpleasant predator, which lived primarily in forest
Much to the delight of children, these docile ani: ed, temperate areas, proved a great hardship to the
mals can produce a variety of sounds mimicking people of Gaia
those of other animals and far louder than their size Unused to the presenceof humanoids, it consid:
would suggest. They can mimic sounds as simple as ered them prey and hunted crewmembers who
the chattering of a vole, as cruel as a Cardassian rid- strayed into its territory for a number of years.
pud as an angry father. Wompats Res jant to energy weapons, t bear proved dif.
easily domesticated and make fine, fastidious ficult to corralor warn away. Only a dedicated effort
ets as long as they remain well fed. If not, they tend on the part of the Defiant’s crew ultimately kept the
se their mimicry in distracting ways and few par creature at bay
can stand the constant chat ng wompats can work within a defined territory, hunting
produce when upset a variety of small animals within it. They are solitary
For adult Cardassians, wompats can make strange- hunters and meet other yak bears only once a year to
ly effective watch-anim Is if trained properly. T mate.
be taught to make specific sounds when an intruder
someone other than the owner) enters the area and
many Cardassians used wompats as a low-tech securi
N tive to the Yridian homeworld, the yak ranks as
of the largest terrestrial creatures known. Though
once driven almost to extinction, the Yridians institut
se YRIDIAN YAK ed a rigorous program to bring these creatures back to
promin
In the past, these beasts were used as gigantic pack
The Yridian yak is a truly impressive being reminis- animals and war chariots. Now herds are allowed to
cent of a Terran mastodon, though it lacks a trunk. peacefully graze on the tundra preserves on which
Instead, the yridian yak uses an excessively long they thrive, It has been rumored that unscrupulous
tongue with which it feeds. The yak also boasts an Yridian game wardens allow yak hunts for the right
immense pair of curved horns used in defense or mat price but definitive proof has yet to be offered.
ing rituals.
CREATURE STATISTICS
FORM: ANIMAL
(ET: HERBIVORE
FEEDING HABITS: GRAZER
SUE: MAMMOTH (BM TALL)
ATTRIBUTES: STR 14 (+4), INTO (—8), AGL1 (—9), VIT'3 (1),
PRE O (—8), PER 3 (—1)
REACTIONS: QUIK +0, SAVY —1, STAM +4, WILL —1
(WOVEMENT: 24 M/160 M/40 KA
LUFTING/CARAYING CAPACITY: 280 KE MAX (28 KE ORAL)/70 KG LIGHT
DEFENSE: 4
HEALTH: 7
‘WOUND LEVELS: 7 (3 LEVELS HEALTHY)
SHILLS: ATHLETICS (RUN) +3, OBSERVE +2, SURVIVAL +6,
‘UNARMED COMBAT (NATURAL WEAPON) +2
SPECIAL ABILITIES: ARMOR (TOUGH HIDE, DEFLECTS 10 DAMAGE),
(NATURAL WEAPON (TONGUE 106 +4), PREHENSILE
‘APPENDAGE (TONGUE)
TW EQUIVALENT: 10
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won't strain yours, though, because Creatures On “OM \ a HN i
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incorporating them into your series.

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Yridian yak, complete with full STAR TREK RPG statistics and rules.

Detailed and expanded rules for creature design.

Pele:
The Art of Great Games
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