Canon Species, Planets, and Creatures

Here lies references for the USS Zealous, e.g. storylines, species, etc

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Postby Zania Jaarda » Thu Oct 02, 2003 6:37 pm

Trayken Beast

This hulking, horrifying creature stands up to 4 meters tall at the shoulder, armored with a carapace bristling with spikes, and possessing hooked double-jointed "hands" and cruel, intelligent eyes. It can walk upright but prefers to walk bent over on its hooks, similar to a Terran gorilla.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 4M Tall (Large)
Skills: Climbing, jumping, running, swimming, stealth, survival, unarmed combat
Special Abilities: Armor (carapace), extraordinary sense (ultraviolet vision), ferocious (when defending territory), natural weapon (hooks), regenerate, resistance (energy weapons), speed (running)

Description:
Native to the Delta Quadrant, the trayken beast originates from Psion VIII. Large, powerful, and difficult to kill, it was the master of its environment until the Hirogen arrived. Pre-sentient, the trayken led early Hirogen on several excellent hunts and so they seeded other worlds with these creatures to provided them with different hunting environments. They can be found on Hirogen worlds throughout the quadrant. A carnivorous chaser, small bands of trayken beasts live and hunt together, charging out of underbrush to attack their quarry. They prefer to hunt at night, making use of their ultraviolet vision, and their terrible hooting screams can be heard piercing the darkness. Their short bursts of speed and ferocity when defending their territory makes them dangerous prey.
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Postby Zania Jaarda » Thu Oct 02, 2003 6:50 pm

Trelka

An emerald colored serpent with distinct black and red corloring around its head and eyes, the trelka is native to the planet Remus. Known as the "striking fang" the trelka is notorious for its lightning strike and virulent poison, and its leaps of up to 10 meters to catch prey.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 2M Long (Medium)
Skills: Jumping, stealth, survival, unarmed combat
Special Abilities: Invulnerable (trelka toxin), natural weapon (fangs), speed (jumping), toxin

Environment:
The trelka is a serpent native to the swamps of the Korex Delta on the southernmost part of Valis'Shar on the planet Remus. Due to the swamp's dangerous environment, Romulan settlements are few and the trelka has remained the swamp's dominant predator.

Trelkas are arboreal creatures and can usually be found in trees sunning themselves or looking for birds or bird eggs (their primary source of food). Trelka hunt alone, waiting in the trees, hiding among the foliage, for the opportunity to strike. Hungry trelka, however, have been known to go to ground to ferret out small mammals and lizards. Trelka can swallow prey up to four times their size by unhinging their jaw and slowly taking in their victim while crushing its bones.

Behavior:
Trelka are extremely patient, moving from tree to tree with languorous motion and infinite care. They are feeders of convenience, striking at whatever prey comes their way; when they sense the presence of a small animal, they curl themselves into a tight coil and wait for their quarry to arrive. They then strike quickly and efficently, leaping out and injecting their venom. Their poisonous bite is one of the deadliest found on Remus. Once the victim has stopped moving, the trelka devours its meal whole and digests it over the course of several days.

Interestingly, trelka are highly protective of their young, with females typically guarding their initial clutch of eggs for up to three months until they hatch. Then, the young attach themselves to her neck through a series of specialized 'blood nodes' which serve as the nutritional source fo them for another three months. Afterwards, their fangs and poison sacs grow in and they detach from the mother to head off into the swamp on their own.

Encounters:
Trelka, of course, do not make a habit of eating humanoids because of their size. They are easily startled however, and frequently bite those who disturb them. Most encounters occur in the snake's native habitat, usually by incautious Romulan sightseers. Recently, as urbanization has encroached on the edges of the Korex swamp, trelka have been found in the city of Guthara. Stores of half-starbed, angry trelka occupying freight shipped from Guthara remain unconfirmed (though disturbing).

While trelka have not migrated to other planets either inside or beyond Romulan space the way some other species have, a few have been reported. The Tal Shiar sometimes like to use them as a means of assassination, particularly when they wish to send a message to the victim. And at least three deaths in a vendetta between the Orion Syndicate and a Romulan organized crime group have been attributed to trelka bites.
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Postby Zania Jaarda » Thu Oct 02, 2003 7:46 pm

Trellan Crocodile

The Trellan crocodile is an immense crocodile-like creature, 8 meters or longer in length, with massive jaws, vicious claws that can burrow through solid stone, and sacs in its jaws that allow them to secrete acid.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 8M Long (Mammoth)
Skills: Jumping, swimming, stealth, survival, unarmed combat
Special Abilities: Armor (tough hide), burrowing (rock), camouflage, corrosion (bite), invulnerable (corrosion), natural weapons (teeth, claws)

Environment:
The Trellan crocodiles are native to the salt flats of Trellus V. There, they have adopted unique methods to cope with this harsh and often unyielding environment. The salt flats are hot and unforgiving and the rivers crossing them are unusually sulfurous. Those creatures making their homes here survive on minimal water and require specific mechanisms to protect themselves from the heat. For the Trellan crocodile, this means a system of armored plates that serve as heat regulators and protection from predation.

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 success 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 special sacs behind their mouth, to which they add specialized enzymes.

During egg-laying season, the Trellan crocodile burrows into the rocky landscape to create a nest, and their claws are strong enough to dig easily through most stone. They have been known to tunnel underground during the dry season to find water and escape the heat.

Behavior:
Trellan crocodiles usually hunt alone and make patient hunters. They lurk beneath the water's surface, waiting for prey to approach, then spring out and seize the creature in their powerful jaws. With the victim trapped and struggling, the crocodile releases some of its sulfuric acid to penetrate through any armor the prey may have to get to the soft flesh underneath. Large herds of animals approaching the water to drink have been known to cause a feeding frenzy. They attack anything, no matter its size, and follow their quarry should it attempt to escape further inland.

During egg-laying season, the female of the species becomes extremely protective, even attacking their mates. The strongest males survive this period and live to the next mating season, while weaker males are culled from the breeding pool. Other times of the year, the Trellan crocodile isn't especially territorial.

Encounters:
The crocodile's ability to form acid saliva and other adaptations to its harsh environment has long made it a research subject by Federation scientists. Each year, several researchers set up camp on the salt flats to study the creatures in their native habitat.

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 operators, while the diversion of water resources to accommodate mining worries scientists and conservationists. The Trellan want to excavate the zenite deposits, and have a plan to relocate the animals farther down-river.
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Postby Zania Jaarda » Thu Oct 02, 2003 7:53 pm

Tribble

Cuddly, soft, harmless furballs in colors from calico to auburn, tribbles seem like the ultimate pet. They're clean, they freely show affection, and they eat anything. And everything. And convert this nutrition into more tribbles. And more tribbles. And more tribbles.

Creature Statistics
Form:
Animal
Diet: Omnivorous, but Primarily Grasses and Grains
Feeding Habits: Gatherer
Size: 10CM Long (Tiny)
Skills: Survival (grassland)
Special Abilities: Deterrent (trilling)

Description:
A small ball of fluff; 5-20 cm long, massing 30-2000 g.

In their wild state, tribbles must have existed in an almost insupportably predator-rich environment. Slow, weaponless, and tasty, their sole defense is a kind of trilling, which creates a state of happy calm in most mammals. Only Klingons seem resistant to it; the two species react with instant mutual dislike. For this reason, the Klingon Defense Force wiped out the tribble 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 2373.
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Postby Zania Jaarda » Thu Oct 02, 2003 8:01 pm

Two-Headed Malgorian

With a large, bloated body covered in rough hide and two heads perched atop long, snaky necks, the two-headed malgorian looks like a bizarre and vaguely comical creature.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Gatherer
Size: 3M Long (Large)
Skills: Swimming, observing, survival, unarmed combat
Special Abilities: Ganglia, prehensile appendage (extra head), multiple attacks (extra head), natural weapon (teeth)

Description:
Native to Bajor's Serrilian swamps, the two-headed malgorian wanders about its environment grazing on water plants. They typically spend their days submerged in the water, much like the Terran hippopotamus. Their short, stumpy legs give them a graceless, shambling gait, but keep the creature from becoming stuck in the mud.

Neurologically, the animal only possesses one brain, located in its upper chest, with a series of diffuse ganglia relaying messages to its mouths and sensory apparatus. Their two heads allow them ample opportunity to sample foliage on both sides of their bodies. Because the heads lack independent brains, however, they sometimes become tangled or appear to be moving in opposite directions, which has earned the two-headed malgorian the dubious distinction of being unable to make up its mind.
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Postby Zania Jaarda » Thu Oct 02, 2003 8:08 pm

Valit

A rodent native to Vulcan, the valit has sand-colored fur, large frontal claws, oversized ears, and a strangely intelligent-looking face. The valit is a small burrower able to tunnle through solid rock.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Gatherer
Size: .75M Long (Small)
Skills: Running, observing (listening), stealth, survival
Special Abilities: Burrowing (volcanic rock), cunning (hiding from predators), extraordinary sense (subsonic hearing)

Description:
This strange little rodent is found predominantly on the volcanic plains of Vulcan. Valits live primarily on insects, grubs, and the few plants growing in the region, such as the tir-nuk 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 touch 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 gardens. Their hearing is exceptional, and their nests extensive, making them difficult to root out. Vulcan scientists have searched for years for a successful way to eliminate valit infestations.
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Postby Zania Jaarda » Thu Oct 02, 2003 9:17 pm

Vicarian Razorback

The razorback is a cross between a Terran wolf and porcupine, its lupine back covered with bristling quills. Its mouth boasts three rows of sharpened teeth, which it uses to tear at its prey. They are vicious killers able to chase down their quarry over land, and make expert hunters at night through the use of echolocation.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 2.8M Long (Large)
Skills: Jumping, running, swimming, stealth, survival, unarmed combat
Special Abilities: Armor (bone quills), cunning (hunting), extraordinary sense (echolocation), natural weapon (bite, quills), ranged attack (quills), regenerate, speed (running)

Environment:
The Vicarian razorback first originated in the jungles of Vicar IV, but migrated from its natural habitat into a number of different biomes. To protect itself from the wide variety of leaping predators in the Vicarian jungles, the species evolved bony, 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 in its environment.

Due to the darkness beneath the unusually thick foliage 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 other environments retain this ability. They prefer areas uninhabited by other predators, to limit competition for resources, but remain in areas where civilization encroaches and must be relocated; since the species also has an extremely efficient regenerative system, they are hard to get rid of as well.

Behavior:
The razorback spends most of its waking hours to hunting. Carnivorous, they chase down just about anything they can catch, though they prefer smaller game because of the amount of energy required to run them down. Because of their ability to hunt through sound, they are nocturnal.

They are social animals, living, hunting, and playing in family groups. They have a sophisticated method of communication that relies on their echolocation to tell each pack mate where others in the group are located. Unlike Terran wolves, the Vicarian razorback does not back down from confrontation. Rather than fight, razorbacks defend themselves and the security of their pack. Even if the dominant animal, male or female, is killed, the pack continues to fight (leading some Humans to compare them to badgers or Tazmanian devils).

Encounters:
Vicarian razorbacks hunt in packs throughout the year and they make cunning adversaries. Although the number of razorback attacks on humanoids are rare, they have been known to occur when their territory has been encroached upon. A few scientists have attempted to capture a specimen to study its regeneration ability and hae suffered razorback attacks. As one of the more dangerous animals in the Alpha Quadrant, the razorback has found its way into a number of private preserves (often illegally) and makes a favorite target of Klingon hunters.

More troubling, as the inhabitants of Vicar IV increasingly move into the razorback's territory, so do the number of reports of attacks on people. Some fear the animals will be hunted to extinction, upsetting the delicate ecological balance by resulting in an increase in the very animals razorbacks hunt.
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Postby Zania Jaarda » Thu Oct 02, 2003 9:35 pm

Vole

Voles are six-limbed, hairless rodents hailing from Cardassia Prime. Large, red eyes and teeth able to chew through power conduits round out the creature's appearance.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Scavenger
Size: .95M Long (Small)
Skills: Climbing, jumping, running, stealth, survival, unarmed combat
Special Abilities: Anaerobic respiration (no respiration required, limited to 3 hours), absorption (electromagnetic fields), armor (tough hide), burrowing (conduit piping), invulnerable (radiation), natural weapon (claws, teeth)

Environment:
Voles originate on 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. Like rats inhabiting the holds of Earth's ancient sailing vessels, voles take up residence on board Cardassian starshps and bases.

Their teeth are extremely powerful; they have been known to chew through power conduits. Voles fan out from their nests in waste reclamation systems and food stores as their population increases. They are apparently attracted to electromagnetic fields and can be found throughout a vessel's superstructure.

Behavior:
Voles live in large packs and are prolific breeders. When their population exceeds the capacity of the environment to sustain them, they simply feed on each other until they establish equilibrium. Omnivorous scavengers, they feed on whatever detritus or carrion they find - animal or vegetable. They do not normally attack anything larger than themselves, preferring to run and hide where they cannot be reached. A trapped vole will do anything to survive, however and when cornered they can become vicious.

Encounters:
Beyond Cardassia Prime and other Cardassian colonies, voles can frequently be found in Cardassian starships and space stations. If left untended for too long, voles tear through the power conduits to get to the electromagnetic fields within, which can cause power interruptions and outright damage. The problem is not limited to Cardassian vessels, however, as the prevalence of interstellar travel has introduced voles to Starfleet, Klingon, and Vulcan starships as well. Engineers are the most likely to encounter voles.

Vole fighting is a popular sport among the less savory establishments along the frontier, particularly where Cardassian gamblers congregate. Starved voles are thrown into a small ring, where they fight to the death. On at least one occasion, several voles escaped their cages and infested the sewers of a Klingon colony. The Federation considers such games to be inhumane and banned them but this has not stopped the practice.

Wherever they are found, voles make tenacious vermin. They have the ability to stop breathing for a limited period of time, which means simply flooding a vole nest with toxins doesn't always work. And their ability to absorb energy makes them difficult to stun. The only sure way to eradicate a vole nest appears to be phasering each one individually.
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Postby Zania Jaarda » Fri Oct 10, 2003 9:29 am

Vorian Pterodactyl

With its bottle nose and liquid black eyes, the head of the Vorian pterodactyl closely resembles that of the Earth dolphin. The resemblance ends at the blowhole; two ropy, muscle-bound flippers double as legs, and the "dolphin's" ribcage unfolds into two enormous delta wings with a 15 m wingspan. With its legs tucked up beneath its abdomen and its thick tail straight out, the pterodactyl almost becomes a single "lifting body," intensely aerodynamic (and hydrodynamic for underwater travel). A 100 kg Vorian pterodactyl can actually lift six times its weight, and given a favorable updraft, can even carry this load some way up a cliffside. To maintain these muscles (and the equally powerful ones that drive and stiffen its wings), the Vorian pterodactyl must hunt and eat almost constantly. Its iridescent green hide matches the pattern of an algae drift from above, and the green sunlight of Vor Prime on the water from below.

Creature Statistics
Form:
Animal
Diet: Fish
Feeding Habits: Gatherer
Size: 15M Wingspan (Mammoth)
Skills: Flying, swimming, bite, survival (ocean), tail slam
Special Abilities: Flying, natural weapon (bite, tail slam)

Environment:
Voria III orbits the bright green star Vor Prime. Slightly warmer, and much wetter, than Earth, its temperate zones extend almost all the way to its poles; a powerful set of circulator currents even out global temperatures except in the true tropics. The Vorian pterodactyl lives on the oceanic cliff sides of Voria III's many rocky, volcanic islands. Like the cetaceans of Earth, it can dive and swim underwater for up to an hour without resurfacing. Vorian pterodactyls dine well on the rich bounty of crustaceans, fish, and other sea life that gather in the coastal currents and eddies of the Vorian seas and channels.

Behavior:
Vorian pterodactyls spend almost all of their waking hours hunting for fish. Generally, they dive from their clifftop nests or from nearby cliffs, swoop down, and grab the largest fish they can find with their feet or beak without breaking the water's surface for long. They then catch updrafts and return to their nest to devour their catch; after feeding, the cycle begins again. Even the rich fisheries of Voria III might suffer under such intense pedation were the Vorian pterodactyl not migratory - every winter, they swim south to new feeding grounds where they also mate and breed. By the ned of the winter, the young are old enough to feed themselves, and can make their way back north without hardship. The few predators willing to attack a Vorian pterodactyl must deal with not only the powerful flippers and tail of their target, but the eager willingness of any pterodactyl in range to come to the assistance of attacked fellows. A flock of pterodactyls is a match for even the largest eel-shark, which soon becomes sushi for the victorious cetaceans.

Encounters:
A single Vorian pterodactyl is a momentary threat; a flock could conceivably cripple a shuttlecraft on the surface if attacked when the doors were open and the phasers were powered down. Most likely, these voracious carnivores would strike after a storm or hurricane had already thrown the shuttlecraft against the rocks, as the crew paddle around in the shallows looking for subspace transponders or any other salvageable communications gear. Some Vorian pterodactyls use sharp rocks to crack stubborn shells or cut through cartilage; in search of such a striker a pterodactyl might even snap up some promising piece of wreckage (which just happens to be the crucial component needed for a rescue) and fly it to the top of the cliffs 400 meters above.
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Postby Zania Jaarda » Fri Oct 10, 2003 9:50 am

Wanoni Tracehound

Like many of the creatures of Betazed, the Wanoni tracehound very closely resembles its Terran analog, the hunting mastiff. Its limbs are slightly differently proportioned, with the hind legs somewhat longer and stronger. The other major difference (aside from the tracehound's light gray color) is the thick ring of muscle around the tracehound's throat and jaws. Tracehounds come in all sizes from 75 cm long "rattlers" to "foghounds" that stand nearly 1.5 m high at the shoulder, and generally masses 18-20 kg. Minor differences in various breeds exist, but the purebred Wanoni (the finest tracker of all Betazoid tracehounds) can be easily distinguished by its wide, almost spatulate nostrils.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser (Domestic)
Size: 1M Long (Small)
Skills: Running, bite, investigation (inspecting), observing (smell)
Special Abilities: Extraordinary sense (chemoreception), ferocious (while on scent), natural weapon (bite, grabs and holds target), keen smell

Environment:
Wanoni tracehounds, like most Betazoid canines, evolved as pack hunters in the savannahs and plains of Betazed. Their waterproof coat evolved to help them ignore Betazed's frequent rainstorms, and allow them to track game through swamps and rivers - the Wanoni tracehound can actually filter water through its nostrils and detect traces of its prey's passage. Betazoid hunters of the Wanon region domesticated teh tracehounds early in Betazed's history; many of the beasts have also been bred for empathy.

Behavior:
Domestic tracehounds are trained to grab and hold their quarry. They do not slam their prey, but mearly hold it until their handler can approach and deal with the animal.

Encounters:
Wanoni tracehounds have spread everywhere in the Galaxy that Betazoids have. Any character, from a Starfleet officer asking too many questions on a frontier world to a Ferengi rogue with an unfortunate chocie in trespassing options might find themselves trying to elude a Wanoni tracehound for more than a momentary threat.
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Postby Zania Jaarda » Fri Oct 10, 2003 10:14 am

Wentlian Condor Snake

Wentlian condor snakes are beautiful creatures with elongated, eel-like bodies, a pronounced ridge running down their backs, and incredible lacy wings measuring up to two meters in length. Their skin color ranges from pearly-white to silver and their wings are often light brown.

Like some snakes, their jaws can distend and open up to over twice the reptile's size.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 1.55M Long (Medium)
Skills: Flying, stealth, survival, unarmed combat
Special Abilities: Flying, invulnerable (condor snake toxin), natural weapon (back spines), toxin

Environment:
The Wentlian condor snake is a 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. When they hunt, they rarely land, riding the thermals for hours until they spy suitable prey. They swoop down on their victims with lighting speed, relying on their maneuverability to keep up, and inject a neurotoxin with their bite. This paralytic numbs the victim quickly, which makes it easier for the condor snake to carry it back to its nest.

Local inhabitants harvest the condor snake for its toxin, primarily for use as an analgesic. The toxin also makes the condor snakes an interesting delicacy. If properly prepared, it produces a numbing and tingling effect in the extremities. This toxin can be dangerous to humanoids, however, and several die each year from poorly prepared condor snake.

Behavior:
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 do not normally attack creatures larger than themselves because they can't eat them. When cornered, however, they have been known to bite prior to taking flight.

During the mating season, male specimens will perform elaborate aerial acrobatics to attract a female. They rarely fight with each other. After mating, the male continues to hunt while the female protects her clutch of eggs. Once the infants reach the age of manurity, they leave the nest to find their own territory, often located nearby. Once per year, soon after mating, condor snakes molt, shedding their skin and feathers. During this period, they become aggressive, attacking intruders.

Encounters:
Wentlian condor snakes are most often encountered on their home planet, where a cottage industry has arisen around "snake watching" and catching specimens for food and byproducts. The local inhabitants of villages near the species' habitat specialize in catching and milking the snakes for their venom. The toxin may provide some relief for Gunji burning fever and Rigelian skin rot and it cannot be replicated.

Unfortunately, the popularity of these creatures has led to their possible demise. Poachers harvest large numbers of condor snakes for their meat (favored by Klingons in particular) and skins, and many are illegally exported each year to be sold as pets. The Regent of Palomar has attempted to impose stiff pentalies for poaching, established a licensing system, and set strict limits on the number of animals taken each year. Game wardens travel off-world to track down the purchasers of illegal condor snake products and work with Federation personnel to track down smugglers.
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Postby Zania Jaarda » Fri Oct 10, 2003 10:26 am

Wompat

A small short-haired, dun-colored canine, the wompat makes a popular pet among Cardassian children.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 1.2M Long (Small)
Skills: Jumping, observing, stealth, survival
Special Abilities: Mimicry (sound only)

Description:
Native to Cardassia, this pet's natural habitat is the planet's temperate climates. Herbivorous grazers, wompats consume moss growing on the sides of Cardassian sword trees. They live in large groups among the underbrush and survive by virtue of an unusual defense mechanism - mimicry.

Much to the delight of children, these docile animals can produce a variety of sounds mimicking those of other animals and far louder than their size would suggest. They can mimic sounds as simple as the chattering of a vole, as cruel as a Cardassian riding hound, or as loud as an angry father. Wompats are easily domesticated and make fine, fastidious pets as long as they remain well fed. If not, they tend to use their mimicry in distracting ways and few parents can stand the constant chattering wompats can produce when upset.

For adult Cardassians, wompats can make strangely effective watch-animals if trained properly. They can 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 security option.
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Postby Zania Jaarda » Fri Oct 10, 2003 10:33 am

Yak Bear

As its name suggests, the yak bear is an ursine creature with large horns reminiscent of a Terran yak.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 2.6M Tall (Large)
Skills: Running, stealth, survival, unarmed combat
Special Abilities: Armor (thick skin), ferocious (hunting/defending territory), natural weapon (horns), resistance (energy weapons)

Description:
The yak bear is a native of the planet Gaia, a temporally unstable planet briefly inhabited by the crew of the U.S.S. Defiant in an alternate time line. This unpleasant predator, which lived primarily in forested, temperate areas, proved a great hardship to the people of Gaia.

Unused to the presence of humanoids, it considered them prey and hunted crewmembers who strayed into its territory fro a number of years. Resistant to energy weapons, the yak bear proved difficult to corral or warn away. Only a dedicated effort on the part of the Defiant's crew ultimately kept the creature at bay.

Yak bears work within a defined territory, hunting a variety of small animals within it. They are solitary hunters and meet other yak bears only once a year to mate.
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Postby Zania Jaarda » Fri Oct 10, 2003 10:38 am

Yridian Yak

The Yridian yak is a truly impressive being reminiscent of a Terran mastodon, though it lacks a trunk. Instead, the yridian yak uses an excessively long tongue with which it feeds. The yak also boasts an immense pair of curved horns used in defense or mating rituals.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 6M Tall (Mammoth)
Skills: Running, observing, survival, unarmed combat
Special Abilities: Armor (tough hide), natural weapon (tongue), prehensile appendage (tongue)

Description:
Native to the Yridian homeworld, the yak ranks as one of the largest terrestrial creatures known. Though once driven almost to extinction, the Yridians instituted a rigorous program to bring these creatures back to prominence.

In the past, these beasts were used as gigantic pack animals and war chariots. Now herds are allowed to peacefully graze on the tundra preserves on which they thrive. It has been rumored that unscrupulous Yridian game wardens allow yak hunts for the right price but definitive proof has yet to be offered.
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Postby Jake Sjet » Tue Oct 28, 2003 1:30 pm

Iconian Crystal Screamer

The Crystal Scream is the apex of land war fair, but in its conception the long range prediction of this weapon were over looked. It hunts in pack of a thousand or more, using a hive mentality to hunt the enemy, or pray. A single Screamer on the surface looks like a piranha with two long arms ending in twin claws. Its ‘mouth’ is a two pronged offensive, it had normal gnashing teeth for clamping on to pray but it uses the sonic resonance of its body to literally ‘shake’ the bone and muscles apart effectively burrowing through the tissues of the target. The Crystal Screamer is, like its name states, made of crystal. It uses the heat of the plasma storms that ravage the Band Desert of Kharack to create more of its self, using sand and cannibalised parts of older and dead Screamers to make new off spring. It can ‘swim’ through the sands like sharks, leaving a small tail of thrown out sand in the air like a fin. Small packs have been known to make sand storms the size of cities from just one feeding frenzy. The move through two methods. The first for subterranean movement is by a series of rotating rungs along is body that retract into the body when it is in flight. These turn at about 1000rpm’s to move the Screamer at speeds exceeding 200konts. The second form is a sort of natural jet propulsion, it basically breaths in sand and releases a steady stream of it out of nozzles in its tail section, and uses the claws to push it out of the sand, and latch onto pray.

Creature Statistics
Form: Weapon/Animal
Diet: Carnivore
Feeding Habits: Pack Hunter
Size: 30cm
Skills: Jumping, swimming (throw the sand), stealth, survival, unarmed combat
Special Abilities: Armour (crystal silicon), sub sonic cry (stun), extraordinary sense (echolocation), natural weapon (Shredder), ranged attack (leaps), regenerate, speed (running)

Environment:
The Great Band Dessert of Kharack is none for one natural wonder, the violent plasma Storms which ravage the area with heats exceeding 9000 degrees. The heat fuses the sand into glass crystal. Nothing for three thousand miles in any direction but white sand and shifting dunes, desolation in its purest sense.

Behaviour:
The Screamers spend most of their days hunting, never sleeping or tiring in their search for carbon, in other words food. They rely on echolocation to navigate and have poor eye sight on ground. Originally the Screamers had a built in fail safe so that they would not attack a person emitting a certain radio frequency, but attack anything else. Over time, and long after the war they were designed for, they evolved and attacked anything.
It is widely believed that there is a “Queen” screamer in the heart of the Band Desert controlling the swarms of the Crystal Screamers, but this is thought to be a urban legend.

Encounters:
No one has ever encounter a Screamer Swarm and survived to tell about it. Only the audio log of a Manaan Patrol, found by a passing trader among the shredded remains of a battle suit.
M3-This has to be the longest patrol in Kiith history sir.
M1-Shut it. The faster we get it done, the faster we can-
(In audible screaming sound)
M2-You hear that!
M3-Over there, on that dune!
M1-By the Sajuuk! I see them! Manaan Patrol to drop CarShak! We need immediate-
M2-There they are!
(Gunfire and the sound of glass shattering)
M3-There are to many!
M1-Keep firing you idiot! The pick ups on the way!
M2-Its got my leg!
(Life signs of patrol members are cut of shortly after. Contact with Crystal Screamers lasted four minutes.)
Ensign Keth Soban, Medic on the USS Legacy

Fellow Crew Injured By Keth: X


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Jake Sjet
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Postby Zania Jaarda » Tue Oct 28, 2003 1:44 pm

Looks like a good creature! It could definitely be a challenge if the Zealous crew happens to run across it!
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