Canon Species, Planets, and Creatures

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

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Postby Zania Jaarda » Tue Sep 23, 2003 2:29 pm

Cave-Rat

Cave-rats use their oversized nostrils, sharp claws, and needle-toothed jaws to find, reach, and consume carrion to fill their chubby, fur-covered bodies. Although they rarely exceed 35 centimeters, they rely on superior numbers when seeking food or defending their lairs.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Scavenger
Size: 35CM Long (Little)
Skills: Climbing, stealth, survival, unarmed combat
Special Abilities: Burrowing (stone), invulnerable (disease), natural weapon (teeth), toxin (xenopolycythea)

Description:
These rodents infest caves on several M-class planets. Here they seek sustenance from dead animal matter. Sometimes they venture out of their caves in packs to seek carrion. Typical of many vermin, their filthy diet creates a thriving environment for disease (in this case, xenopolycytheia), which they transmit to others through their bite.

Spelunkers take great caution when venturing into caverns on worlds with cave-rat populations, including protective clothing, sonic pest repellers, and antidote (where available).
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Postby Zania Jaarda » Tue Sep 23, 2003 3:00 pm

Ceti Eel

This parasitic anthropod remains the only indigenous creature from Ceti Alpha V to survive Ceti Alpha VI's explosion and subsequent alteration of the former planet's orbit. Its body consists of chitinous plates tapering from the wide, hooded segment that protects the small head to the diminutive tail. A set of crushing mandibles dominates the face, with two slit eyes set above a maw from which a tongue darts for feeding. Ten sets of small pincers beneath the body provide locomotion and climbing ability. The eel reproduces by spawning larva between its plates when its nutrients exceed its physiological needs. These miniature eels, only one or two centimeters long, exist in a dormant state by extracting small amounts of nutrients from the adult. They leave the protection of the adult's segments only when they find a suitable host.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Parasite
Size: .5M Long (Little)
Skills: Climbing, stealth, survival, unarmed combat
Special Abilities: Burrowing (sand), drain, natural weapon (mandibles)

Environment:
The eels developed in their homeworld's original aquatic regions, creeping along salt 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 quickly adapted to survive in the sandy, windswept wasteland. Although their population dwindled, many learned to conserve energy and nutrients, entering dormant states until potential hosts passed nearby. Now they range across Ceti Alpha V's deserts, burrowing through sand and climbing rocks to seek sustenance from unwilling hosts. The eels thrive in harsh, arid environments. Those rare specimens taken into captivity manage to survive with limited food in nearly any climate.

Behavior:
An eel lurks just below the sandy surface until it detects an organism nearby, then scurries to latch on with its strong mandibles. It feeds on the host, draining strength from its victim until dislodged or killed. When the adult maintains its grip, one of its young awakens from its dormancy and migrates to the subject's skin. It attemps to reach the victim's cerebral cortex by penetrating the nearest external orifice, usually ears or nostrils. If it enters the subject's brain pan, it wraps around the cerebral cortex and begins feeding. Although the larva consumes only small amounts of nutrients from the host, the intense pain drains willpower until reduced to nothing. After five days, the larva grows large enough to begin feeding as an adult, and slowly kills its host.

Hosts can remove gripping adults through normal attacks, but curing a subject of larva requires delivering an amount of damage to kill the imbedded creature without harming the host. Medical procedures can accomplish this.

Encounters:
Ceti eels pose a threat to anyone foolish enough to beam down to Ceti Alpha V. Despite a 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 creatures. Unsubstantiated rumors claim that some Cardassian interrogators use the larvae to coerce unwilling prisoners.
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Postby Zania Jaarda » Tue Sep 23, 2003 3:08 pm

Circassian Cat

"Cat" loosely describes these Circassian-bred creatures that look more like amorphous balls of fur with two sensory tentacles that "wag" when they become excited. Hair comes in a colorful variety of patterns; the tips possess some degree of adhesiveness, allowing cats to climb most surfaces.

Creature Statistics
Form:
Animal
Diet: Energy (Emotions)
Feeding Habits: Gatherer
Size: .5M Diameter (Little)
Skills: Climbing, epathy, observing, stealth, survival
Special Abilities: Amorphous, deterrent (growls, puffed body), psionic

Description:
As domesticated pets, these cats easily adapt to most environments their masters frequent. The Circassians bred them as companion creatures for relaxation and entertainment, much like Terran cats. With a minimal degree of psionic sensitivity, they thrive on emotions: positive feelings provide healthy sustenance (like starch), while more destructive emotions offer short bursts of manic energy (like sugar). In their masters' absence, cats wander off seeking emotional "food," an activity that frequently leads them into trouble.
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Postby Zania Jaarda » Tue Sep 23, 2003 3:32 pm

Consciousness Parasite

Scientists know little about this non-corporeal lifeform because it infects its host so quickly and quietly. It consists of a microscopic spark of energy that invades the host's consciousness seconds before death. Given the often-traumatizing experience leading to death, few victims realize the parasite has entered their brain's neural impulses. Limited experience shows that theron emossions harm the parasite's cohesiveness and distract it.

Creature Statistics
Form:
Energy
Diet: Energy (Emotions)
Feeding Habits: Parasite
Size: Microscopic
Skills: Stealth, survival, telepathy
Special Abilities: Energy body, flying, incorporeal, resistance (physical damage), psionic, vulnerability (thoron emissions)

Environment:
Consciousness parasites inhabit an extra-dimensional matrix that serves as their home and a repository for the conscious emotional energy they lure there. Some theorize this other dimension formed around a nexus of neural activity, possibly from the sudden death of billions of life-forms, or perhaps from the husk of a galaxy-sized energy creature that extinguished itself. The parasites float through this matrix feeding and existing. When food supplies dwindle, they emerge into this dimension through portals from their own. Nobody knows if the matrix creates these entrances, using some greater intelligence to channel parasites toward potential victims, or if the parasites themselves (individually or through a collective intelligence) navigate into this dimension directly to specific traumatized consciousnesses or wander in search of potential hosts.

Behavior:
The traumatic feelings humanoids experience at death attract consciousness parasites. A 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 infiltrates their consciousness seconds before death. The parasite cannot 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 body - the normal process in death - and return with it to its extra-dimensional home. Although the parasite acts in nanoseconds, the host experiences time at a seemingly normal pace, thanks to the parasite's manipulation of neural impulses.

A parasite manipulates the host's consciousnes by tapping into familiar thoughts, especially those related to the trauma leading to death. It may cause the victim to replay events in or out of sequence, or use images of friends and family to convince the host to give up their fight against death. The subject has little chance to resist until they realize something isn't right, usually when a parasite uses images and influences contrary to the host's memory or instinct. Once the victim notices something amiss, they may attempt to resist the parasite. Assuming the host can recover from their near-death injuries, a successful attempt repels the parasite and returns their consciousness to the task of willing their body to recover.

Encounters:
Consciousness parasites can emerge from their matrix anywhere they sense deadly trauma. Some believe they form the basis for many religious beliefs of an afterlife where familiar faces urge them to turn their back on life in this dimension and proceed to a better existence. Since scientists have had little opportunity to study these creatures, they cannot definitively report on the frequency of parasiticinfections in the nanoseconds before death.
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Postby Zania Jaarda » Tue Sep 23, 2003 3:50 pm

Corvan Gilvos

Observers often mistake the aboreal Corvan gilvos for a tree branch or piece of dead wood on the rainforest floor. A long, root-like snout allows it to reach tasty insects it detects with a set of primary and secondary stick-like antennae. Small, dark eyes reside in recesses in its knobby head. Spindly, segmented legs easily resemble twigs. The gilvos's grayish brown skin allows it to blend easily into its habitat.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Gatherer
Size: .4M Long (Little)
Skills: Climbing, observing, stealth, survival
Special Abilities: Camouflage, extraordinary sense (subsonic hearing)

Environment:
The gilvos evolved in the rainforests of Corvan II, where plentiful insect life and few arboreal predators created a nurturing habitat. Gilvos played an important role in the jungle ecosystem, maintaining a balance between destructive bugs and the immense trees that supported the bionetwork among the leafy canopy. The creatures' voracious appetites kept insect populations in check and prevented massive deforestation at the hands of swarms.

The rise of settlement and industry on Corvan II imperiled the gilvos's habitat. Development and consumption of the rainforest's natural resources diminished their territory, elimated their aboreal homes, and exterminated their natural food sources. Industrial pollutants further impacted their environment and slowly killed many gilvos. By 2368 only 14 gilvos remained. The species survives only through Federation intervention: the USS Enterprise-D transported two gilvos to the wildlife preserve on Brentalia in the hopes of transplanting the creatures to reproduce in a protected habitat.

Behavior:
Gilvos move slowly, ensuring their footing and maintaining their camouflage. They constantly adjust their antennae, seeking sounds of bugs moving along tree surfaces, beneath the bark, or in loose, rich soil. They probe into these surfaces with their tube-like snout sucking up insects into their mouths for digestion.

The creatures have a sense of self-preservation paralleled by a degree of curiosity. Should they sense danager, the gilvos immediately freeze until they can assess the situation or the threat passes. Their constant search for nourishment sometimes brings them in contact with technology - the hum from a pattern enhancer, sensor array, or field modulator sounds deceptively like a swarm of insects.

In captivity the gilvos exhibit similar behavior as in the wild. They spend their time slowly exploring their surroundings seeking tasty bugs, becoming immobile should they perceive any potential threat.

Encounters:
Few Gilvos still exist on Corvan II. People encounter them more often in biological research centers or private collections of exotic wildlife. Although these captive creatures enjoy a stable environment and 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 galaxy. Several scientific programs attempt to breed gilvos for reintroduction to natural habitats, especially on worlds with rampant insect populations resistant to conventional control methods.

Given their near-extinct status, gilvos sometimes fall prey to unscrupulous traders seeking to obtain and sell the creatures to wealthy collectors. They make interesting exotic pets (and control nearby insect populations), but their possession by private individuals violates several galactic species protection alws. The Ferengi grand nagus purportedly keeps a gilvos as a pet, though nobody encountering him diplomatically ever suggests he enjoys its company illegally.
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Postby Zania Jaarda » Tue Sep 23, 2003 4:23 pm

Cralluck

The inhabitants of Acamar III employ these tall-legged grounded avians as domesticated beasts of burden. The creatures stand around three meters tall, supporting a spherical torso on two spindly legs knotted with muscle. Wide, splayed feet provide solid footing and clench into a hard fist for kicking adversaries and abusive handlers. They tuck two vestigial wings close to their bodies, flexing them for balance while running. A stubby tail-nub also maintains equilibrium for the bipedal birds. Their reptillian necks sway when they walk, but provide enough flexibility to gather grass from ground level and pick parasites from any part of their bodies. Broad bills protrude from feathered head for grasping, uprooting, and munching on grass. Short feathers cover their torsos and heads, while compact scales protect their necks and legs.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 3M Tall (Large)
Skills: Running, observing, survival, unarmed combat
Special Abilities: Evasion, natural weapon (kick), speed

Environment:
Scientists believe crallucks evolved from flying avians with wider migratory ranges that settled in Acamar III's vast grasslands. Generations of nesting in the same territory, without wandering between habitats seeking food, slowly changed them into flightless birds. Without flight they developed powerful legs to evade predators. Their snake-like necks helped them reach vegetation on the ground or in taller bushes and trees. When the Acamarians began building their civilization, they captured and domesticated many flocks. The birds lived sheltered lives in paddocks until needed as beasts of burden - even with exacting culinary preparation their meat still tasted tough and sour. Today some flocks roam what's left of Acamar III's grasslands, but most crallucks exist as pampered domesticated beasts.

Behavior:
Wild crallucks roam the savannas in flocks of 20 or more birds. They spread out to feed on grass and other foliage, but clump together when traveling great distances or fending off predators. Since their savage kick can only affect targets behind them, they frequently form small groups, tail-nubs facing outward, so they can better kick at enemies.

In captivity crallucks seem responsive to trainers' commands, accepting a container harness slung over the wing muscles that knot up into their bodies where their snake-like necks begin. They usually emit a calm honking noise thought to communicate with each other, but screech and squawk when confronted with danger, painful burdens, or abuse. If upset, a cralluck turns its tail toward a perceived threat, waggles its vestigial wings for balance, and kicks with one of its muscled legs. As a rule, handlers stay to the front or sides, and move quickly to avoid the creature's posterior. A special saddle allows trainers to ride along with cralluck herds and offer a greater degree of control.

Encounters:
People usually encounter crallucks as domesticated beasts of burden on Acamar III. They haul a variety of goods that fit into their harness-carriers. Flocks laden with good stampede between settlements, herded by handlers riding alongside. Those unfamiliar with cralluck defensive behavior sometimes receive a kick if they act threateningly around the beasts by shouting, poking them, or discharging phasers.
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Postby Zania Jaarda » Tue Sep 23, 2003 4:30 pm

Dalvin Hissing Beetle

These segmented beetles often grow up to 21 centimeters long. Their chitinous bodies range from black, brown, and tan with lighter speckling, enabling them to blend in with soil. Antennae connected to resonance chambers give them particular sensitivity to sound.

Creature Statistics
Form:
Animal
Diet: Herbivore (Fungus)
Feeding Habits: Scavenger
Size: 21CM Long (Tiny)
Skills: Climbing, stealth, survival
Special Abilities: Burrowing (soft earth and rotting wood), camouflage, deterrent (hissing), extraordinary sense (ultrasonic hearing)

Description:
Hissing beetles inhabit the lower reaches of forests, consuming vegetable detritus in the humus covering the ground. They infest fallen trees, decaying bogs, and piles of mossy leaves. Although their bodies blend into their natural surroundings, the beetles intimidate foes with their fierce hiss, providing a short distraction to allow them to escape by burrowing into the soft earth. Schools sometimes keep them as pets to demonstrate the regenerative power of ecosystems.
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Postby Zania Jaarda » Tue Sep 23, 2003 4:36 pm

Degebian Mountain Goat

Shaggy fur coats keep these eight-legged herbivores warm, while flexible hooves and equilibrium from four ears maintain their footing and balance. Flexible long lips help them gather moss and leaves from hard-to-reach places. They use bony horns on their snouts and foreheads to loosen cliff rocks to reach tasty fungus growing in crevasses.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Gatherer
Size: 1M Tall (Small)
Skills: Climbing, observing, stealth, survival, unarmed combat
Special Abilities: Evasion, ferocious (defending territory), natural weapon (horns)

Description:
These creatures bound along the crags of Degeb IV's mountains seeking the sparse vegetation. They sometimes shower rocks on unsuspecting hikers below and block rugged trails, but can reveal the best climbing paths to sharp observers.

The foul-tempered, territorial goats use their horns to fend off intruders. They flee when faced with superior foes, relying on their sure footing and keen balance to scurry off across the mountainsides.
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Postby Zania Jaarda » Tue Sep 23, 2003 4:54 pm

Denebian Slime Devil

The Denebian slime devil at first appears to be all mouth. It is a fleshy, pinkish creature resembling an Earth moray eel with webbed rear feet and two harpoon claws on telescoping forelimbs. 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, depending on sonar and hearing to track fish or crustaceans for food. Its tough, horrible-tasting flesh and mindless ferocity both discourage predators. Its webbed hind feet propel it through water and mud with roughly equal facility; its forelimbs unfold and telescope out to almost the creature's body length (which can range from 10 to 120cm) to spear its prey on long, curved single claws. Its body is mostly gullet, skin stretched over a digestive tube and flexible, tough ribs. The largest Denebian slime devils mass up to 26kg.

Creature Statistics
Form:
Animal
Diet: Carnivore (Any, primarialy fish and crustaceans)
Feeding Habits: Pouncer
Size: 120CM Long (Small)
Skills: Swimming, observing, sonar, stealth, survival (marsh), unarmed combat
Special Abilities: Anaerobic respiration (completely amphibious), extraordinary sense (sonar), ferocity (during mating season), multiple attacks (both claws), natural weapons (claws, bite)

Environment:
As their name indicates, Denebian slime devils live in the slimy marshes, tide pools, and swamps of Deneb V, which orbits the white supergiant Deneb 1500 light years from Earth. Most of the life on Deneb V (and other worlds in the system) has a very high metabolic rate; this makes predators highly aggressive, as they must consume more food for their body weight than most Earth creatures. Most Denebian slime devils live along shorelines, but some have found their way to inland pools or lakes, and there have been reports of albino slime devils living in the cave systems of Deneb V, where their sonar would give them powerful advantages over sighted prey - including humans.

Behavior:
Denebian slime devils are totally amphibious, and will eat anything smaller than themselves from fish to crustaceans to shore birds to burrowing mammals. If it can, a slime devil will even try to bring down a larger creature and bite off great bloody chunks of flesh until it, too, can be conveniently devoured or left for scavengers. Always eager to attack anything in sight, the Denebian slime devil becomes completely uncontrollable during its mating season, from fall to spring.

The combination of rapacious hunger, mindless ferocity, and general ugliness has made "Denebian slime devil" a popular schoolyard taunt all over the quadrant; even Klingon propaganda has been known to apply it to "expansionist" rivals. The Denebians themselves use the slime devil as their slang for lawyers, swindlers, and hypocrites; their culture strongly disapproves of fraud, and as late as the mid-24th century, the slime devil was in some danger of becoming extinct as a hunted, hated, deeply symbolic pest.

Encounters:
Denebian slime devils make good momentary threats; they are especially dangeruos in dark caves or underwater, where humanoid characters will be at serious disadvantages. The taunt of "Denebian slime devil" makes excellent color, of course. Slime devils' omnivorous rapacity makes them especially ecologically dangerous - either unscrupulous smugglers or naive conservationist do-gooders might endanger other worlds by transporting slime devils to them.
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Postby Zania Jaarda » Tue Sep 23, 2003 8:12 pm

Denevan Neural Parasite

Called the "Denevan neural parasite" after the planet where Starfleet first encountered the creature in 2267, these creatures are actually the individual cells of a large, discorporate colony "brain." These single-celled blastules, of an unpleasant yellow-pink color, resemble large fried eggs (about 30cm across, massing around 1kg), and can cling to ceilings, walls, and other surfaces with tiny rootlets similar to cilia. They can fly from place to place (possibly by telekinesis) and attack sentient beings. If need be, they can fly from world to world through space; they are invulnerable to most interstellar hazards except very powerful ultravoilet radiation such as that in a sun's outer coronasphere.

Creature Statistics
Form:
Animal Colony
Diet: Sentient Neural Energy
Feeding Habits: Parasite
Size: 30CM (Little)
Skills: Flying, attaching, observing, stealth, hiding, survival (space), telepathy (as colony)
Special Abilities: Anaerobic respiration (no respiration required), flying (or psychokinesis), ganglia, invulnerable (cold, vacuum, cosmic rays), psionic, speed (flying), vulnerability (powerful UV radiation)

Environment:
The neural parasite is probably native to a world well outside the Milky Way Galaxy; it may have evolved to prey on the overwhelming psionic energies given off by the Kelvans of Andromeda or some other species. The known track of infestation in our Galaxy passed through the Beta Portolan system, wiping out its civilization centuries ago, and drove the world Levinius V into mass insanity in 2067. After destroying civilization on Theta Cygni XII, the infestation struck Federation colonies on Ingraham B in 2265 and Deneva in 2267.

Behavior:
Once upon a world, neural parasites spread out through air vents, mass transport, and other systems to infest as many sentients as possible in a rapid, overwhelming assault. Neural parasites often attempt to strike from blind spots behind or above their victims, flying toward the back or neck in a low, swooping glide to attach themselves.

When the neural parasite attaches itself to a sentient victim, it immediately shoots thousands of tiny tendrils into the sentient's central nervous system. Surprised characters cannot resist in time. Once fully attached, the parasite controls its host through direct neural stimulation backed up with intense pain. The host can attempt to resist, but continued failure will eventually result in permanent enslavement.

The collective hive mind breeds parasite cells until an entire world is under its control; it then spawns and its offspring flies through space to another world. If the hive mind controls a techanically advanced world, as it did on Ingraham B in 2265, it may force mass emigration in spacecraft to a new planet rather than risk the lengthy interplanetary voyage.

Encounters:
A neural parasite infestation is a potential prime mover. Although the U.S.S. Enterprise destroyed the Denevan colony with UV satellites, it might have spawned earlier while outside Federation territory - even centuries ago on Beta Portolan. The parasie mass-mind might have learned subtlety from the Denevan failure, and work from within as a subtle conspiracy of the controlled, convincing host surgeons to implant the creatures inside victims where they can shelter from UV light. Crews might have to investigate the parasite-haunted runs of Beta Portolan for further weakness of the colonies, never knowing when their fellows have been infected.
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Postby Zania Jaarda » Tue Sep 23, 2003 8:37 pm

Dikironium Cloud Creature

Also known as the "vampire cloud," the dikironium cloud creature is a semi-corporeal entity (composed of gaseous compound dikironium) that feeds on hemoglobin. It can alter its molecular structure at will, making it immune to almost all weapons including ship's phasers, and can only be recognized by its vampirism and its characteristic sickly-sweet odor, like rotting honey. It most often resembles a whitish fog, and displays glistening highlights when it feeds, probably as an energetic byproduct of the conversion of hemoglobin to dikironium molecules.

Creature Statistics
Form:
Gaseous
Diet: Hemoglobin
Feeding Habits: Chaser
Size: Variable (Small to mammoth)
Skills: Observing, tracking, stealth, survival (space), unarmed combat
Special Abilities: Amorphous, anaerobic respiration (no respiration required), dislocation (see below), drain (hemoglobin), evasion, flying, gaseous body, invulnerable (energy weapons, fire, physical damage, radiation)
Dislocation: The dikironium cloud can loop itself backward in time, appearing briefly in two places at once. Any attacks the creature made still affect time-bound victims; however, antimatter explosions cannot be dodged by dislocation, as they affect the time-space continuum itself.

Environment:
The vampire cloud can travel through interstellar space by means of gravity pressure and alteration (which mechanism probably 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 - possibly by finding quantum black holes in subspace - and loop itself back in time for up to 30 seconds. This ability argues that the vampire cloud evolved in another dimension and "fishes" in this one for hemoglobin. The dikironium cloud creature destroyed by Captain James Kirk in 2265 with an antimatter bomb centered its activities on the planet Tycho IV, but vampire clouds as a species may not have "home planets" as such. Alternatively, Tycho IV may have held a micro-wormhole through subspace to the cloud's home dimension, and the cloud remained nearby out of habit or convenience.

Behavior:
The vampire cloud will feed on any and all sources of hemoglobin in the area unti sated; during its 2257 attack on the U.S.S. Farragut it took the blood of 200 Humans to fill it to repletion. Like many predators, the cloud probably feeds to capacity whenever it can, and slowly expends its stored energies in an expanded hunting spiral out from its base planet.

Encounters:
The dikironium cloud creature will likely be a prime mover for a storyline, given its hunger for blood and relative immunity to damage. A vampire cloud attacking the citizens of a thickly populated urban colony would pose a very grave challenge indeed - setting off an antimatter bomb in such a setting would kill more people than the cloud!
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Postby Zania Jaarda » Tue Sep 23, 2003 8:44 pm

Drathan Puppy Lig

This 30-centimeter long anthropod moves on soft mobility cilia covering its underside. The puppy lig's forward nodule contains small sensory nibs and two fan-like antennae that flap according to its moods. Its flat, teardrop shaped body possesses earth-tone coloration.

Creature Statistics
Form:
Animal
Diet: Carnivore (Single-cell microbes)
Feeding Habits: Gatherer
Size: 30CM Long (Little)
Skills: Climbing, observing, survival
Special Abilities: Extraordinary senses (chemoreception)

Description:
Drathans domesticated puppy ligs as playful companions that enjoy playing, tickling, and climbing all over their owners. Mobility cilia act as natural biofilters, scouring surfaces they traverse of microbes that form the ligs' diet. Anyone with an affectionate lig peg has extra protection against diseases transmitted through skin contact. The lig can eat all harmful microbes on the owner's skin; if it dies, it serves as an indicator of deadly microbes nearby.
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Postby Zania Jaarda » Tue Sep 23, 2003 9:07 pm

Dryworm

The dryworms of Antos IV sometimes reach lengths of 20 meters. Their physiology consists of silicon components arrayed into circular bands forming the creatures' elongated bodies. Anterior sensory nodes contain mineral concentrations that function as visual, auditory, and seismic sense organs, feeding information by electrical impulse to the worm's simple brain (a liquid chamber of suspended ore concentrations). The dryworm moves through desert terrain and burrows beneath the sand by wagging its head and driving forward on contracted and expanded silicon body segments.

Creature Statistics
Form:
Mineral
Diet: Energy
Feeding Habits: Filter
Size: 20M Long (Huge)
Skills: Stealth, survival, unarmed combat
Special Abilities: Anaerobic respiration (no respiration required), armor (silicon hide), burrowing (sand), energy attack (electrical discharge), mineral body

Environment:
Dryworms emerge from Antos IV's coreward regions, burrowing up toward the planet's deserts that form their adult habitat. By passing their rippling body surfaces through or across the fluid sand they generate the static electricity that serves as nourishment. The sand provides friction against their bodies to generate current, but also fuses on their hard exterior to fill in wounds, reinforce their rocky, armored exterior, and add new segments to their bodies. As anaerobic creatures, the dryworms have no need to return to the desert surface to breathe. When a worm reaches a maximum size (around 23 meters), it instinctively burrows back down into the planet's lower crust, where intense magmatic heat helps it divide itself into many smaller dryworms that burrow back toward the surface.

Behavior:
A dryworm's body acts as a giant capacitor. It lies dormant beneath the dunes, burrows swiftly in the sand, and bursts out to skim along the surface as its instincts for the best current-generating terrain dictate. Their simple brains know when to gather, store, and discharge energy required for their body functions. Sometimes one accumulates enough to leave its natural desert habitat for short periods, usually wandering into settlements bordering the wastelands. Although they feed off energy created by friction, dryworms do not seek sources of pure energy - their mineral capacitor "digestive" systems only absorb electrical current generated between their own bodies and other silicate surfaces.

Few predators on Antos IV bother dryworms, but the dull-witted creatures often inadvertently disturb other desert denizens. When attacked, the dryworm thrashes its head at the threat, then discharges an energy burst from capacitor chambers within its body, sending an electrical current along its armored surface. After distracting enemies with a few energy shocks, the worm tries escaping back under the dunes.

Encounters:
Most visitors to Antos IV's desert regions spot surfacing dryworms from afar, marveling at their vast size as they burst from beneath the sands. Anyone camping in these regions, however, runs the risk of accidentially encountering a dryworm as it rumbles across the dunes or bursts from beneath. Although the worm takes little notice of those it disturbs, it can elicit a violent reaction from others; in these cases, it tries shocking one or two adversaries before beating a hasty retreat.

Some exploitative entrepeneurs believe they can rig a dryworm into a specialized environment to become a giant energy core, though few have managed to locate, capture, and export a worm for such an abusive purpose.
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Postby Zania Jaarda » Tue Sep 23, 2003 9:20 pm

Dytallic Laser-Beast

This unsual creature resembles a crystalline scorpion, with a wide flat body, three pairs of legs and a curving tail ending in a thick bulb. The entire creature is made of crystal, and shimmers in the light. It has no visible features, but under close examination a faint spark of light can be seen dancing from facet to facet throughout the body, and is both brighter and more active in the stomach region.

Creature Statistics
Form:
Mineral
Diet: Energy
Feeding Habits: Grazer
Size: 3M Tall (Large)
Skills: Climbing, jumping, running, observing, ranged combat, stealth, survival, unarmed combat
Special Abilities: Armor (crystalline body), burrowing (rock), extraordinary sense (energy), invulnerable (energy), mineral body, natural weapon (lasers), ranged attack, speed (burrowing)

Environment:
Found deep within the mines of Dytallix B, in the Mira star system, this crystalline animal moves from cave to cave, seeking out radioactive materials. It also travels the tunnels and mineshafts, sometimes creating new passages in its travels

Behavior:
Dytallic laser-beasts survive on energy, specifically radiation and heat. They seek out the deeper mine shafts, which come close to the planet's core and thus have a higher ambient temperature. They are also drawn to radioactive minerals. When feeding, the absorbed energy can be seen reflecting from facet to facet, growing stronger with each reflection. Finally the light reaches the creature's central nervous system, located in its waist, and the energy is then portioned out throughout the body. The laser-beast gets its name from its ability to channel stored energy through its claws or tail, in the form of laser beams. These beams can be used offensively, but the creature also uses them to cut through stone walls and other impediments.

Laser-beasts reproduce by laying crystalline eggs. They wander the mines in search of particular rock formations, and whenever one of sufficent size is located the laser-beast imbeds the tip of its tail in the rock and breaks it off, leaving it there. The tip acts like an egg, and over the next few weeks it grows in size. Finally the egg begins to emit weak laser beams, which cut it free from the wall - the shell shatters upon impact, revealing a small but complete laser-beast.

Encounters:
The Dytallix Mining Corporation abandoned Dytallix B for unknown reasons. Rumors claim the laser-beasts appeared when miners sank a particularly deep shaft, and that the creatures then appeared, menacing and killing miners until the company was forced to give up its operations there. Most likely the laser-beasts were born close to the planet's core, and were released when the miners opened the shaft. Laser-beasts are aggressive and territorial, and move in packs of twenty individuals, clamining an entire area of shafts and attacking any intruders.
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Postby Zania Jaarda » Tue Sep 23, 2003 11:15 pm

Eel-Birds

These three-meter-long reptilian avians gain their name from the rows of long wing-scales running down the right and left sides fo their sinuous bodies. By undulating their bodies and fluttering their wing-rows they generate enough lift for incredible flight speeds. They can also slither carefully along the ground or in trees. Flexible mouths filled with grinding teeth help them gather and consume vast amounts of foliage. Their bodies store nutrients to expend during their frantic flight and inter-system migrations. Air-tight lids seal visual and auditory organs in the head. Their whip-like tail provides balance and steering in atmospheres and serves as a defensive weapon if provoked.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 3M Long (Large)
Skills: Observing, survival, unarmed combat
Special Abilities: Anaerobic respiration (no respiration required), flying, invulnerable (vacuum), natural weapon (whip tail)

Environment:
Eel-birds were cave-dwelling reptiles in the kilometer-high muontains of Regulus V that evolved into avians capable of traversing great planetary and interplanetary distances. The caves where they breed and hatch are close enugh to verdant vegetation to provide lush sustenance but high enough that they develop in the low-gravity zone.

Eel-birds inhabit their homeworld's forests and those of the planet's several jungle moons. Depending on orbital disposition of the system's other habitable planets, the creatures sometimes migrate to these worlds seeking vegetation.

Behavior:
Although they breed and hatch in high-altitude caves on Regulus V, eel-birds spend most of their lives feeding in terrain with heavy foliate, or 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.

Many eel-birds fly to the planet's close-orbiting moons, sparsley inhabited satellites covered in lush foliage. If the system's other planets pass nearby, the creatures also attempt migrating there to find new food sources. The eel-brids fly skyward at their maximum speed, their bodies rippling and their wing-scales flittering. Their anaerobig physiologies and protected organs helps them survive in space. After establishing their momentum and escaping the gravity well, they fold themselves into balls to conserve body energy during the space flight. Complex astrographical instincts allow them to plot their course between Regulus V, its satellites, and other nearby planets in the system.

Every 11 years flocks of eel-birds instinctively converge on the high caverns on Regulus V where they hatched. Those on the moons or planets in the Regulus system time their journey to arrive during the mating frenzy. After depositing eggs to hatch the next generation, the eel-bird parents disperse to new feeding grounds.

Encounters:
Eel-birds pose little threat to other organisms in their feeding areas. They shy away from confrontations, preferring to whip with their tails as they fly away from adversaries. During migration, however, masses of eel-birds traveling through space create navigational hazards for ships operating near Regulus during mating season. Larger vessels must avoid sucking the creatures into their engine nacelles. Collisions with the eel-birds can seriously damage smaller craft.

These creatures constantly intrigue scientists with their intense instinctive urge to return to their hatching caves every 11 years. Biologists take keen interest in the eel-birds' navigational intuition
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Postby Zania Jaarda » Wed Sep 24, 2003 1:00 pm

Exocomp

The construct exocomp consists of an octagonal metal body mounted on two foot-like antigrav units that provide locomotion. The body tapers in the forward section to a tool node upon which it replicates tools required for specific duties. Side-mounted sensor pods, a red photoreceptor, and several antennae provide the means to perceive its environment and communicate basic data to operators. Its sensor capabilities mimic those found in a 24th-century Starfleet tricorder.

An integrated microreplicator can form a variety of tools on the exocomp's forward node, including gravitic calipers, hyperspanners, magnetic probes, micro-grippers, and plasma torches. Their high onboard intelligence and ability to learn allow exocomps to acquire the profiles of new devices after examining samples or downloading computer specifications for them.

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
Form:
Construct
Diet: Energy (Power)
Feeding Habits: N/A
Size: 1M Long (Small)
Skills: Construct, engineering (structural); engineering (systems), repair
Special Abilities: Flying, mechanical body

Environment:
Exocomps operate in high-technology facilities, often in areas hazardous to biological life-forms. Operational overseers dispatch them to carry out routine technical maintenance or specific repairs to damaged systems. Their compact size offers them easy access to cramped engineering spaces such as Jefferies tubes.

Dr. Farallon created exocomps in 2369 specifically for technical duties in hazardous areas of an experimental particle fountain mining facility on Tyrus VIIA. Initially treated as programmed machines, Farallon and the Enterprise-D crew eventually realized they possessed an adequate level of intelligence for consideration as sentient life-forms. Several now serve as co-workers with biological technical crews in industrial operations with dangerous duties.

Behavior:
Exocomps carry out their assignments dutifully thanks to their programming. Their mechanical nature also makes them tireless workers. Onboard intelligence gives them an affinity for creative thinking when facing new challenges. They sometimes engage in independent and obstinate logic, especially when asked to complete task of uncertain moral nature. Despite their robotic origins, exocomps maintain a particular concern for preserving biological life-forms, even at the expense of their own well-being.

Encounters:
Exocomps serve as trusty repair units in a pinch, assuming people place faith in their abilities. They might function in any high-risk environment where they assist biological beings in maintaining and fixing technologically sophisticated systems. Researchers developing new industrial fields employ them as workers in hazardous areas. "Malfunctioning" or "stubborn" exocomps sometimes rebel when asked to perform ethically questionable duties. Keen observers might see rebellious behavior in these constructs as symptomatic of a greater problem.

The industrial and scientific community oversees and protects creation of additional exocomps and their deployment at installations throughout the Federation. Some criminal organizations and belligerent governments seek to abduct exocomps, modifying them for hazardous construction duties for projects that might harm living beings: controversial bioweapons, destructive power generating projects, or operations that directly damage sentient creatures.
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Postby Zania Jaarda » Wed Sep 24, 2003 10:24 pm

Fan-Fern

Standing upwards of four meters high, the fan-fern of Duibus VI looks like a gigantic, white lace fan. Fronds branch off from the main stem and expand along a flat axis. Eventually some nearby branches begin combining to form thicker, more resilient fronds. A closer look reveals that stem and "leaves" consist of accretions of thousands of tiny, frilly segments. The hardy fungus waves gently in breezes but cannot move of its own accord.

Creature Statistics
Form:
Plant
Diet: Energy (Light) and Minerals (Soil Nutrients)
Feeding Habits: Filter
Size: 4M Tall (Large)
Skills: N/A
Special Abilities: Ganglia, immobile, invulnerable (spore cloud), toxin (spore cloud), high pain threshold

Environment:
Fan-ferns emerge from stagnant pools or earthen bogs in the swamps of Duibus VI. Widely spaced forests of the fungus align their broad fronds to best drink in sunlight. Given its resilient constitution, fan-fern sometimes migrates to other areas with plentiful light and minerals. Bits torn from it or spores clinging to clothing can travel long distances from the main plant in a dormant state, allowing the fungus to spread to marshy environments on other plants.

Since fan-fern extract minerals from the muddy water and sodden earth near its base, it doesn't grow closer than five meters to another large plant or fan-fern. The broad, vertical fronds provide cover for swampland grazers and predators who evolved with an awareness of the plant's natural defenses.

Behavior:
Fan-ferns cannot move on their own, but developed a defense mechanism to ward off attackers. Should anything touch the fungus strongly enough to cause even the slightest damage, the entire 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 airborne around the fan-fungus while the spores settle to the ground. Any breeze disperses the cloud in half the normal time. The fan-fern replenishes its spore supply rapidly, and has enough to discharge another cloud within five minutes.

Encounters:
Although native to Duibus VI, fan-ferns frequently migrate and grow in marshy regions on other nearby worlds. Left alone to flourish, the ferns quickly seed themselves throughout any ideal environment. Removing vast forests of the fungus proves a difficult operation unless undertaken by adequately protected professionals aware of the fan-fern's reflexive spore discharge.

The fan-fern's great size and intricate leaf structure draw admirers, but pose a danger to those unfamiliar with its natural defense mechanisms. On developing worlds, workers inadvertently send spre clouds into the air when they clear the fungus from settlement sites. Some landscapers on wealthy estates try breeding the fan-ferns as floral decoration that doubles as a means to protect the inhabitants from trespassers.

Some unscrupulous scientists believe the fungus and its spores have profitable applications as medicines or poison. Gathering specimines from a fan-fern often proves a deadly occupation, but one gladly accepted by desperate indigents, petty criminals, and others who have little to lose.
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Postby Zania Jaarda » Wed Sep 24, 2003 10:27 pm

Flitterbird

The flitterbird of Rhymus Major blends into its lush habitat with a coat of dappled green feathers, a lighter green beak, and stick-like legs.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 17CM Long (Tiny)
Skills: Jumping, stealth, survival, influence, unarmed combat
Special Abilities: Flying, lure (song), natural weapon (beak)

Description:
Flitterbirds wait in tree branches, blending into the foliage, and emit a flittering warble that attracts Rhymus Major's sonically attuned humming centipedes, the birds' dietary staple. The birds lance prey with elongated beaks, then flutter back to their nests on wings that seem slightly too short for their bodies.

Visitors picnicking in the planet's verdant expanses enjoy spotting the flitterbirds and listening to their pleasant song. Couples believe embracing beneath a warbling flitterbird is a lucky sign.
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Postby Zania Jaarda » Wed Sep 24, 2003 10:32 pm

Garanian Bolites

These tiny anthropods 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 larger predators.

Creature Statistics
Form:
Animal
Diet: Carnivore (Single-cell Microbes)
Feeding Habits: Gatherer
Size: 1CM Long (Miniscule)
Skills: Climbing, stealth, survival
Special Abilities: Camouflage, deterrent (dermal spines)

Description:
Bolites thrive anywhere filthy microbes flourish, including untamed foliage, dung heaps, and animal paddocks. They migrate toward unclean environments like unwashed clothing and skin where hordes of microbes thrive. Although easily washed or brushed off shortly after initial contact, bolites scramble deeper between layers of clothing seeking sustenance closer to one's skin. Their thorny bodies and bristly maws irritate and discolor skin until anyone infested with them are decontaminated.
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Postby Zania Jaarda » Wed Sep 24, 2003 10:36 pm

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 predators. Sunken eye slits peer over flat bills with low tooth ridges that help gettle consume thorn grass and other tough vegetation.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 3M Long (Large)
Skills: Running, observing, survival, unarmed combat
Special Abilities: Armor (chitinous plates), natural weapon (tail)

Description:
Gentle herds roam Cardsassia's arid tundra, munching whatever brittleburr, thorn grass, and frostbush they can find. In times of drought and famine they burn fat from their hulking bodies and chitinous plates. During intense winters, they huddle together to share warmth. When threatened, gettle form a circle with their heads on the inside, their spiny tails flailing at adversaries along their perimeter.

The First Hebitian civilization hunted gettle, using their hide for armor and flesh for food.
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Postby Zania Jaarda » Wed Sep 24, 2003 10:45 pm

Glob Fly

Microbes in secretions from humaniod 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 proboscises. About half the size of Earth mosquitoes, they possess a delicate yet nimble body structure.

Creature Statistics
Form:
Animal
Diet: Carnivore (Single-cell Microbes)
Feeding Habits: Gatherer
Size: .12CM Long (Miniscule)
Skills: Survival
Special Abilities: Evasion, flying, resistance (toxin)

Description:
Glob flies breed anywhere filth abounds. Although the frequently settle for microbes festering in sewage or growing on food, they prefer single-cell organisms emanating from living creatures, especially targ, though humanoids will do.

The fly's buzzing flight and annoying attempts to feed on microbes often distracts its subjects, until they repel or kill the fly.
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Postby Zania Jaarda » Wed Sep 24, 2003 11:01 pm

Grint Hound

This fearsome four-legged creature resembles a Terran hound the size of a horse. It stands close to two meters at the shoulder, with short dense fur the color of granite and teeth as long as a man's hand. The grint hound's head is overly large, with powerful jaws and a double row of razor-sharp teeth.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 2M Long (Large)
Skills: Jumping, running, stealth, survival, unarmed combat
Special Abilities: Evasion, ferocious (when attacking), natural weapons (claws and fangs)

Description:
The grint hound roams the plains of Qo'noS mainly hunting at night, and anyone wandering the area should be wary of these enormous hounds. They travel in packs of two to six, and follow the lead of their alpha-male, the deadliest of their number - most grint hounds bear scars from their attempts to win this position. The hounds approach openly, letting their presence spook their prey into running, and then leap after, enjoying the chase before closing the gap and clamping their powerful jaws around the prey's neck. Once their jaws tighten, grint hounds jerk to a sudden stop and snap the prey's neck from the impact. They then carry their catch back to the rest of the pack.
Last edited by Zania Jaarda on Wed Sep 24, 2003 11:25 pm, edited 1 time in total.
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Postby Zania Jaarda » Wed Sep 24, 2003 11:25 pm

Grishnar Cat

This dark-skinned, Klingon carnivore often grows up to two meters from snout to tail. A protective carapace covers much of its lean torso, leaving the four, powerful legs free for chasing and felling prey. With six razor claws on each paw and a jaw full of jagged teeth, a grishnar cat poses a threat to any organism it encounters. Flared nostrils, long, pointed ears, and red-tinged eyes give the beast a menacing appearance and keen perception of its surroundings. The ridged tail helps maintain balance when leaping after game.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 2M Long (Medium)
Skills: Running, stealth, survival, unarmed combat
Special Abilities: Armor (carapace), ferocious (when feeding), natural weapon (claws or bite)

Environment:
These animals flourish in the harsh regions of the Klingon homeworld Qo'noS, where they hunt prey in packs of five to twelve. Their well-muscled bodies, armored carapace, and clawed feet allow them to adapt to a variety of environments with plentiful game, including broken mountains, arid savannas, and dense forests. Possessing a high degree of intelligence and keen senses, they use terrain and their powerful bodies to track and attack their quarry. After scouting a new region and marking their territory, grishnar cat packs establish a well-defended lair among caves, fallen trees, or watering holes from whence they sortie in search of food.

Over the centuries several Klingon families made their name training grishnar cats as domestic guard beasts. These creatures live in relative comfort, enjoying affection from their handlers, plentiful food, and the company of equally ferocious Klingons. Despite these amenities, these trained beasts behave no less savagely than their wild counterparts.

Behavior:
Wild grishnar cats venture from their lairs, frequently at night, to hunt for game. The pack frequently spreads out, communicating by subtle growls when one encounters prey. The creatures regroup and plan their attack, often using ambush techniques. Grishnar cats chase fleet-footed game, using their superior speed and endurance to exhaust prey. Once they dispatch game, the cats enter a feeding frenzy until sated; the bloated beasts haul any remaining meat back to their lair for consumption by their young. A well-organized pack can bring down game much larger than any individual cat.

Trained grishnar cats lounge around their master's domain, often an estate, but sometimes aboard ship. They fight amongst themselves to maintain their combat expertise and physical prowess. Those conditioned for sentry duty often languish near sensitive areas, ready to pounce on any unauthorized personnel (who they're conditioned to identify by sight and smell).

Encounters:
One rarely sees grishnar cats unless interacting with Klingons. Those kept as pets lend a menacing air to any meeting, and frequently deter or deny entry to vital security locations. Many respond instantly to their master's commands, so the more unruly ones often have chains limiting their movement.

People rarely encounter wild grishnar cats unless visiting a Klingon world. Some wealthy Klingon families transplant entire packs to nature preserves or estates to provide hunting diversions or familiar wildlife. Grishnar shell stew holds an honored place in Klingon culinary culture: although masters never condemn their cherished pets to such a fate, they have no qualms about hunting their wild cousins for barbaric sport.
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Postby Zania Jaarda » Wed Sep 24, 2003 11:57 pm

Hanonian Land Eel

Serpentine in shape, but with paddle-like appendages along either side, the land eel stretches four meters from snout to tail, its 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 hinged jaw or the rows of teeth inside.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 4M Long (Large)
Skills: Jumping, swimming, stealth, survival, unarmed combat
Special Abilities: Camouflage, cunning (when hunting), extraordinary sense (flippers can sense motion), natural weapons (teeth and snout)

Environment:
The Hanonian land eel makes its home in caves and crevices along the ocean, preferring those whose floors are partially submerged. The creatures have poor eyesight and cannot handle bright light - their caves provide sheltering darkness, and the water keeps the temperature cool. The serpentine carnivores can slighter across the rock but swim more easily, and patrol the water around their cave at least once each day.

Behavior:
Land eels never venture far from home. They are solitary creatures, gathering together only to mate - once fertilization is complete the male departs, leaving the female to hatch the eggs. As each baby eel is born, the mother tosses it into the water, forcing it to swim immediately. These tiny creatures, barely a half-meter long, swim away, never venturing far from the coastline, until they locate an unoccupied cave of their own. Then the newborns turn their attention to hunting.

The flippers along their sides are particularly sensitive to motion, and the eels can detect moving creatures up to one hundred meters away and gain a general sense of size as well. Once it locates an approaching creature of the right size (no larger than the land eel itself), the eel hunts. It moves to the mouth of its lair and waits, where it relies on its coloring 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 with its snout first, striking at full-strength to stun its prey, then latches on with its sharp teeth and tears the victim apart.

Encounters:
Hanonian land eels are dangerous for their strength, their speed, and the way they remain hidden until they strike. People are a favorite prey, especially since tourists are often attracted to the charm and romance of the ocean and rarely carry weapons while sightseeing. A land eel is formidable enough to kill two or three unsuspecting people in a matter of minutes, provided they don't escape its vicinity. Like Terran sharks hunting along particular costal waters, these creatures could become a local menace if they lair near a town or village. One land eel, once it legs eggs, could send its offspring throughout the area, thus endangering local fishing, depopulating the environment, and threatening nearby residents

The threat a land eel poses is not limited to aquatic life. Because they are adapted to land movement, they can chase their quarry inland, and frequently make their lairs in crevices between rock outcroppings along the coast. They have been known to take livestock and people when hunting in the ocean provides little food.
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Postby Zania Jaarda » Thu Sep 25, 2003 12:13 am

Hara Cat

Hara cats have long, silky fur the color or falling leaves, a shifting pattern of red and gold and brown. Their large, expressive golden eyes suggest some intelligence, and their pointed ears barely peak above their heads.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 1.4M Long, Plus Tail (Small)
Skills: Climbing, jumping, running, stealth, survival, unarmed combat
Special Abilities: Camouflage, evasion, natural weapon (claws and fangs), speed

Description:
Hara cats are native to Bajor, and live primarialy within its forests. These nimble felines climb trees with ease, and spend most of their time high above the ground. They prey mainly on birds and other arboreal animals; a hara cat will pursue its victims from tree to tree, leaping across the branches at full speed.

Hara cats are sociable creatures, and gather in large packs. They divide into pairs and trios to hunt, each group taking a different area. They share their food, bringing their kills back to the pack, and the cats sleep together nestled against broad tree trunks. They have no clear organization, and no leader - if two pairs chose the same hunting ground they fight until one gives up and finds a new location.

These felines show little fear of people, and are surprisingly friendly when approached openly. They can be trained as pets, though separation from the pack is difficult. If a cat is threatened, the entire pack attacks, leaping down from the trees or swatting from low branches.
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