Canon Species, Planets, and Creatures

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

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Postby Zania Jaarda » Sun Sep 28, 2003 10:50 am

Rectilian Vulture

A vicious avian with a skull-like face, the Rectilian vultire is an avian from the Delta Quadrant that swoops down quickly on its prey. With a wingspan of over 6 meters, this immense bird is best known for its 'dual-hooked' beak and five barbed talons. Its head lacks feathers, giving it a gaunt, skull-like appearance that the natives of its planet equate with the god of death, and is nicknamed Sky Death for its savage and persistent attacks.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: 1.8M Long (Medium)
Skills: Flying, stealth, survival, unarmed combat
Special Abilities: Evasion, ferocious (killing prey), natural weapons (talons), speed (flying)

Description:
Native to Rectos IV, the Rectilian vulture is primarily a desert animal, though variants of it can be found throughout its homeworld in any hot climate. An extremely active and cruel predator, it has been known to track its prey for days, taking opportunities to slash at its quarry and weaken it whenever the vulture can. A number of unwary families on Rectos IV have lost their young to these animals before they could drive them off, earning it the nickname "sky death."
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Postby Zania Jaarda » Sun Sep 28, 2003 10:56 am

Rectyne Monopod

The Rectyne Monopod is a grey-skinned, single-footed beast with several thick tendrils just above its mouth that serve the same purpose as trunks on a Terran elephant. Native to a Klingon colony world it has been exposed to Qo'noS for use as a beast of burden and source of food.

Creature Statistics
Form:
Animal
Diet: Herbivore
Feeding Habits: Grazer
Size: 6M Tall (Mammoth)
Skills: Jumping, observing, survival, unarmed combat
Special Abilities: Armor (thick hide), evasion (jumping), multiple attacks (trunks), natural weapons (trunks), prehensile appendage X 3 (trunks)

Description:
For centuries, Klingons have used Rectyne Monopods as beasts of burden and occasionally as food. They are easily trainable though they must be treated with respect as an enraged Monopod can cuase massive damage with its impressive leap; several unwary people are killed every year to 2-ton stomps. It also has an assortment of mouth trunks, each able to perform individual tasks. Klingons who have truly angered these beasts discover that these trunks can be used to pull an unfortunate apart. Klingon painsticks, normally employed to control large animals, can produce intolerable cephalic pressure in the Monopod (causing its head to explode).
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Postby Zania Jaarda » Sun Sep 28, 2003 11:20 am

Reeta-Hawk

These avian scavengers are noted for their long orange feathers and bright yellow crest. Their wedge-shaped beaks are crimson in color, leading many to think these birds vicious killers. Their long wings have a pink underside, as do their bellies, and the feather fringe around their crimson talons are also pink.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Scavenger
Size: 2M Wingspan (Medium)
Skills: Athletics, observing, survival, unarmed combat
Special Abilities: Cunning (when fighting to acquire food), deterrent (shrill cry), extraordinary sense (keen double-range vision), flying, invulnerable (disease), natural weapons (beak and talons)

Environment:
Reeta-hawks are native to Argratha, located in the Gamma Quadrant. Reeta-hawks live in flocks of eight to fourteen birds, and prefer to hunt in open country, but usually nest and breed in light woodlands and thickets. They build their nests in low trees and thick bushes, and the entire flock lives together - when out hunting they entrust their young to a handful of older or slower reeta-hawks, who remain behind. The birds are only active during the day. At night the flock huddles together, wings overlapping to create the appearance of a large bonfire - their orange feathers even rustle slightly in the night breeze, the same way flames might move.

Behavior:
Reeta-hawks are not predators, as many people think, but scavengers. They will kill smaller animals if sufficiently hungry, but most of their food comes from carrion. They commonly steal the kills of other animals, banding together to soar along thermals in search of food. When any of the birds sight food, they communicate with the rest of the flock and descend en masse. The birds screech to encourage the predator that actually brought down the animal to abandon their meal, or warn away other scavengers who might be attracted to the carcass; most animals are smart enough to run, for while the reeta-hawk doesn't kill to eat they will fight to drive off competitors. The flock surrounds the carcass to feed, using their beaks to pick at internal organs.

The largest and strongest member leads the flock and determines mating rights, hunting patterns, and eating order. Fights occasionally break out over leadership, which are rarely to the death. Reeta-hawks only mate every other year, and produce a single egg per mating pair.

Encounters:
Reeta-hawks are easily spotted, thanks to their bright plumage. The flock is easy to avoid, and won't attck large, living creatures (even if starving). They will fight to defend their roosts, however. Reeta-hawks, like most scavengers, can show where something has died or lies dying, and their cries can be heard over a great distance. The reeta-hawk's body is immune to msot natural diseases, and it can possess them without harm. Scientists think the bird may provide a useful source for antibodies that could cure someone of the most virulent diseases. Unfortunately, the birds are dying out - as Argrathan society becomes more civilized, wilderness becomes scarcer, and the scavengers have a harder time locating enough food to survive. A live reeta-hawk is worth a great deal to conservationists and scientists alike.
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Postby Zania Jaarda » Sun Sep 28, 2003 11:32 am

Regalian Fleaspider

The Regalian Fleaspider is a twelve-limbed arachnid known for its impressive leap and venomous bite. Brownish-black light fur resembles the color of dirt. The fleaspider's eyes, which serve as heat detectors, ring its entire body. Its venomous mouth is an extendible tube that extrudes from the rear of the creature to feast off ts victim's blood.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 26CM Long (Little)
Skills: Climbing, jumping, stealth, survival, unarmed combat
Special Abilities: Camouflage, drain (blood), extraordinary sense (infrared vision), invulnerable (fleaspider toxin), natural weapons (fangs), toxin

Description:
Once a common sight among the Regalian crystal falls, the fleaspider now stands on the verge of extinction due to the accidental introduction of the Orion emerald finch to its habitat. The Regalian fleaspider is a hemovore, existing on a diet of blood. Its toxin acts as metabolic stimulant and an anti-coagulant making whatever prey is injected with the toxin bleed much faster and much more profusely than normal. The fleaspider then uses its rear proboscis to drain the blood out while the victim struggles. In past times, the venom of the fleaspider was used as a tool for assassination but in more enlightened times, its primary use is as a medicine to improve circulation.
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Postby Zania Jaarda » Sun Sep 28, 2003 11:48 am

Regulan Blood Worm

The Regulan blood worm most closely resembles an irregularly-shaped leech, and its metabolism is much the same. It is a soft, shapeless annelid, 1-50 cm long, and 1-1000 grams in mass. It feeds on humanoid blood of all varieties, its many layers of symbiotic bacteria filtering out any conceivable toxin or heavy element before digesting its meal. It is naturally translucent, but more often colored a darker shade of its most recent meal (reddish-brown for Human blood, olive for Vulcan blood, deep purple for Klingon blood, indigo for Andorian blood, etc.). It has a small but efficient "beak" that allows it to break the skin of its victim, and a sucker mouth that funnels the blood into its stomach with no spillage.

Creature Statistics
Form:
Animal
Diet: Humanoid Blood
Feeding Habits: Parasite
Size: 30CM Long (Little)
Skills: Swimming, bite, survival (mud)
Special Abilities: Drain (blood), natural weapons (sucker mouth), resistance (poison or disease)

Environment:
Regulan blood worms live in the warm mud of the subtropical seas, rivers, and marshes of Regulus V. They prey on all large animals in their habitat, efficiently filtering out the viruses, nitrite compounds, and other contaminants endemic to life in that active slurry.

Behavior:
The Regulan blood worm usually attacks sleeping, swimming, or similarly easy targets. The worm finds a good spot away from claws or teeth (the shoulderblade, the rear of the thigh, and the groin are popular spots), attaches itself, and begins to feed. Regulan blood worms have an anesthetic slime that numbs victims to the tiny pinprick of the first bite. This slime also serves as a powerful adhesive; removing a feeding blood worm damages the host without medical treatment. A blood worm will guzzle up to double its own vitality before detaching from the host and slithering away to spawn. Baby worms then hatch from the parent's body (Regulan blood worms are hermaphroditic) and the cycle continues.

Encounters:
Although Regulan blood worms (or creatures like them) are likely to be momentary threats, if that, in most storylines, they can serve other purposes. In Denobulan medicine, for example, holistic biophysicians use Regulan blood worms to filter toxins out of patients rather than mechanical transfusers or separators. A blood worm that has fed on a wanted criminal (or prominent diplomat) might be the target of a desparate search through the swamps to recover a sample of his DNA for testing, duplication, or tracking purposes.
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Postby Zania Jaarda » Sun Sep 28, 2003 2:20 pm

Ripperworm

The ripperworm is a vicious, segmented worm that grows from abuot a half meter to one and a half meters in length. Multiple rows of teeth and barbed spines comprise the first quarter of its body, with chitinous plates covering the last three quarters. Ripperworms have no apparent central sensory organs; instead, some spines located on the front of the body are specialzied to detect heat.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Chaser
Size: .8M Long (Small)
Skills: Swimming, stealth, survival, unarmed combat
Special Abilities: Anaerobic respiration (methane - rich waste), extraordinary sense (infrared vision), ferocious (feeding), natural weapons (teeth, barbs), speed (swimming)

Environment:
Native to the ecologically devastated Nausicaan homeworld, ripperworms exist wherever large amounts of fresh organic waste can be found. They feed primarily on the bacteria that thrive in such matter, taking in huge amounts of nutrients similar to a filter feeder. Unfortunately, while this allows the ripperworm to survive in such an environment, it does not allow them to thrive. In order to do so, they must find a larger source of nutrients, generally by hunting larger animals (including unlucky humanoids). Ripperworms use their heat-sensing spines to detect prey, but due to the relatively high heat of decaying waste, their senses work best when the target is mobile.

Ripperworms are extremely efficient feeders and a swarm of these creatures can devour their prey within minutes and leave no discernible remnants. Immediately after such a meal, the ripperworms go dormant in preparation to breed. Once they awake, they mate in large clutches known as egg-swarms. After depositing the now fertile eggs in the muck, the ripperworms scatter away from the breeding ground to look for new places to hunt.

Interestingly, few ripperworms can survive outside of waste-rich environments. There simply aren't enough nutrients in most other ecosystems to support them. Also, unlike their 'cousins' toxic slugs, ripperworms have no innate resistance to toxic wastes or radiation and can be poisoned by them like any other animal.

Behavior:
Some Federation scientists have compared the ripperworm to a shark, and this is a fair analogy. They're constantly on the move, and the need to feed seems to be overwhelming. Upon locking on to the heat signature of a victim, ripperworms converge on it as quickly as possible, even devouring each other to get to their prey. The same kind of ruthlessness applies to any wounded ripperworms - they are eaten as quickly as their brethren can find them.

The easiest way to deal with a ripperworm swarm is to give them another heat target to follow. One away team accomplished this through timed phaser blasts, which heat up nearby rocks enough to give the ripperworms a more tempting target.

Encounters:
The most common place ripperworms are encountered is on Nausicaa itself. Unfortunately, these nasty creatures have been exported offworld for various reasons. Several Orion crime bosses (including the notorious Kaldo Pell) have used vats of these creatures to dispose of opposition. Nausicaan ships, which do not use waste matter reclamation systems, employ ripperworms as "cleaners" to prevent bacteria buildup in the ship's waste tanks. A number of Ferengi crimelords have found these creatures to be suitable guardians for their swampy domains on Ferenginar. Finally, and most frighteningly, some of these creatures have appeared on Pakled ships, having apparently stolen Nausicaan waste technology without understanding the dangers. An away team from the U.S.S. Potemkin answered a routine distress call from a Pakled ship only to find themselves knee deep in waste and ripperworms because the system malfunctioned.
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Postby Zania Jaarda » Sun Sep 28, 2003 2:46 pm

Sabre Bear

Over a meter tall at the shoulder and three meters when standing, this ursine creature possesses razor sharp quills, impressive claws, powerful jaws, and a cunning intellect bordering on sapience. It also boasts a potent regenerative system typical to many Klingon life-forms. With grayish-brown fur and the ability to flatten itself out (leaving only its yellow-gray eyes to look for danger), the sabre bear can also virtually disappear in its environment, making it a significant challenge for any warrior brave enough to hunt it.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Gatherer
Size: 3M Tall (Large)
Skills: Climbing, running, observing, survival, unarmed combat
Special Abilities: Camouflage, cunning (defending territory), extraordinary sense (subsonic hearing, chemoreception), ferocious (defending territory), natural weapons (fangs, quills), regeneration (recovering health)

Environment:
Long held as a sacred animal, the sabre bear can be found only on the slopes of Kang's Summit on the Klingon homeworld. In the past, sabre bears lived throughout the higher mountain ranges of Qo'noS but time and excessive hunting have lead to a sharp decline in their population. Presently, they are a protected species with hunting permits only given to the greatest of Klingon warriors.

Sabre bears are, by nature, fishers and hunters that supplement their diet with nuts and roots. They frequently clash with packs of ferro-wolves and targs over similar foods, perhaps cuasing their extreme territoriality.

Behavior:
Under normal circumstances, sabre bears are relatively peaceful, gathering and eating food to support their enormous bulk. Their ferocious aspect comes into play when those the animal perceives as a threat violates their territory. When they try to track this creature down many an unprepared Klingon has found himself the prey rather than the hunter.

Encounters:
Since before recorded history, the greatest of Klingons have hunted the sabre bear as a test of their warrior skills. Upon the near extinction of the species, strict ritualistic guidelines were imposed to moderate the hunt. A warrior who wishes to hunt the sabre bear may use no weapons except bat'leth, mek'leth, and d'k tahg. They are also expected to leave an offering for the sabre bear before they hunt it - fresh caught fish from the sabre bear's territory is best, though beru nuts and tika roots are acceptable as well.

Under normal circumstances, the hunt for the sabre bear is a solitary quest - the journey itself is as important as the hutn and even unsuccessful hunts have resulted in the spiritual awakening in young warriors. The land around Kang's Summit is a harsh and beautiful one and many have said that in many ways it reflects the Klingon soul.

Sadly, unscrupulous merchants have exported sabre bears to other environments and some can be found on private hunting preserves. These animals tend to be miserable and more prone to recklessness than their Qo'noS counterparts. Though they are undeniably masters of their domain, there is some element missing from other environs which sabre bears pick up on and react to. There is a famous modern Klingon opera in which a warrior rescues a sabre bear against great odds from such a preserve.
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Postby Zania Jaarda » Sun Sep 28, 2003 3:18 pm

Sand Bats

Appearing to the untrained eye as small rocks when nesting, sand bats can quickly uncurl themselves into a snarling mass of teeth and wings with vulpine features.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Pouncer
Size: .6M Long (Small)
Skills: Jumping, stealth, survival, unarmed combat
Special Abilities: Camouflage, extraordinary sense (echolocation), flying, invulnerable (sandbat toxin), natural weapons (fangs), speed (flying), toxin

Environment:
Sand bats are nocturnal predators indigenous to the tectonically active crystal deserts of Manark IV. These strange little creatures are relatively low on the food chain and, to protect themselves, they have adapted a unique protective routine. Specifically, sand bats produce a neurotoxin that, when exposed to air, becomes sticky like a kind of glue. After hunting, the sand bat locks its wings and grooms itself to cover its body and head in this sticky toxin, which hardens into a rock-like shell. The net effect is that, by the end of the process, the flock appears as a collection of small rocks lying on the ground.

When they hunt, the sand bat's normal prey consists of small, hopping insects and lizard-like creatures. They only attack larger prey if disturbed. Their poisonous bite injects a paralytic neurotoxin capable of causing nausea and numbness in humanoids, though it is rarely fatal. Unfortunately, these animals attack in groups, the initial attack by one bat alerting the rest of the swarm to danger.

Behavior:
Sand bats spend the day sleeping in whatever shade they can find, coming out at night to hunt. Then, they are distinguished by impressive leaps following by long glides as they search for food or possible nesting sites for next day's rest.

Their most impressive behavior occurs during the mating period in the rainy season. Then, swarms of the bats awaken at sunrise and sunset and rise into the air in great clouds that refract and shine as they perform a complicated mating dance. The 'winners' of the dance entangle themselves in a jumble of wings and legs and plummet towards the ground. Often, the impact stuns the mating pair and they lay there, semi-conscious, for several hours. This is when exobiologists have been able to safely collect specimens for study.

The mating rituals are of note because, removed from their native desert environment into a more water-rich one, sand bats become prolific. A typical pod of 100 sand bats can double their population in as little as three days if left without natural predation or the rigors of desert life. Fortunately, water can also be anathema to sand bats, as too much water will overwhelm their desert-evolved system and drown them.

Encounters:
Sand bats are native to most of the deserts on Manark IV, though they could be encountered elsewhere in the galaxy. An enterprising Ferengi merchant mistook some stunned bats for unusual crystals and tried to sell them offworld. Once the bats awakened, the startled customers simply discarded them. The bats proved to be effective predators in a number of environments and an ecological danger before Federation officials helped solve the situation. Starfleet Medical believes the sand bats' paralytic neurotoxin could be synthesized into a local anesthetic, and plans to send an exobiology team to collect live specimens.
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Postby Zania Jaarda » Sun Sep 28, 2003 3:43 pm

Sark

An animal analogous to the Terranhorse and used for many of the same purposes throughout Klingon history, the sark has a decidedly canine appearance. Noted differences are the three toes on the sark's feet, the elongated snout, and scaled plates that cover the sark's head, shoulders, and sides (which are used primarily in heat regulation). Also, unlike Terran horses, the sark possesses sharp teeth used in tearing apart meat, which they eat irregularly.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Grazer
Size: 2.7M Tall (Large)
Skills: Jumping, running, observing, survival, unarmed combat
Special Abilities: Armor (scaled plates), ferocious (defense), natural weapon (hooves, teeth), speed (running)

Environment:
It is not known precisely where the sark originated from - Klingon legends claim they sprang full-formed from the blood of a slain god. Wherever Klingons traveled, however, they did so on the backs of sark. Seemingly bred for conflict, the sark thrived across [/i]Qo'noS[/i], from its plains to its volcanic mountains, and, often, even beyond. Sark can be found wherever Klingons have colonized, usually in the stables of wealthy House lords and farmers.

Its three-toed feet are best suited for mountain riding and they are more sure-footed than most quadrupeds. They make terrible swimmers though, as the plates on their upper torso tend to unbalance the sark.

Behavior:
In both song and verse, sarks have been used as metaphors for the Klingon soul. The sark is primarily a grazer, feeding on anything it can find - rokeg, tika roots, gagh - but are as capable of consuming meat. Unlike the typical grazer, sark are anything but slow moving or passive; like all wildlife on Qo'noS, the sark must be able to contend with the harsh environment.

Left to their own devices, they are aggressive, short-tempered, and tenacious, particularly when guarding their herd and territory. In captivity, Klingons found that there is no process of true "domestication" with sarks. Either a sark allows a rider or it won't. Once a sark has bonded itself to a rider though, they make a formidable pair. Klingon and sark act as one, terrible to see in war and nearly unstoppable on the battlefield. The two remain together until either the sark or its rider makes the journey to Sto-Vo-Kor. Stories of the hero Kor'Cha and his faithful sark Tagros are popular among Klingon children.

Sarks used as beasts of burden typically come from among those who are either too old to fight or who have been exiled from the herd for one reason or another.

Encounters:
Unfortunately for most, the closest they will ever come close to riding a sark is inside a holosuite. Real sarks, however, can be found on most Klingon colony worlds and, of course, on Qo'noS itself. There, though their numbers are lower than in antiquity, they are still treated with respect and used in impressive races and battle contests taking place throughout the year. The largest of these spectacles is Qui'nos, the Festival of 3-toes, which takes place on Muraka VII. There, the finest of the sark breed are displayed and raced on a six-day endurance run across a number of terrains. The winners and their riders are then pitted in several gladiatorial contests for a second six days punctuated by extravagant celebrations. Finally, visitors might see a Klingon lord surveying his lands or hunting from the back of his sark or stumble on a herd while camping on the Klingon homeworld.
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Postby Zania Jaarda » Sun Sep 28, 2003 4:18 pm

Sehlat

Although it has been described as "a teddy bear with six inch fangs," the Vulcan sehlat most closely resembles a bear-sized (up to 2.5 meters long, and 350 kilograms) Earth bobcat. Besides the fangs (which do draw the attention of onlookers), the sehlat's most distinctive features are its delicate, tufted ears. Sehlat (the word is both singular and plural) usually run on all four legs, although they can stand upright or sit back on their haunches if need be - usually to reach food. Sehlat fur ranges from dusty gray to bright tawny gold, usually in a dappled or mottled scheme; it is an excellent insulator against the bright heat (and stark cold) of the Vulcan high desert.

Creature Statistics
Form:
Animal
Diet: Omnivorous
Feeding Habits: Chaser
Size: 2M Long (Medium)
Skills: Jumping, claws, fangs, observing, listening, stealth, survival (desert)
Special Abilities: Camouflage, evasion, ferocious (protecting mates or favored vulcans), multiple attacks 2 (claw-claw-bite), natural weapons (claws, fangs), keen hearing, keen smell

Environment:
Sehlat are native to the scrub mountains and hardy forests of Vulcan's temperate zones, but have adapted to life in all but the harshest of Vulcan's tropical deserts. Sehlat paws are tough and malleable, able to expand to support the beast on shifting sands, but also capable of running over sharp volcanic rocks without being sliced up. Sehlat eyes possess the nicitating membrane common to most higher life forms on Vulcan; sehlat ears are keener even than most Vulcans', to make the most fo the thin air.

Behavior:
Sehlat are omnivorous, using their claws and fangs to uproot cir-cen cacti or to chew through gespar rind more often than to fight off foes or bring down living prey. In the wild, sehlat prefer to dig burrowing mammals out of their warrens and feast on the trapped beasts rather than the hot, tiring work of hunting more elusive game. However, the vast majority of sehlat on Vulcan are domesticated pets, and live on prepared nutrients or vegetables with no discomfort or ill health. Both domestically and in the wild, sehlat live in packs but often hunt individually; sehlat mate for life, which usually lasts 70 or so years. Primitive Vulcans trained and bred the sehlat as guard animals and coursing hunters; even on modern Vulcan, sehlat of those old lines (usually attached to equally old Vulcan families) combine fierce loyalty and sharp hunting skills found in few creatures on or off the planet.

Encounters:
A storyline involving a sehlat is likely to use it as narrative color, to establish the personality of its Vulcan master. Sehlat and their owners often share a certain empathic link, even more so than Earth pets and their owners. True psionic abilities, however, are rare in sehlat. Unlike modern Vulcans, sehlat do not abide by codes of logic and emotional restraint; a careful observer may notice a sehlat displaying emotions its master would prefer to hide. If the sehlat is the prime mover of a storyline, it can play a role analogous to the faithful dog in any number of tales from Old Yeller to Lassie to Call of the Wild. A threat to a beloved sehlat (either a kidnapping or ransom, harm during an intrusion, or theft for breeding purposes) might cause Vulcan characters to examine assumptions about logic and emotion that often break down in pet owners.
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Postby Zania Jaarda » Sun Sep 28, 2003 4:38 pm

Skin Frog

Skin frogs appear as small, elongated creatures with short front legs, longer back legs, splayed feet, and wide, triangular heads. They lack eyes, instead relying on their ability to detect heat to navigate their environment, and their mouths consist of a ring of sharp teeth under their heads. In their natural habitat they are faint, sickly green in color with a mottling of brown and pink.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Parasite
Size: 8CM Long (Tiny)
Skills: Climbing, jumping, running, swimming, stealth, survival, unarmed combat
Special Abilities: Chameleon, drain (perspiration), extraordinary sense (infrared sense), natural weapons (mouth)

Environment:
First discovered on the planet Minos, the skin frog is an unusual beast. It lives in swamps an the forests, clinging to trees and vines or swimming through the water. They use their ability to sense heat sources to orient themselves relative to the sun, climbing upwards to find a suitable location. Skin frogs often select trees with thinner bark as their home, because their skin can much better match the bark's texture. They prefer warmer, more humid regions.

Behavior:
Skin frogs are parasites. They hang from tree limbs or vines, or float on the surface of water, waiting for victims to pass, then either drop down or cling to their prey. They quickly move to exposed flesh, and instantly blend in to match the host's skin color, making them difficult to detect. The skin frog is so light that its attack is often mistaken for a falling leaf. Once the skin frog makes contact, it begins to feed by absorbing the nutrients the host body expels as perspiration. In other words, it lives off the nutrients and minerals produced by physical activity.

The skin frog absorbs perspiration through its skin. In some animals, this causes weakness and fatigue, as the skin frog absorbs nutrients more quickly than the body can actually push them out. When the skin frog feeds, the victim's stamina level drops and becomes fatigued. Thus, even while engaging in relaxing activities, the target loses stamina and suffers from the associated penalties. A character could collapse from exhaustion in a matter of minutes, despite his or her actual level of activity. Skin frogs are not aggressive, and prefer to siphon off nutrients in peace. If the target attempts to dislodge it, the creature attacks with its wide, circular mouth.

Encounters:
Because Minosian civilization was destroyed by its own automated weapons system, few people have visited the planet, and the skin frog has remained undiscovered. Travelers to the planet, particularly the swamps and jungles, could inadvertently carry these creatures off-world. Their ability to blend in with their host's skin, and their effect on a cahracter's fatigue could lead doctors to suspect some kind of alien disease. Additionally, the skin frog makes a unique kind of weapon useful to rogues and assassins - one that incapacitates its target without the use of easily detectible drugs. It may be possible that the Minosians themselves marketed skin frogs to off-world traders for this very purpose.
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Postby Zania Jaarda » Mon Sep 29, 2003 12:55 pm

Smog Wasp

Smog wasps have cylindrical segmented bodies, multiple legs (smog wasps have two sets, both below the waist), a triangular head, feelers, and translucent wings. They range between ash gray and black in color.

Creature Statistics
Form:
Animal
Diet: Minerals (Carbon Monoxide)
Feeding Habits: Filter
Size: 1M Long (Small)
Skills: Climbing, jumping, running, swimming, stealth, survival, unarmed combat
Special Abilities: Absorption (toxin), flying, invulnerable (toxin), natural weapon (wings)

Description:
Originally found on Gideon, these creatures have since spread to several other worlds. The creatures spend most of their time flying about, filtering the air through their bodies to feed on pollution. They absorb carbon monoxinde from the air, and smog wasps are useful on heavily populated and industrialized worlds. The creatures are so well suited for this task that some researchers suspect they were genetically designed for the job, though no one has claimed credit for them. On rare occasions, smog wasps become disoriented and fall to ground level; these can become dangerous to humanoids in their confused state. They attack by buffeting victims with their wings.
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Postby Zania Jaarda » Mon Sep 29, 2003 1:13 pm

Spawn Beetle

An ebon-colored beetle known for its unusual song and usefulness as a pollinator, spawn beetles possess an iridescent shell and barbed legs. The legs are hollow and used to produce an unusual chirping that has a profound effect on other species.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 10CM Long (Tiny)
Skills: Running, influence, stealth, survival, unarmed combat
Special Abilities: Burrowing (earth), extraordinary sense (chemoreception), flying, lure, natural weapon (pincers)

Environment:
Spawn beetles originate in the temperate plains of Ku on the planet of Rilka in the Delta Quadrant. There, swarms of the creatures can be heard singing at night, luring prey to them. They became known as the pil-feh or death singers in the local tongue. In later years, after inhabitants of Rilka discovered ways to control the spawn beetle population, these singing insects were deliberately used as entertainment, as their night song had the effect of stimulating certain emotional responses in all humanoids.

Behavior:
Spawn beetles tend to be most active in a temperate climate at night. There, they move as a unit, searching for food to devour. The swarm spreads out over a small area and begins to "sing" by forcing air through specialized tubes in their legs. This singing activates sections of the lateral hypothalamus (or related equivalent in other species) - that section of the brain that deals with pleasure. Affected animals (and humanoids are affected as well) are attracted by this lure and approach the area. Once in range the swarm envelops its victim and feeds. Once feeding begins, the lure effect halts immediately and stronger animals have been known to pull free with relatively little damage. Weaker or younger quarry have more difficulty, however, and are usually overwhelmed by the feeding frenzy.

Interestingly, this "pleasure lure" is not reproductible. People listening to recordings of spawn bettles song find it interesting but don't feel the intense pleasure and overwhelming need to find the source of the sound that most victims report. This has led some scientists to conclude that sound is only a part of the lure. Because of the effect the beetles have on humanoids, they are sometimes kept as pets by the elite of Rilka and often offered as gifts between prospective lovers.

During the wintertime, the spawn beetles die off, leaving eggs in the ground to hatch later in the year. Their mineral-rich corpses form rich fodder for both the eggs and local plant-life and the places where swarms die in the winter become exceptionally fruitful in the springtime.

Encounters:
As superb pollinators and "gardeners" (their constant eating of dead vegetation is healthy for plants), the inhabitants of Rilka have exported spawn beetles to a number of planets in the Delta Quadrant. Some cultures snack upon them as a delicacy. A few infamous "pleasure" palaces have found unique ways to use spawn beetles to entertain guests with their song. Some of the less savory of these establishments have used the same beetle song to lure customers to an untimely death. Finally, as these beetles have proven to be popular gifts among the upper class, they are often sold by unscrupulous merchants, who neglect to mention to their customers the more embarassing side-effects of the beetle's song.
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Postby Zania Jaarda » Mon Sep 29, 2003 1:41 pm

Talarian Hook Spider

With half-meter long legs and mottled stone-colored skin, this silicate spider presents a horrific devoid of apparent eyes and mandibles. Its gaping mouth ringed by sharp teeth is located on its underbelly; when the Talarian hook spider rears up, it looks like an upraised palm with a gnashing, gaping hole in its center. The front two of its eight legs consist of two hooked claws, which it uses to grab onto prey.

Creature Statistics
Form:
Mineral
Diet: Energy, Carnivore
Feeding Habits: Gatherer
Size: 30CM Long (Little)
Skills: Climbing, observing, stealth, survival, unarmed combat
Special Abilities: Absorption (heat), corrosion, drain (heat), invulnerability (heat, hookspider corrosive webbing), mineral body, natural weapons (hook claws), trap-building (webbing)

Environment:
Found on Talaria IV, these bizarre silicate creatures originate among the lava vents of Krutt, formed by the nearby Monlynne volcano. An ingenious method of heat regulators and the ability to drain heat from others allows the spider to acclimate to less suitable (for silicates) climates. While they prefer, in general, volcanic territory, they have adapted reasonably well to urban life. The lack of natural predators combined with the abundance of heat in technological societies has allowed them to thrive in non-volcanic environments. They infest heat ducts, electro-plasma conduits, and fusion reactor plants, making them a danger in technologically advanced societies.

Hook spiders cannot survive in any kind of cold environment and even a mild winter can devastate any non-volcanic population.

Behavior:
Talarian hook spiders are thermovores - they derive much of their energy requirements by absorbing heat. In volcanic temperatures they are quite active, on par with other arachnids. In climates more conductive to carbon life, however, they tend to be more sluggish unless startled.

Other than heat, hook spiders require certain trace minerals to survive. Generally, in urban environments, this comes from insects that they catch in fine crystalline mesh webs. Unlike that of other arachnids, this webbing is not strong, designed more to collapse around the insect and trap it temporarily. The hook spider then uses its large, curved claws to drag the collapsed web towards itself and methodically devour both the web and its contents.

Typically, hook spiders keep to themselves. If startled or distrubed, by a suddenly opened access panel, for example, the spiders retreat to a dark corner or deeper into electrical circuitry. But if cornered, they usually attack with their hooks and stinging bite.

Encounters:
Beyond the lava vents of their homeworld, Talarian hook spiders are sometimes encountered in Jeffries tubes, behind access panels, or in cramped conduits, where they nest near sources of heat.

The hook spider's webbing tends to disrupt delicate isolinear technology found near their heat sources. This typically appears as a series of random glitches and power interruptions, as the hook spiders webbing corrodes circuitry over the course of days. Given enough time and energy, both of which may be plentiful in a starship environment, the hook spider's webbing inevitably melts and fuses with isolinear circuitry, mandating its immediate replacement.
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Postby Zania Jaarda » Mon Sep 29, 2003 1:59 pm

Tarchee Cat

Though undeniably feline, these furless, heavily wrinkled cats have a significantly sharper, more angular face and larger eyes than a Terran cat.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 1.6M Long (Small)
Skills: Jumping, stealth, survival, unarmed combat
Special Abilities: Extraordinary sense (psionic sensitivity), natural weapons (claws)

Description:
Despite their high-strung behavior and fussy tendencies, Tarchee cats are the favored pets of the Nechisti Order of monks on Nechani. Tarchee cats are physically sensitive, able to sense the presence of the paranormal, such as supernatural entities like the Ancestral Spirits of Nechisti or the use of psionic powers. The cats display a range of reactions in these circumstances, from becoming agitated or attracted to staring wide-eyed at apparent nothingness.

Though most commonly found in the company of Nechisti monks, Tarchee cats have been known to turn up among places strong in psychic or unsual energies. The monks of Nechani claim this ability can be used to find places of spiritual power.
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Postby Zania Jaarda » Mon Sep 29, 2003 8:00 pm

Targ

Targs are one of the most well-known animals originating from the Klingon homeworld of Qo'noS. These porcine creatures have thick, bristly hides with spikes jutting from their back along their spines. A pair of wicked tusks just out from their snouts, vaguely reminiscent of a Terran boar.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Gatherer
Size: 1.6M Long (Medium)
Skills: Running, observing, survival, unarmed combat
Special Abilities: Armor (tough hide), ferocious (attacking), natural weapon (tusks)

Environment:
Targs prefer to live in cooler, dryer climate commonly found on Qo'noS' mountain ranges, though Klingons have introduced them to many other environments as well. Herds of targ scamper among rocky outcroppings and high slopes much like Earth's mountain goats. Primarily flesh eaters, they root around for insects and small rodents but can stomach eating vegetation if necessary.

To the Klingons, these nasty creatures serve many purposes, from meal to pet to guardian. Heart of a targ is a traditional Klingon dish, often consumed at important events such as the Klingon Day of Honor. Most Klingon weddings have at least one targ sacrifice planned before the wedding feast, more if the party is large. Tallow made from targ shoulders is used in fashioning proper var'Hama candles.

Behavior:
Targs are best known as vicious and ill-tempered animals. They congregate in small herds and migrate annually between favored feeding grounds, which they defend viciously against intruders. When rooting for food targ herds have been known to uproot trees in their enthusiasm. They frequently sharpen their tusks on rocks, and deep gashes in stone are a sure sign a herd has passed by. If they are disturbed, they prefer to defend themselves and their territory, making them excellent guard animals; targs do not give up easily, no matter the size of their opponent, and many Klingon hunters have been gored by a charging targ.

Encounters:
The targ can be found wherever Klingons go. On board their starships, targ herds provide freshly slaughtered nourishment (and several cargo holds are typically used as corrals). On Klingon colony worlds, targ herding is a common profession and wild targs are introduced to the environment to provide hunters with game. More tradition-minded Klingon commanders use targs as watch animals, often forming targ patrols consisting of a single animal and two handlers. Apparently, among Klingons, the targ's destructive antics are perfect for growing warriors and many young Klingons keep targs as pets.

On Qo'noS, targ hunting is a favored pastime. Visitors to the Klingon homeworld can participate in one of these hunts, though engaging the services of a qualified guide is recommended. Similarly, campers traveling to the mountains may encounter a herd of targ, and are advised to move on.

One enterprising Ferengi merchant attempted to keep a herd of targ on board his ship to sell to Klingon deep-space scouts. Unfortunately, he had little experience dealing with the animals and a number of them escaped their pen and ran rampant along the ship's corridors. Several days later, a Klingon cruiser came across the ship and after assessing the situation, the Klingons rescued the thoroughly embarrassed Ferengi and took the merchandise off his hands. The Ferengi's story became the inspiration for the 'Ballad of the 4-lobed Ferengi' drinking song.
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Postby Zania Jaarda » Mon Sep 29, 2003 8:19 pm

Targhee Moonbeast

Targhee moonbeasts are known for possessing two distinct forms. The first is a short-snouted furred marsupial-like creature with wide moon-like eyes and grasping hands. The second form, which occurs during certain conjunctions of the Targhee moons, is that of a long vulpine face with vicious teeth, clawed hands, and slitted silver-colored eyes.

Creature Statistics
Form:
Animal
Diet: Herbivore/Carnivore
Feeding Habits: Gatherer/Chaser (Full Moon Only)
Size: 1.75M Long (Small)
Skills: Climbing, observing, stealth, survival, unarmed combat
Special Abilities: Extra form (mimicry, limited to one form), extraordinary sense (ultraviolet vision), ferocious (moon form), natural weapons (claws, fangs), speed (running)

Environment:
Originating on Targhest IV, exobiologists believe these creatures to be the result of genetic experimentation intended to remake beasts from Targhee legend. Although the true origins of these animals are lost to history, the moonbeasts form a vital part of the Targhest ecosystem.

Moonbeasts prefer to live in a tropical environment, though a subspecies is known to exist in temperate climates. They are equally at home on the ground and in trees. Moonbeasts make common prey for some of the larger animals in Targhest's jungles, notably the Targhee cheetah. In "moon form," however, these creatures play a pivotal role in keeping down the population of jungle predators.

Behavior:
The Targhee moonbeast's behavior is tied closely with the cycle of Targhest's three moons. Throughout the year, moonbeasts are diurnal gatherers. Because they spend time and energy searching for and consuming particular nuts and roots, they migrate in small packs. Moonbeasts are not especially territorial and they keep to themselves, preferring to take flight in tall trees. When the Targhest IV's moons begin moving into alignment (which occurs twice a year), their behavior changes. First, the sleeping habits of the moonbeast shift gradually from daytime activity to nocturnal. Next, their feeding habits change from herbivorous to carnivorous and they become more aggressive. During the three-day alignment of the planet's moons, the moonbeast actually shifts its form and it is at this stage that they are their most dangerous.

In full "moon form," the small pack hunts together, working to bring down larger prey. They develop the ability to see into the ultraviolet spectrum, allowing them to hunt effectively at night. Because they consume more energy-rich sources of protein, they have the capacity to chase down their prey and they don't give up easily. They hunt anything that strays into their path, in particular their favorite food - the Targhee cheetah.

Finally, during this period, in order to coordinate their activities they possess a sophisticated form of communication. The famous brayong of the Targhee moonbeast can be heard for miles and most humanoids find the sound eerie and unnerving.

Encounters:
The Targhee moonbeast is most often encountered in the jungles of Targhest IV. Safaris to the region are a popular tourist attraction. Occasionally, a pack of moonbeasts descends upon a neighboring settlement while in moon form, requiring hunters to put them down. The worst incident involving these creatures took place when an escape pod crashed into the jungle during a lunar alignment; no survivors were located.

Because of the fascination with the moonbeast's polymorphic form, several have been shipped off to a number of zoos on those planets where such entertainments are enjoyed. Outside of their natural habitat, however, moonbeasts exhibit none of their shape-changing tendencies and end up living a greatly abbreviated lifestyle. There are exceptions to this, though - under certain gravitic conditions, the moonbeast's unusual physical condition may assert itself.
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Postby Zania Jaarda » Mon Sep 29, 2003 8:32 pm

Tarkalean Condor

Very similar to the extinct European vulture of Earth, the Tarkalean condor has drab plumage, a long, thin neck, a cruelly-hooked beak, and an enormous wingspan (better than 4 meters). Its body, by contrast, is small (1 meter long), plump, and stocky, with two ungainly but strong double-jointed hind legs that emerge from the condor's back and fold up on the side in flight. Individual condors may have colorful wattles of crowns of loose skin resting off center on their nearly-bald heads. Only in flight does the Tarkalean condor appear graceful.

Creature Statistics
Form:
Animal
Diet: Meat, Eggs, and Carrion
Feeding Habits: Pouncer/Scavenger
Size: 4M Wingspan (Medium)
Skills: Flying, stealth, survival (mountains), beak
Special Abilities: Flying, natural weapons (beak)

Environment:
Native to the mountainous valleys of Tarkalea, the Tarkalean condor prefers catching updrafts of warm air as they tear through the ravines and past the cliffs of that young world. Tarkalea is still undergoing major tectonic, volcanic, and geologic changes; its mountainsides are craggy, steep, and sharp. Tarkalean mosses, lichens, ferns, and furzes possess astonishing nutritive value, and support a seemingly impossible animal-heavy ecology wherever they grow. Avian life has evolved far ahead of other life on Tarkalea, with over 172,000 species of birds and bird-analogs known to surveys - xenobiologists theorize that only in the normally-precarious air is there enough evolutionary competition and pressure to force rapid change and species development.

Behavior:
In this environment, the Tarkalean condor survives on size, flying ability, and meanness. Tarkalean condors will gladly eat the eggs of other birds, and even the young hatchlings if they can. More usually, they dine on carrion from other birds' kills, or on Tarkalean sheep (actually a kind of feathered tapir) that fall off the mountainsides during stormes or cyclones. With the great lift of their wings, even while gliding, Tarkalean condors can stay aloft longer than most birds; this lets them take the advantage in contests over fresh corpses or prime nesting spots. They primarily strike with their beaks, using their talons to place and balance particularly choice carrion on their backs.

Encounters:
Tarkalean condors are large, stupid, and aggressive enough to pose potential problems for aircraft operating in the Tarkalean skies. Shapeshifters wanting a strong, powerful flier might consider this as a form, if they don't mind looking bad. A Tarkalean condor might also pick up some shiny, but vital, object for its next, requiring either difficult mountaineering (amid tectonically unstable crags) or very tricky pinpoint transporter work to get to a peak-top nest and retrieve the dilithium defibrillator before Momma Condor comes back.
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Postby Zania Jaarda » Mon Sep 29, 2003 8:52 pm

Tarkalean Hawk

Uncannily resembling an Earth hawk, the Tarkalean hawk shares the characteristic swept wings, paler "hood" of feathers, independent eyes, cruel talons, and brownish plumage of its Terran analog. Around a half meter in length and wingspan and 3 kilograms in mass, the Tarkalean hawk is a compact, but deadly, raptor.

Creature Statistics
Form:
Animal
Diet: Small Animals
Feeding Habits: Pouncer
Size: .5M Long (Little)
Skills: Flying, observing, spotting, stealth, survival (plains), talons
Special Abilities: Flying, natural weapon (talons), keen sight

Environment:
Native to the avian paradise of Tarkalea, the Tarkalean hawk is a favorite of aristocrats, hunters, and bird fanciers on many surrounding worlds. Tarkalean hawks must be raised from infancy on a given planet to adjust to the air pressure, trace atmospheric elements, magnetic field differences, and so forth, or else they will go off their feed and languish. Hence, a lucrative market in smuggling eggs and fledglings off Tarkalea draws Orions, Ferengi, and other species eager to "spread galactic biodiversity" and earn a nice payday doing it. Basically an efficent predator, the Tarkalean hawk often adapts too well to new worlds, killing valuable biopesticidal shrews or earth-turning "nitrate voles" on agricultural planets.

Behavior:
Like Earth hawks, the Tarkalean hawk hovers high over the ground seeking a small, moving target and then dives on it at ferocious speed, snatching the prey up in its talons and returning to its perch to consume it. Tarkalean hawks mate only during mating season, and do not prefer any given mate the next year. Combined with their wide potential range, this leads most subspecies of Tarkalean hawk to interbreed, reducing the risk of genetic drift or overspecialization. This also means that owners who want happy Tarkalean hawks in their mews need to obtain at least a dozen of each sex.

Encounters:
Although wild Tarkalean hawks pose little or no realistic threat to any landing party, it is not impossible for a deranged trainer to teach Tarkalean hawks to attack Humans (or Andorians, or Romulans, or whatever). Such attacks would have to involve poison spurs on the hawk's talons, shrinking the target down to the size of a rat (which would also avoid the need for training), or some other means of evening the odds between a 3 kilogram bird and a 80 kilogram humanoid. Conscientious Starfleet officers will likely run across contraband Tarkalean hawks on any of dozens of worlds; removing them will possibly offend local dignitaries as well as killing the bird in question (by now fully acclimated to its incorrect planet) - leaving them alone might do untold damage to the world's ecosystem.
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Postby Zania Jaarda » Thu Oct 02, 2003 1:02 pm

Tarkassian Razorbeast

The body of this lithe predator resembles a very large (6 meter long) Earth wolverine, covered in glossy brown fur. However, like much of the mammalian life on tarkas IX, the razorbeast has large, batlike wings (around a 5 meter span) just behind its shoulders, secured with an enormous knot of supercharged muscle (the "second heart") and capped with blowholes for extra aeration. (Non-winged higher life forms on Tarkas IX are hexapodal, with six limbs.) Its wings are covered with shorter fur and studded with razor-sharp metallic spines extruded from the creature's spinal column and pterotarsal bones. Even with relatively light bones and its long, cartilaginous tail and "sternal keel" providing stabilization, this 500 kilogram creature can not actually fly, but rather leaps into a long glide.

Creature Statistics
Form:
Animal
Diet: Fish and Small Animals
Feeding Habits: Pouncer
Size: Large
Skills: Jumping, claws, observing (spotting), stealth, survival (mountains), wing slash
Special Abilities: Ferocious (protecting cubs, during mating season), flying, natural weapons (claws, wing spines), resistance (metal poisoning)

Environment:
The razorbeast is uniquely suited for life in the lush, warm mountain forests of Tarkas IX, a light gravity world with an anomalously thick atmosphere due to a very energetic magnetosphere. This magnetosphere increases the charged-metal content of the air (and, hence, the water and plant life). Most of the lower life forms on Tarkas IX can metabolize or safely excrete this increased metal content; higher mammals usually allow it to build up in their bones and then "shed" it through the skin in a painful molting process each spring. With the male razorbeast, however, the metal is somehow accreted into long, razor-sharp edged spines (similar to dagger blades) that emerge from the spinal column and the pterotarsal bones in the wings.

Behavior:
Male razorbeasts use these spines in mating battles and to defend their nests in rocky declivities. Female razorbeasts do most of the hunting, swooping down on smaller mammals (especially the Tarkassian hexapig) and fish. Humanoids are too large (and smell too weird) to be considered prey by female razorbeasts, but if a female is in heat, any nearby male razorbeast may attack a humanoid between himself and his love object. Similarly, any vistor - humanoid or not - to a razorbeast nest (espeically if there are cubs present) will suffere a fanatically fierce attack. The male razorbeast maintains a pride of five to ten females, who adopt a new male when theirs dies (male life spans are less than half that of female razorbeasts; possibly due to metal buildup in key organs), usually after a ferocious all-comers battle.

Encounters:
A Tarkassian razorbeast is large and powerful enough to be a momentary threat, but is unlikely to be the prime mover of a storyline. However, the energetic, metal-rich troposphere of Tarkas IX could bring down a shuttlecraft, especially during an ion storm in nearby space. A crashlanded crew with no weapons except what they can improvise would face razorbeasts on far more even terms, especially if they are slowed down by an injured comrade (or by ecologists insisting that killing razorbeasts will damage the Tarkassian biosphere). Ferengi traders might follow the rumors that somewhere on Tarkas IX a family of razorbeasts lives with extruded latinum spines...
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Postby Zania Jaarda » Thu Oct 02, 2003 1:20 pm

Teleraptor

Teleraptors are impressive birds with dark brown feathers and a golden-brown crest. Their hooked beaks and talons are also golden-colored, and many have faint gold highlights in their tails and at the tips of their broad wings.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 2M Wingspan (Medium)
Skills: Diving, observing, stealth, survival, telepathy, unarmed combat
Special Abilities: Evasion, ferocious (when attacking), flying, natural weapons (beak and talons), psionic

Environment:
The teleraptor is native to the planet Rigel VII, and are the favored pets of Orion princes. These birds are usually found in wooded areas near large streams or rivers, and frequent small colonies, villages, and outposts. They build nests in tall trees or along low cliffs to maintain a good view of the area and good defensibility. Teleraptors are daytime hunters, and prefer to attack at dusk, when their coloring makes them more difficult to see. Because of this, most Orions are careful not to wander into the woods in the early evening hours.

Behavior:
The teleraptor is a solitary creature by nature, but it does form life-long mating bonds. The pair typically hunts together, and the two attack on either side of their prey simultaneously. Meat is carried back to the nest for any offspring, who typically cannot leave the nest until six months after hatching.

Teleraptors are carnivorous hunters, and prefer fish, woodland animals, and smaller birds for their prey; they have been known to attack humanoids should the opportunity present itself. These creatures are telepathic, and hunt with their mind more than their other senses. They wheel on the thermals in widening circles around its nest, casting its thoughts over the area in search of prey. When they detect another mind, the teleraptor drops into a steep dive. At the last instant the creature brakes, flaring its wings backward so its talons strike first. Then it uses its long beak to stab at the victim, generally striking the face and eyes. If possible, the teleraptor may grasp its quarry, fly up a hundred meters or so, and then drop it, repeating this process until it is dead.

When the teleraptor can sense the minds of its prey, its thoughts remain on the level of an animal. It cannot communicate intelligently. Domesticated teleraptors have been known to communicate basic needs to their owners - hunger, sleepiness, fatigue, a desire to hunt or fly. Characters with telepathic ability can communicate with a teleraptor, though its capacity to understand is limited. Finally, trying to convince a teleraptor to cease its attacks telepathically is affected by the creature's ferocious ability.

Encounters:
Teleraptors make dangerous opponents. Travelers to the forests of Rigel VII could easily fall prey to one or more teleraptors; the creatures aren't influenced by size. More commonly, the teleraptor is found in the company of Orion merchant princes, who keep the exotic, golden bird as a sign of status. They enjoy the teleraptor's ability to detect the minds of others, and often employ domesticated specimines as personal guardians against intruders and assassins. Other telepathic species appreciate the bird's abilities, and the chance to share a mental bond with their pet.
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Postby Zania Jaarda » Thu Oct 02, 2003 1:29 pm

Ter'ak

Native to Romulus, the ter'ak is an agile feline measuring one meter long with large eyes and ears, brownish-green fur, and vicious claws.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: 1M Long (Small)
Skills: Jumping, stealth, survival, unarmed combat
Special Abilities: Camouflage, cunning (hunting), natural weapons (claws)

Description:
Native to the forests of Central Valcaria on Romulus, these creatures hunt in packs of three and have been known to make unprovoked attacks. They lie in wait high in the trees to take advantage of surrounding camouflage, with each animal staking out a particular location from which to strike. They tend to coordinate their attacks, which consist of an initial assault by the dominant hunter aimed at eyes or other vital spots with subsequent assaults by the rest of the pack occurring from unexpected directions. If they don't make the quick kill, the cats vanish back into the forest to await another opportunity or easier prey. This style of attack has earned the ter'ak the nickname "ghost cat" and there is an entire school of military strategy devised around their hunting style. Although only found on Romulus, some Romulan commanders have been known to take feral specimens as a pet.
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Postby Zania Jaarda » Thu Oct 02, 2003 6:14 pm

Tiberian Bat

The Tiberian bat closely resembles a large Earth tarsier, without eyes and with batlike wings instead of upper limbs. Its head is very large for its size, with a long, narrow nasal organ and flattened ears wrapped almost all the way around its skull. Its triangular mouth can (and does) emit a wide variety of sounds.

Creature Statistics
Form:
Animal
Diet: Insects (Specifically the Tiberian Fen Moth)
Feeding Habits: Chaser
Size: Small
Skills: Flying, observing (smell), stealth, survival (forests, fens)
Special Abilities: Cunning, evasion, extraordinary senses (chemoreception, sonar), ferocious (defense of its mate), flying, keen smell, speed

Description:
Brownish, large-headed biped with prehensile toes and wide, leathery wings; wingspread up to 1.5 m, massing up to 30 kg.

The Tiberian bat mates for life, after about a decade of maturation and adolescence. Its primary prey, the Tiberian fen moth, is migratory; the Tiberian bat has evolved a very complex navigational and tracking ability with very sophisticated ground and weather recognition. Tiberian bats now eat many different kinds of moths, grubs, and worms, and can lead each other to colonies or flocks of food over thousands of kilometers. Some biologists believe that in a short time, evolutionary speaking, the Tiberian bat could evolve to true sentience.
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Postby Zania Jaarda » Thu Oct 02, 2003 6:23 pm

Tika Cat

With its wide eyes and equally oversized paws, this small, timid looking feline grows to an adult size no bigger than that a Terran kitten. It produces a strangely beautiful trilling.

Creature Statistics
Form:
Animal
Diet: Carnivore
Feeding Habits: Pouncer
Size: .75M Long (Small)
Skills: Climbing, influence, stealth, survival, unarmed combat
Special Abilities: Extraordinary sense (ultrasonic hearing), lure (trilling), natural weapons (claws)

Description:
The tika cat comes from the arboreal zones of Solstice IV in the Delta Quadrant, and is widely known for being a timid hunter. In truth, since much of its sustenance comes from eating plentiful slow moving grubs and beetles, there is rarely a need for a tika cat to get aggressive. They live and hunt in small prides. The inhabitants of Solstice IV encourage them to live on their farms, where the tika cat keeps down the population of destructive mangar beetles.

Tikas are best known for their ultrasonic hearing and trilling vocalizations. A tika cat can hear sounds much higher than those registered by humanoid ears, which aid it in hunting. And their trilling serves both as a lure to the beetles that form the bulk of their diet and as a mating call. Every year during the springtime, tourists visit the lakes fed by the Sibilene glacier to hear the cats call to each other throughout the night.
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Postby Zania Jaarda » Thu Oct 02, 2003 6:28 pm

Toxic Slug

A dark green invertebrate that can grow up to three meters in length, the toxic slug has silver-grey colored orbs for vision and specialized cilia growing around the circumference of its mouth.

Creature Statistics
Form:
Animal
Diet: Omnivore
Feeding Habits: Grazer
Size: 3M Long (Large)
Skills: Swimming, observing, stealth, survival
Special Abilities: Absorption (chemical waste), amorphous, anaerobic respiration (methane-rich waste), burrow (through waste), ganglia, invulnerable (chemical waste), resistance (radiation)

Description:
The so-called toxic slug is a distant relative of the Nausicaan ripperworm. Like its more infamous cousin, the toxic slug burrows through and feeds on the immense amount of waste produced by the Nausicaan economy. Unlike the ripperworm though, the toxic slug has a far higher tolerance to potentially lethal chemical waste products and even a good tolerance for radiation. In fact, the toxic slug's own processing of waht it eats produces a far safer byproduct. Federation scientists have been studying the slug as a potential response in cleaning up severe chemical spills or hazardous wastes.
Zania Jaarda
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Posts: 25868
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