Monday, June 29, 2009

Waste World: Animals

If you've ever played Space: 1889, you'll recognize all of these. If you haven't, it really sint necessary to any enjoyment of the material. Just be aware that I didn't create these things myself.

CISSAWAAN
Adapted from Space: 1889

DXSTINPWLF
+3-1008


MR: 3 (10 swimming)
AR: 2
Attacks: Bite (1M)
Disadvantages: Animal Intelligence, DX 0 on land
Special Abilities: Pack tactics.
PACK TACTICS:
Cissawaan are typically found in packs of 30 - 50, and attack in packs. They get a +1 to their attack rolls for every multiple of 3 they outnumber their target by (3-1 gets a +1, 6-1 gets a +2, 9-1 gets a +3, and so on). No more than 6 may attack a human-sized target; for larger or smaller creatures, assume that 3 cissawaan may attack per meter of height/length.

Cissawaan may not use pack tactics on land, as they are rather clumsy there.

DESCRIPTION:
Cissawaan are slender octapedal xenoreptiles which range between 50 and 75 centimeters in length. They are graceful and fast swimmers, but extremely clumsy on dry land. The typical diet of cissawaan is fish and other aquatic lifeforms, but cissawaan packs will attack and bring down much larger creatures if given the opportunity.

RANGE:
Cissawaan may be found in the marshes and lakes of the Slime Jungles, in the rivers that feed into the Slime Jungles, and in the canals of Hydra.





EELOWAAN
Adapted from Space: 1889

DXSTINPWLF
0+30016

MR: 2 (15 flying)
AR: 3
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Constriction
CONSTRICTION:
After a successful bite attack, eelowaan will attempt to constrict their opponent. The constriction inflicts 1 point of damage, +3 for the eelowaan's ST, +1 for each round of consecutive constriction (0 the first round, +1 the second, +2 the third, and so on). The victim may attempt a ST roll to escape, with a penalty of 3 + the constriction damage bonus.

DESCRIPTION:
Distantly related to the koko, the eelowaan is 5 - 10 meter long flying xenoserpent. It does not possess wings; rather, it generates a biochemical agent which allows it to float. It's "wing membranes" merely serve as steering mechanisms, allowing the eelowaan to control speed and direction.

Much like their land-bound cousins, eelowaan prefer to attack by surprise. They drift towards their targets on the wind and attack from above (granting a +4 to hit if the target fails a Hard Awareness check).

The biomancers of Hydra are willing to pay as much as 5000 credits for a living eelowaan - they hope to unravel the secrets of eelowaan anatomy and create symbionic replacements for suspensor engines.

RANGE:
Anywhere except the deep Wastes (where there is a lack of prey).




GASHANT
Adapted from Space: 1889

DXSTINPWLF
+1+20014

MR: 18
AR: 2
Attacks: Bite (0.5M), Tail Slap (1M)
Disadvantages: Animal Intelligence
Special Abilities: None

DESCRIPTION:
Gashant are herbivorous bipedal xenids which bear a superficial resemblance to saddle reptars. Their forelimbs have atrophied into blunt stumps. They are sometimes encountered in the wild in herds of 20 - 80 animals, and have also been domesticated as riding and pack animals in some regions. As domestic animals, they are prized for their endurance and their ability to go without food or water for 2 - 3 weeks.

RANGE:
Fairly common throughout all of southern Avernus.





KNOE SHOSHU
Adapted from Space: 1889

DXSTINPWLF
+2+20014

MR: 1 (3 swimming)
AR: 1
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Poison
POISON:
The bite of the knoe shoshu is poisonous. If the target suffers any damage, it must make an immediate Poison save with a -2 penalty, or be paralyzed for 1d4x5 minutes.

DESCRIPTION:
The knoe shoshu resemble nothing more than leathery, tentacled sacks, some 2 meters in diameter. They are disturbingly pliable, and hunt by lying in wait below the surface of the swampy regions they call home. Knoe shoshu typically consume small creatures and carrion, but will attack larger creatures if they stumble into their reach.

RANGE:
The Slime Jungles, sometimes reaching to the tidal pools and deltas of the Skum Sea. There have also been unconfirmed knoe shoshu sightings in the canals of Hydra.





KOKO
Adapted from Space: 1889

DXSTINPWLF
+1+40018

MR: 7 (land or water)
AR: 5
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Constriction.
CONSTRICTION:
After a successful bite attack, kokos will attempt to constrict their opponent. The constriction inflicts 1 point of damage, +4 for the koko's ST, +1 for each round of consecutive constriction (0 the first round, +1 the second, +2 the third, and so on). The victim may attempt a ST roll to escape, with a penalty of 4 + the constriction damage bonus.

DESCRIPTION:
The koko is a large (5 - 10 meters long), predatory xenoserpent with mottled green scales. They are capable of climbing trees by slithering up the trunk, and often attack by dropping on their target (+4 to hit if the target does not make a Hard Awareness roll). They are equally at home on land or in water.

RANGE:
Kokos are almost exclusively found in the Slime Jungles, but there are unconfirmed sightings of them in the Hydran canals from time to time.





ROOGIES
Adapted from Space: 1889

DXSTINPWLF
+100010


MR: 12
AR: 0
Attacks: Bite (1M)
Disadvantages: Animal Intelligence
Special Abilities: Pack tactics
PACK TACTICS:
Roogies often hunt in packs containing up to 20 individual animals. They get a +1 to their attack rolls for every multiple of 3 they outnumber their target by (3-1 gets a +1, 6-1 gets a +2, 9-1 gets a +3, and so on). No more than 3 may attack a human-sized target, but they will attempt to overbear (if all hit successfully, the target must pass a Hard ST check or be knocked prone). Up to 6 roogies may attack a prone man-sized target. When and if they attack larger or smaller creatures, assume that 3 roogies may attack per meter of height/length.

DESCRIPTION:
Roogies are dog-like xenids which grow up to 1 meter in length. Based on their appearance and anatomy, it is possible that they are distant evolutionary relatives of the steppe tiger. Roogies are primarily scavengers, but are willing to supplement their diets with fresh meat if they outnumber their prey by a significant number (3-1 odds, minimum).

RANGE:
Roogies are typically found in the highland and mountain regions south of Prometheus and north of the Slime Jungles. They almost never venture into the Wastes.





RUUMET BREEHR
Adapted from Space: 1889

DXSTINPWLF
-1+50020

MR: 7
AR: 8
Attacks: Charge (2M)
Disadvantages: Animal Intelligence
Special Abilities: Trample
TRAMPLE:
Any individual caught in the path of a charging or stampeding ruumet breehr must make a Difficult Dodge check or be trampled, suffering 1d4 2M attacks as he falls under the feet of the running animal.

DESCRIPTION:
Ruumet breehr are massive quadrapedal xenids, bearing a passing resemblance to the long-extinct elephant or rhinocerous of Waste World. They stand 2 meters at the shoulder, and can reach lengths of 3.5 - 4.5 meters. Ruumet breehr herds contain 4 - 24 beasts. For the most part they are unagressive, as thier great size ensures that they have few natural predators. However, if a herd perceives a threat to their young, they will charge and trample that threat rather than flee.

A number of Wastelander tribes have domesticated ruumet breehrs for use as caravan animals.

RANGE:
Southern Avernus, sometimes following the eastern coastline as far north as the Shogunate.





SKRILL
Adapted from Space: 1889

DXSTINPWLF
+2+10012

MR: 1 (20 flying)
AR: 2
Attacks: Horns (1M), 2 Claws (0.5M+2)
Disadvantages: Animal Intelligence
Special Abilities: None

DESCRIPTION:
Skrills are kite-shaped herbivorous xenids with greenish-gray scales and patigia stretching between their forelimbs and the tips of their tails. They are fairly docile and, like most herbivores, are more likely to flee than fight when attacked. They are capable of carrying a man while flying, but (despite rumors about Wasteland tribes succeeding) have so far proven impossible to domesticate.

RANGE:
Typically in the mountains southeast of Prometheus and northeast of Hydra. There have been sightings of migrating skrill flocks as far north as Janus and as far east as the Shogunate, but they are incredibly rare in those regions. They avoid the deep Wastes whenever possible (due to the lack of food).





STEPPE TIGER
Adapted from Space: 1889

DXSTINPWLF
+4+30016


MR: 15
AR: 6
Attacks: Bite (2M), 2 Claws (1M+2)
Disadvantages: Animal Intelligence
Special Abilities: Track by scent, Stealth +5, Charge (x10 MR for 1 round), Grab and shake
CHARGE:
Steppe tigers are capable of explosive bursts of speed, allowing them to sprint at 10 times their normal movement rate for 10 - 15 seconds (4 - 5 combat rounds). While charging, the steppe tiger may only bite, but adds double its ST to the damage.

GRAB AND SHAKE:
If a steppe tiger bites something that weighs 100 kilos or less, it may hang on with its jaws and shake its victim brutally. This grants the steppe tiger a +3 to hit on its bite attack each round (the victim does not get to dodge, but a miss means the tiger has dropped it and loses the grab and shake bonus), and doubles its ST for damage purposes. Steppe tigers often combine this with their charge ability in a hit and run attack, as they can continue running or charging while using their grab and shake ability.

DESCRIPTION:
Steppe Tigers only loosely resemble any feline native to the Waste World. They are lean, powerful quadrupeds, with massive jaws and large, non-retractable claws. These creatures are cunning hunters, and attempt to get extremely close to their target before charging and launching an attack. Steppe tigers are not aggressive unless hungry, but they are extremely territorial.

RANGE:
Steppe tigers are typically found in the highland and mountain regions south of Prometheus and north of the Slime Jungles. They almost never venture into the Wastes.

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