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| Flora | Fauna |
In addition to Beasts, the Riven, Chimerae and Kraken, and just plain ordinary plants and animals, there are a number of new types of Flora nad Fauna that are of interest to the average adventurer. What follows is a list of the more common or well-known ones. Most of these creatures have an enhanced, merged, or altered morphia, anima, or psyche.
Flora
Woundwort
Description: Woundwort is an incredibly useful plant. Though it is difficult to cultivate, its marvelous properties ensure that there is nearly always some for sale somewhere. Woundwort is a small low-growing plant that prefers cool, damp places. It has hundreds of tiny blue-green leaves and once per year produces 1-4 small white berries.
Woundwort has the property of enhancing or re-inforcing a creature's baseline morphia. A poultice made of the leaves can cure small wounds or remove scars if they are not too old. It cannot cure heavy wounds, though it can speed healing. It does nothing for pain, which may persist after the wound has healed.Game Notes: Woundwort leaves, when properly prepared and applied, will cure any wound of three or less within 24 hours. If applied to a wound greater than that, it will merely speed healing. If the poultice is mixed with the berries, it can cure a wound of up to four Body points. What this really means is that Woundwort increases the healing powers of an individual. If a person could normally cure a wound of 2 with a paramedic roll, then they can cure at +1, effectivley healing a wound of 3. Berries increase the healing skill by +2.
One berry is good for one wound. The average plant can produce 1-3 poultices. Dried leaves and berries can be carried for many months without losing their effectiveness.
enough woundwort for 1 poultice = 1 gold
prepared poultice = 3 gold
berry = 5 gold
prepared berry poultice = 10 Gold
Hindenberg
Description: This is one of the oddest trees on the Savage Earth and explorers have reported seeing their odd spores for as far as they have travelled. The Hindenberg tree stands form 25-30 feet in height and reproduces through long-distance spores. The adult tree produces spores at anything from softball to basketball size.The tree fills millions of tiny pokets within these spores with waste hydrogen. When the spore is ripe, the tree releases it, and it is carried away by the prevailing winds. At some point, a small electrochemical charge will ignite the gas, which will cause a local combustion, almost an explosion. The seeds of the tree need this combustion energy to start germination. Hindenbergs may be seen high in the sky if they are new, or they may be much lower as they age and lose gas. The spores themselves are delicate, and the charge may be set off with any sudden impact. Travellers are best advised to beware of them. Still, some barbarians collect the small ones and carefully dip them in clay and pack them in srtaw. They can later be used to start fires almost instantly. Hindenbergs are edible, but hardly worth the effort.
Game Notes:A Hindenberg will explode with any sudden strike, doing a 1 hex area effect reduced penetration killing attack. The strength of the attack is 1-3 DCs, depending on the size and age of the spore. A Hindenberg prepared as described above can be used as a missile weapon, but they are dangerous to transport in quantity.
Hangman's Tree
Description: The Hangman's Tree is a carniverous tree that is also known as the Jack-o-Lynch. It is difficult to identify, since it has the peculiar property of adapting its morphia to resemble nearby vegetation. Therefore it can appear to be a completely harmless tree of a different variety. The only difference is the vague odor of rotted meat. This odor comes from previous prey, so if the smell is strong, the tree is probably slow and docile. The longer the time since the last meal, the more active and dangerous the tree becomes. The tree catches its prey by dropping limb-like tentacles, grasping with extraordinary strength. They strike quickly , but respond slowly while crushing. It is not known how they sense their prey.
Game Notes: The Hangman's Tree has strength from growth. Small specimens have 30 STR, the largest can be 45 STR. They have Concealment 14- (modified by smell), and +2 skill levels to grab, and can perform the Choke Hold Maneuver.
Fauna
see above
for illustrationChimera
Description: Chimera is a generic term for any large and unique monster. Most chimerae come from the action of reavers, twisting the spirits of natural animals, but some are from unspeakable cross-breeding. Chimerae are nearly always hostile and rarely if ever intelligent. After a reaver has passed through an area, there may be a sudden increase in the number of chimerae.
Chimera should not be confused for the Riven. Riven have a similar origin (reavers), but are generally from human stock and usually possess some intelligence.Game Notes: Chimerae are usually difficult to kill and represent one of the major challenges for an adventurer. Since every Chimera is unique, no game stats are presented here.
Kraken
Description: Another word for Chimera. Whereas chimera refers to a land animal, a kraken is a chimera of the water.
Game Notes: as per chimera.
Deezel
Description: The Deezel of Merrikia is very similar to the Bison of the American Plains except in one respect. It is nearly the size of an Indian Elephant. Its power and stamina are remarkable. It is used as beast of burden, with one Deezel doing the work of a team of horses. They are fairly intelligent and the males can be surly tempered. It requires skill to handle one and they are not normally allowed on city streets.
Game Notes: Deezels have a 45 STR. Their horns are 1d6+1 rp HKA. Though normally slow and deliberate, they can move surprisingly fastwhen frightened. (Move=6", SPD2, x4 NCM on speed when frightened.)
Hydra
Description: The Hydra is nothing more than a multi-headed snake. A single hydra can have from 2-9 heads. Near cities, they never get to exceptional size, since they are discovered and destroyed. It is rumored that in the wild they have gotton to enormous lengths. There are several varieties, most are not poisonous.
Game Notes: The multiple heads are bought as extra limbs. The snake can constrict or bite one opponent while continuing to hold onto another. The Hydra has a Speed of 6 for attacking purposes, but can only move at Speed 3.
Tranq
The Tranq is a large arachnid, about the size of a German Shepherd. Although ferocious looking, it is physically weak and relies on poison to capture its prey. A tranq will grapple with a victim only long enough to inject its venom and then it will retreat. The venom is a powerful narcotic, which will cause first delusions and then torpor. Once the victim falls, the tranq will then drag it to a seculre spot and web it tightly. It then lives off the juices of the animal for many days. Tranqs rarely prey on anything man-sized, but it is not unheard of. The venom can be collected from the sac of a tranq and used to coat darts. One spider is good enough for 3 darts worth. The venom rapidly loses its potency unless properly prepared. It is rumored that the savages of Mundaba keep the spiders in cages and milk them.
Tranq Str 16 Int 5 PD 8 Spd 5 Dex 21 Ego 5 rPD 2 Rec 6 Con 16 Pre 10 ED 8 End 20 Bod 10 Com 2 rED 2 Stun 30 Adult tranq venom acts as a 26d Stun suppress. It is continuous with 3 charges. The Mendaban dart is slightly more concentrated, doing a 3d6 suppress instead.
Kong
Description: Kongs are large hairy humanoids standing about 8 feet in height.. They are unintelligent, which is unusual given their morphic similarity to humans. It is possible that they are something like Beasts in reverse, a human whose psyche is that of a beast and becoming slowly more beast-like in morphia. Kongs travel in packs and can brachiate quite easily. Some of them have prehensile tails.
Kong Str 27 Int 8 PD 8 Spd 3 Dex 15 Ego 8 rPD 1 Rec 8 Con 18 Pre 15 ED 8 End 20 Bod 14 Com 8 rED 1 Stun 37 Kongs are capable of using clubs. They have a flight of 5", only through trees (-1/2).
Bronto
Description: A Bronto looks nothing like a Brontosaurus, or any kind of dinosaur, for that matter. Only the name has survived to describe this unbelievably colossal animal. The Bronto is a huge centipede-like animal, with multiple segments covered with thick plates of armor. Each segment is roughly 30 feet in diameter and possesses one pair of stubby legs. The entire animal is well over 150 feet long. Adult brontos have been reported that are twice these dimensions. Although it is frightening to behold, it is completely harmless unless it happens to step on you. Treat its area of movement as a casual Strength area effect. The Bronto is a fairly blind plant eater. The thing to beware about a Bronto is not the beast itself, but the parasite that lives on it, the Vampire.
Bronto Str 85 Int 5 PD 12 Spd 1 Dex 10 Ego 5 rPD 6 Rec 23 Con 30 Pre 25 ED 12 End 60 Bod 35 Com 10 rED 6 Stun 93 The Bronto is a truly frightening creature with 75 or more points of Growth. 50% Res.Damage Reduction Are of movement is considered a casual STR area effect attack.
Game Notes: The Bronto is a truly frightening creature with 75 or more points of Growth. The average adult has a STR of 85, BODY of 35, STUN 80, PD/ED 12 (+6 Armor), and has 50% Resistant Damage Reduction. It knocks down entire stands of trees as it moves. It only has a SPEED of 1, however, and although is is frightening to behold, is completely harmless unless it happens to step on you. Treat its area of movement as a casual Strength area effect. The Bronto is a fairly blind plant eater. The thing to beware about a Bronto is not the beast itself, but the parasite that lives on it, the Vampire.
Bloodsuckers
Description: Bloodsuckers have absolutely no resemblance to the humanoid vampires of legend. They are giant insects, roughly the size of a man. Their legs are stubby and end in sharp hooks. The mouthparts are long and sharp, drill-like in fact. They are a parasite that lives on Brontos. Using their hooked appendages to gain purchase between bronto segments, the vampire then uses its drill-mouth (1d6 HKA, penetrating), to pierce the armor. It then gorges itself on blood. Although a bloodsucker can attack other prey, brontos are its favorite. The large slow-moving beasts make for an easy lunch. Bloodsuckers have an instinctual drive to keep their numbers manageable. Too many to a Bronto will kill the host. Once Bloodsuckers gain too great a concentration, they will feed on the blood supply of surrounding wildlife, if available. If no other sources are at hand, they will attack one another until their numbers are smaller.
Bloodsucker Str 15 Int 5 PD 10 Spd 5 Dex 17 Ego 5 rPD 3 Rec 6 Con 16 Pre 10 ED 10 End 32 Bod 10 Com 10 rED 3 Stun 26 Hooks: +10 Str Grab, Clinging
Bite: 1d6 HKA penetrating, must grab first
Blood Suck: 1d6 NND-does Bod-defense is not taking bod from bite.
Superleap 8". When they are gorged with blood, their speed drops to 2.
Vampire
Description: No one knows what a vampire's true form is. It is a parasitic life form that draws its morphia, anima and psyche by stealing them from another. It always starts out looking like something else (usually someone else). It picks a target and makes an intimate contact. Any prolonged tissue-to-tissue contact will do. Sometimes it will take numerous applications. The vampire will gradually become the person in all respects. It can be immediately told from the real thing by a Sighted person making a PER roll. The unfortunate target of the vampire will gradually cease to exist, slowly becoming an immobile, featureless, mindless thing. Eventually it will die.
The vampire will be able to continue for some time, perfectly duplicating the original creature. Eventually however, they will begin to weaken. The fate to which they consigned their victim will gradually overtake them. Thus they must continue to steal lives. Vampires prefer intelligent victims, but will take a lesser creature if the alternative is death. Unfortunately for them, this will mean they will lose intelligence until they duplicate a rational target again.
According to legend, Vampires are weakened by the light of lumina.
Vampires are loners, at least where other vampires are concerned.Game Notes: The Vampire's attack is a Transformation attack. In all other respects, it resembles its last target. The attack is a 10d6 attack that must equal the target's BOD + INT + (Speedx5). Note that in the average person, this is about 30 points. They can do it easily. An average heroic individual might have a combined score of 50. It is still possible, but more difficult, requiring further applications of power. The attack is cumulative. Individuals whose combined score is greater than 60 are immune to a vampire. Riven are also immune. Those with spiritual enhancement are given a +5 bonus to their target score, making them more difficult.
Treat vampires as a plot device. They are identical to their last victim. They retain skills and memories of things they have personally experienced, but lose all memories of their last target once they assume a new identity. It is not known how vampires reproduce. Vampires posses Spirit Sight.