14 June 2015

Xeno-fauna samples


Hibernian Baba Yaga
On the frozen world of Hibernia the Baba Yaga is the apex predator. Appearing as a great chitinous hut sitting atop three large crab legs, the Baba Yaga hunts the arctic wastes of Hibernia, crawling closer and closer until it can lash out with its spear claw to pierce the shells of its favorite prey where, it will reel in the harpooned creature and batter it to death with one of its three great hammering crab claws.
Close Defense: 14
Ranged Defense: 12
Armor: 1d10+1
Hit Dice: 12 (60hp)
Initiative: +0
Movement: 15m
Attacks: 1/+2
Damage: 1d10 (hammer claw) 1d6 (spear claw; armor defeating 2)
Saves: 5
Alien Traits:
Chitinous: grants a +1 bonus to armor
Painless: grants an additional number of hit points equal to the Baba Yaga's hit dice.
Insulated: +2 bonus to Toughness Saves involving cold 


Aldeberani Blackwing
The aerial equivalent of the tiger on Bierce's fog shrouded world orbiting the red giant of Aldebaran. The Blackwing is a black feathered predator. At first glance it appears to be faceless, its atrophied eyes and closed maw hidden under a feathery facade. It has lean powerful muscles that drive its forearm wings skyward in the lower then standard gravity of Bierce's World. It prefers to stalk its prey through the tall sparse forests, waiting for the right moment to pounce, then the faceless mask becomes a gaping toothed maw, ready to snap necks and rend meat from bones.


Close Defense: 12
Ranged Defense: 12
Armor: 1
Hit Dice: 4 (16hp)
Initiative: +0
Movement: 20m Flight) 5m (ground)
Attacks: 1/+1
Damage: 1d6 (razor talons)
Saves: 5
Alien Traits:
Stalker: grants a+2 bonus to Reflex saves involving stealth
Echo Location: Can see in complete darkness using an ultrasonic pulse

Human Antagonists in Xenoterror

 The underworld expanded along with the rest of humanity out into the stars, and so run ins with with the seedy underbelly of the colonies can strike at nearly any time.

Low-life (mook)
Other then a few strictly regulated paradise worlds, people will fall through the cracks. Perhaps they are victims of political or social injustice, doing what they can to survive in a society that doesn't want them. Regardless of their origins, some have turned to violence either solo or joining larger gangs. They are the rank and file of the criminal underworld.
Close Defense: 10
Ranged Defense : 10
Armor: 1 (gang leathers)
Hit Dice: 1 (1hp)
Initiative: +0
Movement: 10m
Attack: 1
Damage: 1d4
Saves: 5
Skills: Intimidate 1


Smuggler (general)
Though truly privately owned starships are far and few between, the supply of confiscated contraband grows larger very year, a which is no doubt merely a fraction that passes from planet to planet. Smugglers are the lynchpin of the interstellar underworld getting valuable commodities from Earth out to the colonies, and then taking xeno fauna and flora back to earth for collectors, and corporations alike.
Close Defense: 12
Ranged Defense : 12
Armor: none
Hit Dice: 2 (4hp)
Initiative: +0
Movement: 10m
Attack: 1
Damage: 1d4
Saves: 5
Skills: Sneak 2, Shipwright 1,


Enforcer (elite)
Assassins, legbreakers, and lieutenants these are the made-men of the underworld. These are the trusted henchmen who aren't afraid to get their hands dirty for their boss. If a gang of low-lifes can't get the job done, an enforcer will take on the matter with a personal touch of brutality, targeting friends and family if they have to.
Close Defense: 14
Ranged Defense : 14
Armor: 1d4
Hit Dice: 4 (16hp)
Initiative: +0
Movement: 10m
Attack: 1, +3
Damage: 1d6
Saves: 6
Skills: Athletics 3, Intimidate 2, Sneak 1.


Gang Leader (master)
The top of the heap as far as the colonies are concerned. The gang leader fought their way to the top, and held it against all comers. They most likely sit in the center of a large criminal enterprise connected to one of the larger mafia organizations on Earth. But so far away from Earth the gang leader has nearly free reign in how to rule their little plot of the underworld.
Close Defense: 12
Ranged Defense: 14
Armor: 1d4+1 (concealed ballistic vest)
Hit Dice: 6 (20hp)
Initiative: +2
Movement: 10m
Attack: 1; +2
Damage: 1d8 handcannon, 1d6 grenade
Saves: 6, Toughness 8, Charm 7, Will 7
Skills: Intimidate 3, Carouse 2, Athletics 2, Sneak1, Search 1, Scrounge 1