Showing posts with label Bestiary. Show all posts
Showing posts with label Bestiary. Show all posts

Evom

Evom
3 (9)

The Evom were a peaceful race of visitants that often came to Earth to study the planet's ecosystems. The visitants would often build structures that resemble modern bio-domes where they could conduct experiments on native plant-life. In essence, the Evom were interstellar botanists.  Their visits to Earth were often shrouded in secrecy and they were careful not to alert any of the planet's native races to their presence. For this reason, their facilities are often found in the remotest areas of the Ninth World.
Eventually the Evom stopped visiting Earth and the remaining members of their research teams were stranded. The stranded scientists never knew what happened to the Evom, but they were eventually wiped out by a more advanced aggressive species. Their facilities on Earth remained, but the Evom that were left behind eventually died. It is possible that one or two of these creatures remain hidden away in stasis. 

PCs can, however, encounter the Evom in other ways. They would frequently load their consciousness into advanced devices that could later be activated for data retrieval. The retrieval takes the form of a projected hologram that is capable of communicating with the the being that activated the storage device.  The projected Evom can answer questions about the flora and fauna of the Ninth World as well as some information on the Evom and their mission to catalog and create new plant-life. 

Motive: To confer lost knowledge, to prevent the destruction of knowledge
Environment: Ruins
Health: 9
Damage Inflicted: 2
Armor: None
Movement: Short
Modifications: Knowledge of Evomian Numenera as level 8, Knowledge of Botany as level 8
Combat: The Evom were a peaceful people and were more likely to run that fight.  However, they possess a strange orifice on their forehead that can be used to spray a toxic gas into the air in the immediate area. Those affected must pass a level 4 Might task or all actions are two steps more difficult until the PC spends their 10 minute rest.
Interaction: PCs will most likely encounter an Evom as either a hologram or as an actual live being entombed in a statis chamber.
Use: The PCs encounter an Evom that has been placed in stasis. The Evom might know the location of a spacecraft that he could use to return home and find out what happened to his race. Of course, the craft is broken and the creature will need the PCs help in repairing it. Whether the PCs wish to travel with the Evom is up to them.
Loot: An Evomian projector can be looted for 1d6+1 cyphers.

GM Intrusion (Interaction): While conferring with an Evom, it gives bad information that leads to a mishap appropriate to the situation.

GM Intrusion (Combat): The PCs have found an Evom that has gone mad after years of stasis. Its toxic spray inflicts 4 damage (ignores armor) in addition to its other effects.  




Dreet

Dreet   
2 (6) 


The Dreet are an intelligent race of feline like creatures who's numbers have dwindled to near extinction levels.  They dwell exclusively along the banks of the Tithe River and Araand Rivers, near Navarene and the Cloudcrystal Skyfields. A very specific form of plant called Dreetus grows along the shallow banks of these rivers. For reasons unknown to even the Dreet only the nutrients found in the Dreetus bulb can sustain them.

Over the millenia Dreet have developed an ability to shift the color of fur to match their surroundings, making them experts and hiding from predators.  The strange  feline creatures stand about four feet high and have extremely long ears that are excellent at picking up even the smallest of sounds.

Dreet can communicate with just about any creature that can speak, using its superior intellect to puzzle out the proper linguistics needed for communication.

Over the years, Dreet have become quite skilled at finding Numenera and identifying their uses.

Motive: To survive
Environment: The Tithe and Armand Rivers
Health: 8
Damage Inflicted: 2
Armor: None
Movement: Long
Modifications: Knowledge of Numenera as level 6, Defends as level 5 due to camouflage, Percieves as Level 6
Combat: Dreet rarely engage in combat unless absolutely needed.
Interaction:
Use: When the PCs are traveling across the Tithe River they come across a herd of Dreet that are moving as fast and quietly as possible away from an errant Herder that has decided the creatures need to moved further away from the river, away from the vital nutrients that sustain their lives. The Dreet can offer sage advice on Numenera devices, or perhaps point the PCs towards a complex that is controlling the Herders.
Loot: The shores of a Dreet haunt are sometimes littered with 1d6+1 cyphers.

GM Intrusion: A PCs stumbles across a Dreet, accidentally exposing its hiding place to a predator that was stalking it. The Dreet is extremely angry with the PC.