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New Lifeforms
Kaer Dog, Mastock
and Mi'taat Worm
By Gavin Downing, Lee Hammock,  Kelly Hill, and Christina Kamnikar
These aliens use the same statistics as found in the Farscape core rulebook. A description of what each statistic infers can be found on page 287 of that manual.

Name: Kaer Dog
Size: Medium
Hit Dice: 1d10+14 (19)
Initiative: +6
Speed: 18m
AC: 14 (+2 natural, +2 Dex)
Attacks: Bite +3 melee, 2 claws +1 melee
Damage: Bite 1d6+2, claw 1d4+2
Face/Reach: 2m x 2m / 1m
Special Attacks: Locking jaw
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 3, Wis 13, Cha 9
Skills: Climb +4, Hide +2, Search +4, Swim +4, Survival +3
Feats: Tracking, Improved Initiative
Challenge Rating: 1

The kaer dog originated on Sebas, but has since been transported to hundreds of worlds. Domesticated in the early days of the Sebacean civilization, the kaer dog has remained beside the Sebaceans ever since. The Peacekeepers make extensive use of them as attack and guard animals. Many Peacekeeper police units have kaer dog units attached to them, and use the beasts to track down criminals and contraband.

Kaer dogs descend from a crossbreeding of a small domestic dog species with wolf-like creatures, creating something of a wolfhound hybrid. They are naturally aggressive and bloodthirsty, but training can reduce their savagery tremendously. Those that serve the Peacekeepers obey their masters faithfully, and know a multitude of commands and signals. The dogs often serve as pets on frontier regions but they are usually too violent do so in urban areas.

Locking Jaw: When a kaer dog succeeds on a bite attack it may choose to hold onto their victim instead of releasing him. Each round they continue to hold on they automatically inflict their bite damage, but lose their Dexterity adjustment to their defense. The only way to remove the kaer dog is to succeed at a Strength check against a DC of 15. Killing it will not work, since the dogs’ jaw locks in place following death.

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Name: Mastock
Size: Large
Hit Dice: 3d8+26 (39)
Initiative: +0
Speed: 16m
AC: 13 (+4 natural, –1 size)
Attacks: Bite +7 melee
Damage: Bite 1d10+5
Face/Reach: 2m x 4m / 1m
Special Attacks: None
Saves: Fort +8, Ref +1, Will –1
Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 9, Cha 9
Skills: Climb +4
Feats: Endurance, Great Fortitude
Challenge Rating: 4

Found on dozens of worlds, the mastock is one of the most common beasts of burden in the Uncharted Territories. They can pull large loads for arns on end, and traverse environments where vehicles cannot reach. Even the Peacekeepers use a few of the beasts on some of their more remote outposts.

Mastocks are normally sedate and calm, making them easy to control. They do not spook easy and react to loud noises and explosions with little more than a derisive snort. Only hunger and the mating instinct drives them to violence. Normally when the mating seasons hits, most mastock owners do not go near their animals except to drop food off at a safe distance. Because of this, many mastock owners have their animals neutered or spayed.

In addition to being an excellent beast of burden, the mastock provides meat which many races find delicious. Many agricultural worlds raise flocks of mastocks for the express purpose of slaughtering them for their meat. Scarrans find mastock meat particularly delectable.

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Name: Mi’taat Worm
Size: Fine (4 centimeters long)
Hit Dice: 1
Initiative: –1
Speed: 5
AC: 17 (+8 size, –1 Dex)
Attacks: None
Damage: None
Face/Reach: N/A
Special Attacks: Parasite
Special Qualities: Vermin
Saves: Constitution –1, Reflex –1, Will –3
Abilities: Str 1, Dex 8, Con 4, Int —, Wis 4, Cha 1
Skills: Hide +10, Move Silently +10
Challenge Rating: N/A
This vile parasite has spread all over the Uncharted Territories and beyond, hitching rides in hosts and traveling from planet to planet. Unscrupulous traders sell Mi’taat Worms to travelers as a powerful symbiotic creature, then scavenge the victims’ ships when they die. The life cycle of the Mi’taat worm is very short, less than 30 solar days. When it reaches sexual maturity, it must find a host. It crawls into the victim’s body, usually through the ear canal, though the nasal passages will suffice as well (if the host posses no such passages, it will usually crawl in through any orifice close to the brain). Once inside, it slowly chews its way to the brain.

Though this process should be exceedingly painful, the worm releases a potent chemical which numbs the nervous system. Not only does the victim feel no pain, anywhere in his body, but it enhances the host’s senses significantly. It also heightens his aggressive tendencies and tends to make him more paranoid. Once it reaches the victim’s brain, it takes possession of its host and has access to everything in the victim’s mind, including any memories and intelligence. It lays about 20 eggs within the host’s gray matter, which will hatch after three solar days. The hatchlings then consume the victim’s brain as well as the parent worm. Within a solar day, the young crawl out of the cranial cavity. Within 20 solar days, they reach maturity and seek out new hosts.

Most worlds establish strict quarantines against Mi’taat worm infestations, but the creature continues to thrive, despite the best efforts to wipe it out.

Parasite: The worm crawls into the victim’s ear and chews its way to its brain. While it burrows, it grants the victim +5 to spot, search, and listen checks; a +2 to Wisdom, and a damage reduction on all attacks of 2 as the victim feels no pain. Removing the worm requires a Medicine roll, DC 15, from a willing or immobile subject. When the worm reaches the brain and takes possession of the host (no DC to save), removing it and the eggs requires a Medicine roll, DC 22. The host must be subdued during the procedure. When the eggs hatch, the victim dies (no DC to save).

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