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New Lifeforms
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: Vistasha
Size:
Medium (9 liters in volume)
Hit Dice:
5d10 + 15
Initiative:
+7 (+3 Dex, +4 improved initiative)
Speed:
fly 20
AC:
16 (+3 Dex, +3 natural)
Attacks:
2 claws +8 melee
Damage:
1d6 +3
Face/Reach:
4m x 4m / 2m
Special Qualities:
Mist form
Saves:
Fortitude +7, Reflex +7, Will +2
Abilities:
Str 17, Dex 17, Con 16, Int 10, Wis 13, Cha 10
Skills:
Move Silently +11, Spot +9
Feats:
Improved Initiative
Challenge Rating:
5

Additional Information: Vistasha are one of the Uncharted Territories most bizarre life forms. A gaseous vapor in their natural state, the Vistasha are often called on as spies, thieves, and mercenaries. No one is quite certain what planet they originated on, and the Vistasha are not telling. Some have hypothesized that the Vistasha encountered in the galaxy are outcasts from their world, but there is no evidence one way or the other.

Vistasha are dangerous creatures. Its true form is insubstantial and misty, and while it cannot damage its prey in this state, it is likewise immune to most attacks. However, it can coalesce itself into a physical form. While in this state, it possesses dangerous claws and a potent strength and agility. It uses this form solely for attack, and, once its prey is dead (or should its prey prove too difficult), it will disperse itself back into its natural form.

Vistasha seem to enjoy the niche they have found in the Uncharted Territories. They are feared and respected for their skills, and they fetch a high price. Vistasha do not fight fair, however; they utilize hit and fade tactics, traps, and poisons frequently in their attacks. They feed on the creatures that they kill, absorbing the gases that rise out of a decomposing body. Their lairs are often filled with the rotting bodies of their prey, and those with a sharp sense of smell can usually track these foul creatures to their home. Killing it once it has been found is another matter entirely.

Mist Form: In their mist form, Vistasha are immune to all physical and even most energy attacks (including pulse weaponry and fire). Sonic weaponry, cold, mystic attacks, and vacuum are some of the only attacks that will damage a Vistasha in this form. This is their natural form, and they revert to it when they lose consciousness. It takes a full round to take their solid form, and another full round to disperse again.

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Name: Zooanit
Size:
Medium (1.5 meters tall)
Hit Dice:
1d6 +1
Initiative:
+0
Speed:
70
AC:
12 (+2 natural)
Attacks:
1 Kick
Damage:
Kick 2d4
Face/Reach:
2m x 2m / 2m
Saves:
Fortitude +3, Reflex +2, Will +0
Abilities:
Str 11, Dex 10, Con 12, Int 6, Wis 10, Cha 10
Skills:
Listen +5, Spot +5, Wilderness Lore +2
Feats:
Endurance
Challenge Rating:
1/2

These unusual creatures are native to Vennabia, a world of wide plains that was colonized by breakaway Sebacean farmers thousands of cycles ago. The only native intelligent life form (though many would debate their intelligence), the Zooanits greeted the Sebaceans warmly. The Sebaceans tolerate the Zooanits, since they are harmless, but the Zooanit’s curiosity strained their relationship numerous times. Due to the fact that their head must hold most of their internal organs, Zooanits have little room for a brain. Though they use their brain for optimal efficiency, they still have a limited intellect. Combine this with a strong streak of curiosity, and the nervousness of a prey animal, and the Zooanits have a deserved reputation of being annoying.

Unfortunately, Zooanits are not confined to their homeworld. They have stowed away on vessels over the cycles, and they can now be found on several worlds throughout the Uncharted Territories. They have a limited intelligence, they are useless as slaves, they are too skittish to be good fighters, and most species even find their taste unpalatable. (Thus far, the only known creature who enjoys the flesh of the Zooanit is a predator from their homeworld.) Though their feet are flexible and allow them to pick up items, they cannot carry most objects. Most races find the Zooanit to be totally useless.

They are, however, overly friendly and tremendously curious. They will introduce themselves to total strangers and request detailed personal information, in an attempt to make a new friend. They repeatedly ask the same questions as the answer never quite seems to stick with them. One will occasionally adopt an individual or small group as his new friend, and he will follow the person for solar days or even cycles, doing whatever he can to aid his new ally. In their natural environment, Zooanits live in nomadic tribes from 30 to 100 individuals. On other worlds, they can be found in small groups, though individual Zooanits who have strayed from the tribe can also be found.

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