Archiv der Kategorie: F

Fwit

Fwit
Type: Tiny predator
Planet of Origin: Maridun
DEXTERITY 3D+1
PERCEPTION 2D+2
Hide 6D+2, search 4D+1, tracking 5D, sneak 6D+2
STRENGTH 2D+1
Brawling 3D
Special Abilities:
Bite: Does STR+2 damage.
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Attach: When a fwit bites, it uses its oversized mouth
and powerful jaws to attach to its opponent’s body,
automatically dealing bite damage each round it remains
attached. A fwit remains attached until it or its opponent is
rendered unconscious. Removing an attached fwit requires
a Difficult lifting roll.
Move: 10
Size: Less than 0.5 meters tall
Source: Ultimate Adversaries (page 85)

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Floating Glob

Floating Glob
Type: Waste removal unit
Planet of Origin: Otherspace
DEXTERITY 3D
PERCEPTION 2D
STRENGHT 3D
Special Abilities:
Tendril-Maces: A floating glob can make four attacks
with different tendrils without suffering multiple-action
penalties. If all four tendrils hit, that opponent is entangled
and dragged toward the glob’s acid sac.
Acid Sac: Does 6D+1 damage.
Move: 6 (floating)
Size: 1.5 meters diameter
Source: Otherspace (page 30)

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Floater Squid

Floater Squid
Type: Floater predator
Planet of Origin: Yavin
DEXTERITY 2D
PERCEPTION 2D
Search 6D
STRENGTH 6D
Special Abilities:
Tentacles: Do STR+1D damage. There are from 10 to 50
tentacles on a floater squid.
Move: 105; 300 km/h
Size: 300 meters
Scale: Starfighter
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Source: Galaxy Guide 2 – Yavin and Bespin (page 11)

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Firehead

Firehead
DEXTERITY 4D+2
PERCEPTION 2D+1
Search: smell 3D+1
STRENGTH 1D
Swimming 6D
Special Abilities:
Amphibious: Fireheads are equally comfortable in or out of
water.
Darkvision: Fireheads are able to see in complete darkness
out to 20 meters.
Heat Attack: Fireheads melt their way through
glaciers with a heat-generating knobby growth on
their upper jaws. They can also ram an opponent with
this growth, and this attack inflicts 3D+1 damage.
Scent: Fireheads gain a +1D bonus to all smell-related
Search skill rolls.
Move: 20 (swim), 4 (ground), 2 (burrowing through ice)
Size: Unlisted (Tiny)
Source: Coruscant and the Core Worlds (page 140)

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Fire Breather

Fire Breather
DEXTERITY 1D
PERCEPTION 1D+2
Search 6D+1
STRENGTH 8D+2 (walker-scale: 4D+2)
Special Abilities:
Anti-Laser Aerosol: As long as a fire breather is alive, it
generates an anti-laser aerosol. This give fire-breathers an
additional +3D (character-scale) bonus to resist damage
from laser- and blaster-based weapons.
Fire Breath: As indicated by its name, the creature can
breath fire in a 30 meter long, 30 meter wide cone. These
flames inflict 5D of walker-scale damage to any targets
caught in the blast. This attack can be employed once every
1D rounds.
Force Immunity: Fire breathers are immune to all Force
powers that involve Sense or Alter.
Slam Attack: Does Strength +3D+2 damage (walker-scale
damage: 8D+1).
Walker-scale: Due to their size, fire breathers are considered
walker-scale.
Move: 6
Size: 30 meters tall
Source: The New Jedi Order Sourcebook (page 86)

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Fenner’s Rock

Fenner’s Rock
Type: Algae eater
DEXTERITY 0D
PERCEPTION 3D
STRENGTH +2
Special Abilities:
Camouflage: Fenner’s rocks look like natural rocks and
get a bonus of +2D to remain hidden when creatures are
wandering by.
Screech: Fenner’s rocks use a piercing screech to attempt to
scare away predators.
Move: 1
Size: Up to 25 centimeters across
Source: Creatures of the Galaxy (page 25)

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Feeder

Feeder
Type: Mobile plant
DEXTERITY 2D+2
Brawling parry 3D+2, running 4D+1
PERCEPTION 1D
Search 2D+1, sneak 4D, hide 4D
STRENGTH 1D+1
Brawling 2D
Special Abilities:
Proboscis: The needle-like proboscis of the feeder can stab
an opponent for STR+1D damage. If it remains attached for
more than one turn, it begins to suck blood, causing an
additional 1D damage per turn.
Brawling: Feeders are adept at overwhelming opponents
with large numbers. For each feeder that attacks an
opponent in addition to the first, add +1D to all attackers’
brawling rolls. (Example: three feeders attack a smuggler,
so all brawling skills are ffectively 4D.) Up to five feeders can
attack a human-sized creature in this manner.
Move: 15
Size: 0.5 meters tall
Source: The DarkStryder Campaign – The Kathol Outback
(pages 35-36)

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Fear Moss

Fear Moss
Type: Large Force-using predator
DEXTERITY 1D
PERCEPTION 2D+2
Hide 6D+1, sneak 7D+2, search 4D+1
STRENGTH 5D
Climbing/jumping 9D
Special Abilities:
Acidic Touch: The fear moss excretes a mild acid on the
surface of its body. Any creature touching or touched by the
fear moss suffers 2D physical damage.
Poison: Any creature that receives an acidic touch must
make a Very Difficult stamina roll or enter a state of panic.
One minute later, the victim must make another Very
Difficult stamina roll or take a temporary -1 penalty to
Dexterity.
Blindsight: Using its awareness of the Force, fear moss
maneuvers and fights as well as a sighted creature.
Concealment, invisibility and darkness are irrelevant. This
ability has a range of 10 meters.
Forcefear: Any Force-sensitive character that comes within
10 meters of a patch of fear moss must make a Difficult
willpower roll each round or feel a sense of fear welling
inside him. For each failed roll, the fear lingers within the
character for one day. Until the fear wears off, the character
must choose to call upon the dark side whenever he uses a
Force Point.
Sense Force: Fear moss can sense any character with Force
Points within 35 meters, and always attempts to target such
creatures with its attacks.
Sneaky: Fear moss gain a +2D bonus to hide and sneak
when in swampy or forested terrain.
Force Skills:
Control 2D, sense 2D+1, alter 2D
Force Powers:
Waves of darkness, sense force potential, life detection,
sense force
Move: 4, 4 (climbing)
Size: Large
Source: Ultimate Adversaries (pages 83-84)

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