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Friday, September 23, 2011

Alien Critter Generator

Any viewer of mainstream sci-fi has heard a few alien animal names that consist, usually of three elements. First, is their place of origin. Perhaps a planet orbiting the star Deneb. Then a descriptor – maybe this creature is slimy or dwells in slime. Finally, a noun – perhaps this irascible creature can best be described, like the well-known critter from Tasmania, as a devil. Hence Denebian slime devil. Okay, so how about a random table to do the same and stat the critter out.

Place
1. Venusian
2. Martian
3. Jovian
4. Saturnian
5. Mercurian
6. Plutonian
7. Neptunian
8. Denebian
9. Altairan
10. Cygnian
11. Betelgeusian
12. Polarian
13. Andromedan
14. Cetian
15. Algolian
16. Pleiadeian
17. Rigelian
18. Aldebaran
19. Antarean
20. Arcturan

* Note, if you prefer your beasties to be from distant stars rather than planets, just re-roll if Martian or Venusian, etc comes up. Or make your own table you lazy bugger – what do you want for free? You might also want to alter the critter's stats based on the conditions of the planet (i.e. high gravity, etc.)

Descriptor
1. OOZE/SLIME: Creature may be covered in slime, granting it DEFENSE +3 vs. grabbing or wrestling attempts. Otherwise, just lives in a slimy environment.
2. ROCK/STONE: Creature may have DEFENSE +2. Otherwise, simply lives in a rocky environment.
3. DEATH: Creature either has a deadly poison bite or +2 hit dice.
4. SHADOW: Creature surprises opponents on a roll of 1-3 on 1d6 in darkness.
5. DUST/DESERT: Creature dwells in the desert, enjoys STRENGTH +1.
6. TREE/FOREST: Creature dwells in woodlands, enjoys DEXTERITY +1.
7. GIANT/GREAT: Creature has double hit dice.
8. CRYSTALLINE: Creature has DEFENSE +2 against all attacks except those from bludgeoning weapons and DEFENSE +5 against ray guns.
9. ICE: Creature suffers half damage from cold attacks.
10. LAUGHING/HISSING: Creature makes a laughing or hissing noise when threatened.
11. SCALED/FEATHERED: Creature is DEFENSE +1.
12. SPECKLED/SPOTTED: Creature has speckled or spotted hide. Heck, you could do stripes as well.
13. ACID: Creature has an acidic bite that inflicts +2 damage.
14. FIRE/STAR: Creature suffers half damage from fire and ray attacks or has ray attacks from eyes (weapon rating +5).
15. FANGED/HORNED: Creature has +1 weapon rating to bite or horn attack and +1 to bite or horn damage.
16. VAPOR/MIST: Creature either surrounded by a weird fog (opponents -1 to hit with SHOOT attacks) or creature dwells in misty area.
17. STINK/MUSK: Opponents must pass a Strength test or suffer -2 penalty to hit this creature in combat.
18. SEA/RIVER: Creature dwells in the sea or rivers and is equipped to swim at its normal speed.
19. CLOUD/SKY: Creature has a flying speed one category faster than its land movement.
20. LEAPING/HOPPING: Creature’s land movement is one category faster.

* Other special abilities could include spitting (poisonous spit, like cobra), long-necked, long-legged (faster movement), dwarf (half normal hit dice - probably meaningless for animals with only one hit dice to begin with), burrowing (gains slow burrow speed) and hypno- (can paralyze with eyes)

Noun
Stats are for Space Princess – you can no doubt find stats for Swords and Wizardry or Dungeons and Dragons if you just snoop around a bit.

1. DEVIL/BADGER: HD 1; DEFENSE 9; FIGHT 5 (claws and bite +0); SHOOT 8; MOVE N; Burrow S; STR 10; DEX 17; MEN 6; KNO 2; DL 2; Special: Flies into rage when damaged (+1 to hit and damage).
2. CRAWLER/CREEPER: HD 1; DEFENSE 8; FIGHT 5 (bite +1); SHOOT 7; MOVE F / Climb F; STR 10; DEX 15; MEN 2; KNO N/A; DL 2; Special: Poisonous bite (1d6 damage).
3. BAT: HD 1; DEFENSE 7; FIGHT 1 (bite +0); SHOOT 7; MOVE S / Fly F; STR 3; DEX 15; MEN 4; KNO 2; DL 1; Special: See in dark with echolocation.
4. DOG: HD 2; DEFENSE 8; FIGHT 7 (bite +1); SHOOT 8; MOVE F; STR 14; DEX 15; MEN 6; KNO 2; DL 2; Special: None.
5. CAT: HD 1; DEFENSE 7; FIGHT 3 (claws and bite +0); SHOOT 7; MOVE N; STR 6; DEX 15; MEN 7; KNO 2; DL 1; Special: None.
6. BIRD: HD 1; DEFENSE 7; FIGHT 3 (talons and bite +0); SHOOT 7; MOVE S / Fly F; STR 6; DEX 15; MEN 6; KNO 2; DL 1; Special: None.
7. HOG/PIG: HD 3; DEFENSE 8; FIGHT 9 (tusks +1); SHOOT 7; MOVE F; STR 16; DEX 10; MEN 4; KNO 2; DL 3; Special: +2 to strength tests to ignore pain.
8. BEETLE: HD 1; DEFENSE 7; FIGHT 5 (bite +2); SHOOT 5; MOVE N; STR 10; DEX 11; MEN 7; KNO N/A; DL 1; Special: None.
9. LION/TIGER: HD 6; DEFENSE 13; FIGHT 16 (claws and bite +2); SHOOT 12; MOVE F; STR 20; DEX 15; MEN 6; KNO 2; DL 7; Special: Pounce (two attacks when it wins initiative).
10. BEAST/ELEPHANT: HD 11; DEFENSE 17; FIGHT 26 (tusks +7 or stomp +5); SHOOT 15; MOVE N; STR 25; DEX 10; MEN 5; KNO 2; DL 12; Special: Trample (all in melee combat must make a dexterity test or suffer 1d6 damage).
11. BEAR: HD 6; DEFENSE 12; FIGHT 19 (claws and bite +3); SHOOT 11; MOVE F; STR 23; DEX 13; MEN 6; KNO 2; DL 7; Special: Creatures hit must make a strength test or be hugged for automatic damage each round until a successful strength test is made.
12. PINCHER/CRAB: HD 1; DEFENSE 7; FIGHT 5 (bite +2); SHOOT 5; MOVE N; STR 10; DEX 11; MEN 7; KNO N/A; DL 1; Special: None.
13. MOLE/RAT: HD 1; DEFENSE 7; FIGHT 2 (bite +0); SHOOT 7; MOVE S / Climb S; STR 4; DEX 15; MEN 2; KNO 2; DL 1; Special: Bite may cause disease.
14. APE: HD 4; DEFENSE 10; FIGHT 12 (claws and bite +2); SHOOT 10; MOVE N; STR 18; DEX 15; MEN 7; KNO 2; DL 4; Special: None.
15. LIZARD/SNAKE: HD 3; DEFENSE 10; FIGHT 10 (bite +1); SHOOT 9; MOVE M; STR 17; DEX 15; MEN 2; KNO 1; DL 3; Special: May be poisonous.
16. ANTELOPE/DEER: HD 2; DEFENSE 10; FIGHT 6 (antlers or horns +1); SHOOT 9; MOVE F; STR 12; DEX 17; MEN 4; KNO 2; DL 2; Special: None.
17. SPIDER: HD 1; DEFENSE 9; FIGHT 4 (bite +0); SHOOT 8; MOVE N / Climb N; STR 8; DEX 17; MEN 2; KNO N/A; DL 2; Special: Poison (2d6 damage).
18. BRUTE/RHINOCEROS: HD 8; DEFENSE 14; FIGHT 22 (horn +5); SHOOT 12; MOVE N; STR 24; DEX 10; MEN 2; KNO 2; DL 9; Special: Charge for double damage.
19. SNAIL/SLUG: HD 2; DEFENSE 4; FIGHT 4 (bite +0); SHOOT 4; MOVE S; STR 6; DEX 6; MEN 2; KNO N/A; DL 2; Special: None.
20. FISH/SHARK: HD 3; DEFENSE 10; FIGHT 8 (bite +1); SHOOT 9; MOVE F; STR 13; DEX 15; MEN 2; KNO 1; DL 4; Special: Blood frenzy (+1 to hit and damage when blood is in the water).

* You might want to swap out toad/frog for fish/shark, maybe throw turtles in somewhere.

Some Examples ...

ANTAREAN ICE CREEPER: HD 1; DEFENSE 8; FIGHT 5 (bite +1); SHOOT 7; MOVE F / Climb F; STR 10; DEX 15; MEN 2; KNO N/A; DL 2; Special: Poisonous bite (1d6 damage), half damage from cold attacks. I'm picturing a stark white centipede of great size that hides beneath the snow. It has pockets on it in which it stores bodily fluids sucked from victims. It draws sustenance and heat from the decay of these fluids.

POLARIAN SEA BIRD: HD 1; DEFENSE 7; FIGHT 3 (talons and bite +0); SHOOT 7; MOVE S / Fly F / Swim S; STR 6; DEX 15; MEN 6; KNO 2; DL 1; Special: None. Polarian sea birds resemble Earth penguins except they are as large as dolphins and have coloration and habits reminiscent of killer whales. They have horn-like crests on their heads that allow them to make a low-frequency rumbling that can be heard by other sea birds miles away.

CETIAN HORNED SLUG: HD 2; DEFENSE 4; FIGHT 4 (bite +0, horn +1); SHOOT 4; MOVE S; STR 6; DEX 6; MEN 2; KNO N/A; DL 2; Special: None, horn does +1 damage. These slugs are the size of lions and are covered by a shiny, pink segmented shell. The forward-most shell piece has curved horns that the beast can use to attack.

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Image from HERE.

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