shared:bestiary

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Bestiary

This Bestiary is a semi-IC document containing Monster stats and information for various enemy types encountered and encounterable in the world of Planetfall. It is safe to assume information here is IC available for your perusal thanks to the Zeitgeist Research Department. Anyone is free to edit this information and add Monsters of their own creation.

Decaying

  • Decaying Monsters generally move jerkily and suddenly. They may talk, but talk in unconnected fragments that make no sense. They all have the same effects:
    • Technophobia - all Decaying creatures will prioritise targets displaying complex technology
    • Unharvestable - all Decaying creatures all PING to HARVEST
    • Brittle - all Decaying creatures die immediately upon losing all of their hits and shatter into rusty dust
    • Always PING Drain.

Big

  • Big creatures are lumbering and tough, and generally resistant to being pulled around. They generally have the following effects:
    • Sturdy - always call PING to STRIKEDOWN
    • Heavy - always take PUSH and PULL for 5m instead of the full length

Inorganic

  • Inorganic entities are particularly susceptible to electrical effects.
  • Inorganic creatures take BURN at 5s but ZAP at 10s.

Programmed

  • Programmed entities - usually inorganic - follow a set of rules to the letter.
  • These should generally be made obvious to the Monster playing them.

Static

  • Static entities cannot move of their own volition. They may usually still rotate.
  • Take STRIKEDOWN, PUSH, or PULL as BREAK.

Composite

  • This Monster is a big Monster made of several components. The creature should stay broadly together and have behaviour defined if one part gets destroyed.

Goosehawk

  • 5 hits
  • 1 two-handed weapon
  • 4 uses of BREAK when landed
  • Call WARP to fly around and come back down.

Razormonkey

  • 4 hits
  • 1 x one-handed bladed weapon
  • Natural Cover - Additional use of MISSED from cover
  • Scrappy - 3 PARRY

Razormonkey (Decaying)

  • 6 hits
  • 1 x one-handed blunt weapon
  • 4 PING to ranged damage
  • Decaying
  • Fracture Source - Call GAIN DRAIN to a target within reach once every 10s

Cavern Worm

Large resilient creature that burrows through the ice walls of the Kylalian caverns.

  • 9 hits
  • 2 x one-handed melee weapon
  • 3 x STRIKEDOWN
  • 1 x SLOW
  • Tunneller - Three times per encounter, call WARP to tunnel away into the walls of the ice and disappear. Call WARP again when you reappear.

Cavern Worm Larva

Cavern Worms leave their young to grow up in creches typically situated amongst dense patches of fungi on which the larvae feed.

  • 3 hits
  • 2 x short melee weapons
  • 1 x STRIKEDOWN
  • Docile unless provoked, for example by their nesting area being disturbed.

Elemental Beetles

Kylal is host to a variety of sub-species of large beetle (about the size of a dog), attuned to different elements.

Ice Beetle

Ice-attuned beetle usually found on Kylal's frozen surface.

  • 6 hits
  • 2 x one-handed melee weapon
  • 1 x SLOW
  • Ice Element
    • Always PING SLOW
    • When hit with BURN, also lose 2 hits (overact this)
Rock Beetle

Rock-attuned beetle, usually found in Kylal's underground tunnels.

  • 6 hits
  • 2 x one-handed melee weapon
  • 1 x STRIKEDOWN
  • 1 x PUSH
  • Rock Element
    • Always PING BURN
    • When hit with BREAK, also lose 2 hits (overact this)
Honey Beetle

Kylal's deeper tunnels host an immense nest of beetles attuned to… honey? At least, they produce honey in copious quantities using local plantlife, and seem to use the substance for a variety of purposes.

Close to the nest, Honey Beetles are usually found near to static pools of delicious, nutritious honey, which they can gather to power their abilities. Further from the nest honey may be in shorter supply, in which case Honey Beetles may carry a small amount of honey with them. All Honey Beetles have the Honey Element modifier.

  • Honey Element
    • You are attracted to, and defensive of, sources of honey
    • With 5 seconds of uninterrupted roleplay at a source of honey, you may gather a unit of honey
    • You may hold up to three units of honey at once
Worker Honey Beetle
  • 6 hits
  • 2 x short melee weapon
  • Honey Element
  • You may spend a unit of honey to call HEAL on another Honey Beetle in melee reach
  • You may spend a unit of honey to call GAIN HONEY on another Honey Beetle in melee reach
  • You may spend a unit of honey to call YOU: PUSH
Soldier Honey Beetle
  • 10 hits
  • 2 x one-handed melee weapon
  • Honey Element
  • You may spend a unit of honey to call YOU: PEW
  • You may spend two units of honey to call YOU: BREAK (your choice of limb or weapon)

Entangler Plant (Trap)

A knotty and viney plant found in the deeper tunnels.

  • 1 x short melee weapon
  • Call PULL on every hit
  • Static: Take STRIKEDOWN, PUSH, or PULL as BREAK

Acid Plant (Trap)

A fleshy plant filled with burning acid found in the deeper tunnels.

  • 1 x short melee weapon
  • Call BURN on every hit
  • Static: Take STRIKEDOWN, PUSH, or PULL as BREAK

Mushroom (Trap)

The deep caves are home to numerous types of mushroom.

  • 10 hits
  • No weapons
  • Static: Take STRIKEDOWN, PUSH, or PULL as BREAK
    • Since you are unarmed, effectively you ignore these calls
  • Whenever you take a hit or are otherwise interacted with (e.g. probed with scientific equipment), call your designated effect call. Note that this is always the same call for any given mushroom, though multiple mushrooms of different kinds may happily co-exist. Example effect calls:
    • MASS EFFECT: ITCHY
    • MASS SLOW
    • MASS PUSH
    • MASS ZAP
    • YOU: CURSE on the damage dealer

Slime

A dense mass of oozing slime.

  • Semi-composite monster: Start as a single composite monster, but individual monster physreps can be split off or rejoin at will, or by appropriate interactions (PUSH, PULL, STRIKEDOWN, etc)
  • Per monster physrep:
    • 10 hits
    • 1 x any weapon (aim for a mixture amongst monsters)
    • 1 x YOU: PULL
  • Monsters should aim to surround and envelop targets
    • Monsters may freely call BURN against targets that are fully surrounded by monsters on all sides, as the slime envelops them (monsters may also attack for damage but should coordinate this carefully; prioritise BURN)

Dread Mole

Moderately sized creatures found in the more remote tunnels. Seemingly they are not fond of the background noise of mining and exploring in the tunnels inhabited by people, so more often than not Dread Moles are found outside of Ship Heart range. However, they are not (necessarily) Decay creatures.

  • 6 hits
  • 1 x one-handed melee weapon
  • 2 x STRIKEDOWN
  • Darkvision: Always PING EFFECT: BLINDED

Raktor

Quadrupedal reptilian creatures with scything claws.

  • 5 hits
  • 2 x daggers or 1 x one-handed melee weapon
  • 1 x BREAK by melee

Raktor Boss

Bigger than the other Raktors

  • 8 hits
  • 1 x one-handed melee weapon
  • You may call STRIKEDOWN or PUSH every 5 hits given or taken
  • Protective - prioritise threats to other Raktors.

Ferocious Mytenean Devil

  • 4 hits
  • 2 x short melee weapon
  • 1 x BREAK (this represents you biting. deliver to legs if possible since you are supposed to be small. )

Evasive Mytenean Devil

  • 4 hits
  • 1 x single-handed melee weapon
  • WARP every 3 hits given or taken (5s disappear)

Headstrong Mytenean Devil

  • 6 hits
  • 1 x single-handed melee weapon
  • After 5s of charging at someone, PUSH by melee

Mini Cave Slug

  • 1 hit
  • Move at walking pace or slower
  • Should not attack unless provoked (i.e. by someone getting in their personal space and staring at them), but has 1 YOU PEW after 10 seconds of appropriate venom prep roleplaying (puffing up, hissing)
  • Darkness my old friend: Cave slugs like caves. This type may be encountered outside caves, but should attempt to enter anything that looks like it might be a cave (dropships, warehouses, etc…)

Midi Cave Slug

  • 4 hits
  • One single-handed melee weapon
  • Move at walking pace or slower
  • Dislikes anyone coming within 5m of them. YOU PEW after 10s of appropriate venom prep roleplaying (puffing up, hissing) on anyone who does.

Hypnosis Cave Slug

  • 6 hits
  • One single-handed melee weapon
  • Move at walking pace or slower
  • YOU: PULL once every 30s

Chonky Cave Slug

  • 10 hits
  • One long 2-handed weapon (spiky tail)
  • Move at walking pace or slower
  • 1 x STRIKEDOWN
  • 1 x PUSH
  • 1 X BREAK

Grandaddy Cave Slug

  • 16 hits
  • One long 2-handed weapon (spiky tail)
  • Move at walking pace or slower
  • Can spit venom: 10s charging for YOU: PEW
  • 3 X PUSH
  • 3 X BREAK

Burrowing Mites

Small mites, typically found in swarms, which can burrow through stone and metal as well as organic material.

  • 1 hit
  • One short melee weapon
  • 10s to CURSE downed player

Mighty Mite

Large mites, often with swarms of burrowing mites clinging to their chitinous exoskeletons.

  • 15 hits
  • Two single-handed melee weapons
  • 3x PING PEW
  • 3x BREAK
ERROR: Hive IV documentation not found. Please expand archive.

Cliff-Face Eels

Cliff-Face Electric Eel

Large eel that inhabits the cliff-faces of Siruta and builds up enormous static charge

  • 4 hits
  • 1 melee weapon
  • 1 x YOU LOT: ZAP
  • Always PING ZAP
Cliff-Face Giant Eel

Enormous eel that dwells within the cliff faces

  • 10 hits
  • 2 handed weapon
  • Call PULL once per 30s
Cliff-Face Spitting Eel

Large eel that inhabits the cliff-faces of Siruta and attacks its enemies from afar

  • 6 hits
  • 1 melee weapon
  • Call YOU: PEW after 10s of appropriate roleplaying of preparing a spit

Giant Crabs

Crusty Crusher Crab

Large crustacean with big claws intent on wrecking your day

  • 6 hits
  • 1 x Blunt Weapon
  • 2 STRIKEDOWN
  • Move sideways if you can for flavour
Hermit Scorpion Crab

The improbable genetic amalgamation of crab and scorpions, creating a truly existing creature.

  • 6 hits
  • Shield + Short Weapon
  • 10s of charging to call YOU: PEW from your tail
  • Armoured - Plant yourself behind your shield to use it as Cover (2 x MISS)
  • Shy - Use other Cover as much as you can

Jellyfish

Electric Jelly
  • 6 hits
  • Two weapons
  • Call ZAP whenever you strike someone or something with your weapon
  • Mindless - Move without purpose, bump off things and wave your weapons around
Photosensitive Jelly
  • 6 hits
  • Two weapons
  • You may choose to call EFFECT: BLINDED when you strike
  • Photosensitive - Move toward things that use bright lights (e.g. guns)
  • Mindless - Move without purpose, bump off things and wave your weapons around

Surface Sharks

Sandshark

Predatory sand-dwelling creature capable of swimming through sand at phenomenal speed.

  • 6 hits
  • 1 x one-handed melee weapon
  • 1 x STRIKEDOWN
  • Call PULL by melee on anyone unconscious in sand
  • Shark Metabolism: Must keep moving!
Surface Shark

Predatory amphibian that coasts along the surface of water and slides up onto beaches to ambush unsuspecting prey.

  • 6 hits
  • 1 x one-handed melee weapon
  • 1 x BREAK
  • Camouflage - Call WARP after spending 10s uninterrupted staying still. Start the encounter hidden, if you like. You must call WARP when you reappear.

Bandits

Bandit
  • 8 hits
  • 1 x one handed Ranged weapon
  • 1 x one handed melee weapon
  • Spend 1 hit to call PARRY
  • Spend 1 hit to call YOU: PEW immediately against someone attacking an ally in melee
  • Recovery - 30s of appropriate roleplay out of combat to regain all hits
Bandit Mystic
  • 5 hits (+4 Barrier)
  • 1 one handed weapon, free hand for Startouched abilities
  • Startouched Abilities:
    • Repairing Solar Barrier - 4 hits in your Solar Barrier, recover with 5s of hand held to chest
    • Concussion Bolt - hold your hand overhead for 15s to call YOU: STRIKEDOWN
Various Bandit
  • 10 hits
  • 1 x two-handed weapon
  • Technomancer Various - Take ZAP at 10s but BURN at 5s.
  • Assimilation - Call HARVEST on downed allies or enemies to gain HEAL 5 and one of the following effects:
    • 3 uses of PING PEW
    • 3 uses of ZAP
    • BREAK by melee
Bandit Engineer
  • 8 hits
  • 1 x two-handed gun
  • 3 MEND
  • 3 HEAL
  • Improved Gun: loads in 5s instead of 10.

Hired Lackies

  • 8 hits
  • 2H ranged weapon (charge for 3 shots instead of 1) or 2H melee weapon (3 uses of STRIKEDOWN)
  • Not Being Paid Enough For This! - Run away when reduced to 2 or so hits.

Pirates

Salty Sailor
  • 6 hits
  • 1 x one handed Ranged weapon
  • 1 x one handed melee weapon
  • 1 free use of PARRY
  • Spend 1 hit to call PARRY
  • Recovery - 30s of appropriate roleplay out of combat to regain all hits

Spectres

Voidheart Assassin
  • 5 hits + 4 barrier
  • 1 x bladed weapon
  • Space Between Space
    • 10 seconds
    • Gesture: drawing invisible lines between points in space in front of you with your finger
    • Call WARP. You have 10s to relocate, after which time you must call WARP again.
  • 2 x YOU: EFFECT FRIGHTENED.
  • 4 x BREAK

Heavy Duty Security Bot

Non-sentient bipedal security robot that exists to eliminate threats as defined by its owner, with extreme prejudice. Usually red.

  • 8 hits
  • Inorganic (take ZAP at 10s, BURN at 5s)
  • Melee weapons only. Claw if possible.
  • 1 x BREAK by melee
  • 1 x STRIKEDOWN by melee
  • Programmed

Detainment Bot

Non-sentient bipedal security robot that exists to incapacitate and subdue potential security concerns defined by its owner. Usually blue.

  • 6 hits
  • Inorganic (take ZAP at 10s, BURN at 5s)
  • 1 x one-handed melee weapon
  • Stun Baton - Call ZAP on every blow, but never do damage
  • Detainment Lasso - One use of YOU: PULL on a target attempting to flee.
  • Programmed

Security Bot

Non-sentient bipedal security robot that exists to eliminate threats as defined by its owner. Usually yellow.

  • 6 hits
  • Inorganic (take ZAP at 10s, BURN at 5s)
  • 1 x one-handed melee weapon OR 1 x one-handed ranged weapon
  • Programmed

Sentry Turret

Powerful but static turret designed to survey an area.

  • 20 hits
  • 2 x two-handed ranged weapon (if safe, otherwise just one 2 handed weapon)
  • Inorganic (ZAP is 10s, BURN is 5s)
  • Static
  • Programmed
  • Assault Fire - 10s of loudly charging to call YOU: PEW three times in succession

Loading Bot

Heavy duty lift and load bot for dockyard situations

  • 6 hits
  • 1 x two handed weapon
  • Inorganic
  • 5 x PUSH
  • 1 x PING BREAK

Welding Bot

Heavy duty construction bot with fiery equipment

  • 15 hits
  • 2 handed ranged weapon
  • Inorganic
  • 5 x YOU LOT: BURN
  • 3 x YOU: PUSH
  • 5 x PING PEW

Vitruvian Splatterbeast

The Vitruvian Splatterbeast is a four-armed foul and fearsome monstrosity from the fetid acid-swamps of the jungles of Vitruvius. Its slobber and oozing pus are both highly toxic, producing a violent burning sensation, and its razor sharp talons make it a fearsome and unrivalled predator.

  • 50 hits
  • 2 x 2 handed melee weapon (if safe to fight with, else two one handed weapons)
  • 4 x STRIKEDOWN by melee
  • Big
  • Acidic Slobber - BREAK by melee twice every 30s
  • Splatterblast - After every 10 hits you suffer, call MASS BURN (which you are immune to)
  • Splatterbomb - Call YOU: BLAST on a target you down

Sirutan River Scourgeling

Claws
  • 8 hits
  • 2 handed weapon
  • 2 x your choice of PUSH or STRIKEDOWN
  • 12 hits
  • 1 x Dagger
  • Call YOU: PEW against a target every 10s (aim for people in Cover to remind them how this works)
  • Head - If the head dies the claws die too

The Squeeple

The Squid People, or Squeeple, are a recently spotted form of Sirutan Scourgeling that seems to operate as separate entities with a joint connection to a central mind. Only spotted in the Sirutan seas so far.

Squerson Splatterer

These throw ink and slime to cause problems on purpose.

  • 6 hits
  • Bag of throwing balls + 1 blunt weapon
  • When you hit someone with a ball, call one of the following:
    • YOU: PULL
    • YOU: SLOW
    • YOU: BURN
  • Sticky Splatter - when you are reduced to half hits, call MASS SLOW
  • Shared Squintessence - when you are reduced to 0 hits call YOU: HEAL 3 on the Squerson Squintessence
Squerson Squisher

These big chunky bois smash and pulverise with their slimy henchness.

  • 8 hits
  • 2 handed weapon
  • Call STRIKEDOWN after every 5 hits you take or give.
  • Goliath Falls - when you yourself take a STRIKEDOWN call MASS STRIKEDOWN
  • Shared Squintessence - when you are reduced to 0 hits call YOU: HEAL 3 on the Squerson Squintessence
Squerson Squintessence

The brains of the operation that has a big bulbous brain-sac and controls the smartness of the others.

  • 12 hits
  • 1 blunt weapons for self defence
  • Hand out toward a target for 10s to call YOU: HEAL 3
  • Ground Pounder - Call MASS PUSH each time you lose 4 hits

Thunderhead's Scourgelings

Thunderhead is a legendary Scourge that towers above the waves and launches scores of Scourgelings from its back to soften up its prey. Pods fly in a straight line toward a target and call BLAST if they hit anything on the way before the entity inside bursts forth.

Scyther

These are nasty praying mantis type creatures that hop around quite elusively and strike viciously.

  • 6 hits
  • 2 bladed weapons
  • 2 free uses of MISS
  • 2 BREAK
Scalder

Similarly spindly creatures that spew burning light from pustules across their bodies in order to obliterate their foes.

  • 4 hits
  • 1 blunt weapon
  • 1 use of YOU LOT: BURN
Shrieker

Bursting forth from its cocoon, it will shriek and pull someone toward it to try and implant its eggs. Yuck.

  • 10 hits
  • Short weapon
  • Static
  • With a 5s build up of screaming, call YOU: PULL
  • If the target is pulled to you, call CURSE by melee when they arrive
    • The long term CURSE effect is EGGS.

Connector

Towering, glowing being which lumbers slowly behind the main force of Decaying, bolstering them.

  • 2 hits per Monster (minimum 6 hits)
  • Call MONSTERS HEAL (you don't take this) once every 20s.
  • Call MASS DRAIN when struck in melee.
  • 1 x melee weapon for defensive fighting only
  • Decaying

Dominator

Enormous manifestation of destructive decay. Witnessed only once at the fall of Vyix 9A.

  • ??? hits
  • ??? weapons
  • ??? abilities
  • MASS STRIKEDOWN on every step.
  • Decaying

Grappler

Nasty barbed creatures that specialise in pulling prey toward them in order to devour them.

  • 6 hits
  • 1 melee weapon
  • Decaying
  • Barbed Grapple - 1 use of YOU: PULL every 20s.

Infector

Recently infected creature that is in the process of rapid decay

  • 6 hits
  • 1 melee weapon
  • Decaying
  • Call DRAIN every 5 hits you make or take
  • Call MASS DRAIN upon being reduced to zero hits

Lesser Dominator (Decayed Dropship)

Decaying Hull (x1)
  • 20 hits
  • 2H weapon
  • May call BREAK with every hit
  • Decaying
  • Big
  • Move incredibly slowly but call MASS STRIKEDOWN with each step
  • Ignore MASS STRIKEDOWNs from other Monsters
  • No qualms about calling EXECUTE on downed players.
Decaying Engine Pod
  • 8 hits
  • 1 1H weapon
  • Explosive - Call MASS STRIKEDOWN on death.
  • High Velocity - Fast moving, keep moving - if you hit a solid object immediately lose all your hits. PUSH and PULL only modify your course.
  • Ignore MASS STRIKEDOWNs from other Monsters
  • Decaying

Seeker

Standard grunts of a Decaying force, usually made up of twisted rusting metal or bodies of the dead.

  • 3 hits
  • 1 x one-handed melee weapon
  • Decaying
  • Relentless
    • If a Connector is present during the encounter, don't disappear when you drop to 0 hits, wait to be healed and get back up again on 3 hits.
    • If a Connector is not present, revive 3 times to 3 hits before finally dropping.
    • Call PING to EXECUTE.

Stinger

Buzzing, loud, fast-moving creature. Teams up with other Decaying creatures to weaken their targets.

  • 1 hit
  • 1 x one-handed weapon
  • Freely call DRAIN by melee
  • 2 waves (re-appear off the edge of the encounter and call NEW MONSTER)
  • Decaying
  • Sharpseeker - Buddy up with a larger Decaying and help them take on targets

Stinger Swarm

Many smaller stingers working together

  • 5 hits
  • 1 x one-handed weapon
  • Freely call DRAIN by melee
  • 2 waves (re-appear off the edge of the encounter and call NEW MONSTER)
  • Decaying

Tracker

A highly decayed bipedal creature. It has no sense of sight, but has lethal attacks and is difficult to defeat single-handedly.

  • 12 hits
  • 1 x melee weapon
  • Blind Fervour - Move jerkily, move slowly when not alert, and follow sounds you hear. Make clicking and screeching noises to indicate your mood. Don’t actually close your eyes.
  • Decaying
  • shared/bestiary.1646831087.txt.gz
  • Last modified: 2022/03/09 13:04
  • by katie