   Date: Sun, 01 Feb 1998 10:49:04 EST
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] I'm back (Derek)

Hello to everyone,

Sorry that I could not get back on the list sooner, but I lost
Wolfy's snail mail address. Also note that I am having trouble
getting my mail from Juno, so if you send something to me
give me a week to respond.  So lets us begin:

Here are some new beasties of mine


Asil
----
No       1
Per     15
ST/RU   +4
AC      15
MD      17
Hlth    17 35 vs radiation
Speed    8 fl 30
LVL      7
HD      18
THAC    +7
Attacks  bite 3d8
IQ       non-intelligent
Morale   14
Size     H(4m)
Freq     rare
org      solitary
Act Cyc  night
Diet     carnivore
TECH     0
Art      nil
Cl/Terr  temperate forests, plains and wetlands

Physical Mutations
------------------
Nocturnal (D)
Heightened balance ( MC A in flight)
Lightning generation (15)

Powers
------
goes berserk when near rabbits

Desc
----
Mutant robberflies, they look like bumble bees, but have only 2
wings and a dent between the eyes.

Combat
------
Asils hunt in the air, fling low to the ground. When a large
animalis found, the asil attacks with lightning. If the prey
appears weakened, it will then land and use its bite to finish
the animal off.

Society
-------
Asils are a very territorial species, and will never hunt together.
Other than giant insects, asils appear to enjoy rabbit flesh. Hoops
are terrified of them and some tribes use asil hunts as adulthood
rites.



I saw Predator 2 recently and came up with the following stats

No           1 (10-20)
Per         15
ST/RU       +2 (+8)
AC          15
Hlth        20
MD           see below
Speed       18
LVL         10
HD          20
THAC         see below
Attacks      by weapon
IQ           see below
Morale      18
Size         M (2.2 m)
Freq         very rare
Org          solitary or pack
Act cyc      night
TECH        VI
Art          see below
Cl/Terr      any warm land
PS      18+1d6
DX      14+1d6
CN      16+1d4
IN      12+2d4
MS      14+1d4
CH         2d3
MD           depends on GM (because of alien mind)

Mutations and powers
--------------------
as per movies

Desc + Cmbt + Soc
-----------------
I don't want to ruin it for anyone who does has not
seen the movies. So get out there and rent them! :)

Weapons
-------

  wrist blades
  ------------
  THAC +2 dmg
  2d4 2 attacks/ round

  spear
  -----
  THAC  +3
  dmg    1d8
  1 attack/ round
  thrown as per normal spear

  Y-blades
  --------
  THAC   +2
  dmg     1d4+1/ blade
  ROF     4
  range  10

  tracking blade
  -------------
  THAC  +8
  dmg    6d6
  ROF    1
  range  8

  blaster cannon
  --------------
  THAC  +3
  dmg    6d8
  ROF    3
  rng   30  **

  Missile Cannon
  --------------
  THAC  +3
  dmg    5d8
  ROF    2
  range 30

  Net
  ---
  THAC  +5
  dmg    2d6+2/ round
  ROF    1
  range 15

  ** the cannon fires once per round if aimed. It can fire
  3 times per round in a specific direction, but anything
  in that direction has only a 15% chance of being in the
  line of fire. Then the predator must make a THAC roll.


I also obtained  Beta Principle and Legion of Gold for 7.75 and 5.95 (at
Crazy Egor's in Rochester NY). In reading them, I enjoyed LoG much more
except for the buggem species. So for those who want " more realistic"
insect men, I came up with the following:



Buggem (termite man)
--------------------
No        1d10 (10d10)
Per      18
ST/RU    +3
AC       15
Hlth     14
MD       14
Speed    10
LVL       4
HD       10-12
THAC     +4
Attacks   claws(2) 1d6, bite 1d10
IQ      low
Morale   12 and see below
Size      M (1.5-2 m)
Freq      rare
Org       hive
Act       Cyc any
Diet      omnivore
TECH     II
Art       M
Cl/Terr   Temperate plains and forests

Mutations
---------
1/20 of the population has gas generation
(15 40% blinding, 20% burning, 20% poisonous)

1% of the population has lowered PS, -20% to
height, +4 to DX, IQ of high

Telepathy (see below)

powers
------
sunlight causes 3d6/ round of damage

Desc
----
Buggems appaer to be centaur termites, walking on 4 legs. They have
the extremely white skin of their smaller kin, and thus are killed by
sunlight just as smiple termites are. They wear utility belts that carry
weapons and tools.

Combat
------
They use stone axes and spears if the raw materials are available.
Oterwise they use their natural weaponry. The Intelligent ones use
artifact if the find them.

Society
-------
The intelligent ones use telepathy to communicate and control the
hive. The telepathy is unlimited when used to communicate between
buggems. The larvae need mammal hosts. 1/ size catigory (above T) can be
implanted (eg a size H creature can hold 4 larvae). Their only racial
goal is survival.

Someone please send me a list of the weapons I gave to the list. I came
up with several more but don't remember where I left off. And who won the
Xmas contest?

Enjoy
Derek

----------------------------------------------------------------------------

   Date: Sat, 07 Feb 1998 10:59:40 EST
   From: dmh71@juno.com (Derek M Holland)
Subject: Re: [gworld] buggems and weapons

To Wolfy and Everyone else,

I gave the aversion to sunlight because it is true that most
species of termites do die if exsposed to sunlight. If you don't
want this, it could be a exoskeleton mutation for survial to UVs.
Ironicly, I came up with a nail gun before reading the messages on it.
The weapon is just called the nail gun, and it is based on the simlar
weapon in the Hyperion series by Simmons.

Nail Gun
--------
Base damage    2d4
THAC            +6  (-4 vs metal armor)
TECH             V
Comp.            8
Short range     12
Duration       one shot
Rate of Fire     2
shots/reload    20
cost          3000
weight           6 Kg.

This weapon fires showers of nails in groups of 4. It is only useful
against unarmored opponents. It is a small rail gun in design and a chem
cell powers 200 shots.


I also came up with some alterations to some of the 4th ed. weapons
The needler has a ROF of 6
The fission cannon does 12d8 points of damage

Nukes     in 600 m    in 6 Km
-----     --------    -------
Fusion     60d10        30d10
Fission    40d10        20d10
Cobalt     20d10        10d10
radiation is as per the TotA book.

And finally the most controversial alteration black ray weapons:
There is no pistol only cannon and rifle. Instead of a health check
(which is stupid as it has no chart like poisons) the rifle requires a
challenging CN check and the cannon a tough  CN check. Force fields and
armor does not inhibit black rays (only use base AC and DX modifiers).
They are also very visible in all but the darkest night and  are illegal
in most cities and countries. Anyone seen with one is a death penalty
crime in these areas.  Comments, questions??

I came up with a campain idea for anyone who wants one:  the colonies off
earth have finally regain the knowledge of the Ancients and are looking
back at the homeworld as a place to colonize.  Any ideas about this??

I recently obtained No Humans allowed for the XXVc game and Space and
Ultra-tech for GURPS. They are all useful for GW!! And I have started
converting some of the Weapons in UT to GW. Before I can do the same
for the armor does anyone play GURPS? If so PLEASE tell me what DR
and PD are and how do they work!! I have all kinds of neat ways of
killing  PCs that I will be sending to you soon.

Until then

Derek

----------------------------------------------------------------------------

   Date: Sat, 21 Feb 1998 08:19:29 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] Weapons of Mass destruction

Hi to all,

In looking over my GURPS stuff and some novels I have read,
I came up with some weapons (both powerful and not). Also after
watching my brother play Turok, I came up with some stats for
cybernetic dinos- you want them?

Shield Skipper
--------------
DMG        3d6
THAC        +4
TECH        VI
comp        25
Sht rng    150
duration     1 shot
rof          1
s/r          4
cost         -
weight  3 kg


This weapon fires "phased" neutrally charged particles. They unphase
when they come in contact with a force field. The target is then
damage by the particles. If an object/person is unshielded, the
gun has no effect upon it/him.

Ice Needler
------------
DMG      1d3
THAC      +4 (-4 vs armor)
TECH       V
comp      12
sht rng    6
duration   1 shot
rof        8
s/r      400
cost    2700
weight     3 kg (+1 when full)

This weapon fires slivers of ice meaning to shread the flesh of
the target. The gun must be refilled with water every 100 shots.
It is a fairly common weapon, that is favored by everyone who has
easy access to water. The Bonapartists have successfully duplicated
it in the R&D lab in Elda, and is now used by extensively by that
alliance. It runs on 1 H2 cell.


C+ Missile
----------
DMG        20d20+400
THAC      +30
TECH       VI
comp       40
sht rng    15 km
dur        one use
rof        1/8
s/r        1
cost       -
weight   180 kg

This weapon of mass destruction was developed by the Created for a
civil war in their ranks (IMC). It is called the C+ because it
moves faster than light. It is not explosive, the impact does
all the damage. Because of its unusual nature it also vaporizes
everything within 10 m of where it was launched and everything with
in 40 m of its impact point takes full damage. It is found only in
certain compounds across Meriga that have line of sight of their
target. It goes only in a straight line, so if it misses, it either
hits the ground or heads of into space.

Note that I developed the following before I read the similar weapon on
Kerry's site

Anti-matter bombs
----------------
             I             II            III            IV
             -----         --------      ---------      ---------
dmg          10d10         10d10(X5)     10d10(X10)     10d10(X20)
THAC           +20               +25            +25            +25
TECH            VI                VI             VI             VI
comp            15
duration   one use           one use        one use        one use
radius        2 KM              3 KM           5 KM           7 KM
mass dmg     .5 KM            .75 KM        1.25 KM           2 KM
rof              1                 1              1              1
s/r              1                 1              1              1
cost             -                 -              -              -
weight       15 Kg             30 Kg          60 Kg         120 Kg


  These weapons of mass destruction were the paragon of bomb technology
of the Ancients. Like nukes they do massive damage with in a certain r.
Outside this, to the max r, a AM bomb does 1/4 damage. Radiation is an
intense burst that is not residual  The intensity of the radiation is
10+(5X type ie I-IV). All within the max r is affected. Some of the war
robots have AM bombs in place of nukes (GM decides the number and type).

Does anyone know what ppg (from Bablyon 5) stands for? And questions or
comments on any of the above would be welcome.

enjoy

Derek

----------------------------------------------------------------------------

   Date: Sat, 21 Feb 1998 15:36:17 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] Idea and creature

Hi to all,
             I was watching Xfiles last week, and the weapons platform
thing reminded me of the tag I sent to the list in december. I just came
up with another idea using a satellite. I call it Raindrops Keep Falling
on my Head. A think tank (Fermee or the Mad Zone for the 4th ed) has
taken over the last functional weather satellite and is using thunder
storms (or blizzards or dust storms depending on were the think tank is)
to drive away all the intelligent beings near it.  Any ideas??

I also was watching Voyager, and a creature idea poped into my head. It
is based on species 8572, the Shadows from Bablyon 5, the Id monster from
Forbidden Planet, and the creature from the Relic. It also has a
Cthulhu-ish feel to it.

Wraith (He who walks in Shadows)
--------------------------------
No         1
Per       22
ST/RU    +20
AC        25
MD+Hlth   25
Speed     24
Lvl       15
HD        40
THAC     +15
Attacks  (claws, 2)   3d10
IQ       low
Mor       20 (see below)
Sz         H (6 m)
FREQ       unique
Org        solitary
Act Cyc    night
Diet       chemicals found in PSH glands(+meat)
TECH       0
Art        none
Cl/Terr   any warm land

Physical mutations
------------------
Heightened senses (all)
Heightened PS, DX, CN
Regeneration (28)
Anti-Necrobiosis (lives to 750 years)

Mental Mutations
----------------
Phobia to light
Tracking (20)
Teleport (15)

Powers
------
invisible until wishes otherwise
fear
insanity

Desc
----
Unknown, all who have seen it who are not insane do not remember.
All that is known is that it has 3 digits per foot and hand.

Combat
------
If the Wraith howls, all within 20 meters must make a tough MS
check or flee for 1d10 minutes. If it shows itself, all who see it must
make a nearly impossible MS check or go insane for 2-20 minutes -treat as
confusion, and the person develops a phobia. The phobia is related to the
environment where the Wraith was encountered (most likely darkness). The
Wraith hunts PSH for certain chemicals found in pituitary gland. It is
deathly afraid of light greater than a torch or flashlight, and will flee
until in darkness once again.
	It attacks with its claws. If it strikes, and still is visible,
the blood (or sap) will allow attackers to see the Wraith (-6 to THAC
though).

Society
-------
None, a solitary being has no society. It has been around for 250
years, and many bogyman tales have sprung up around it. It is rumored to
have a lair, but its location is also unknown.

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Sun, 22 Feb 1998 18:26:47 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] Ogre vs DM and other bits

Hi all,
         Rereading these messages on the O vs DM, I was thinking why are
the weapons on a DM so short in range. The lasers should be twice or
triple what they are (be that they are light, and light has a good range,
ie forever). The black rays, trek guns, and blasters might have trouble
traveling thru air, I will give you that, but the nuke range is stupid
since the DM is within the blast radius. I was thinking (and using) 10 Km
as a good range. And now that I have introduced AM bombs, I might raise
it to 12 or 15 (I know that the AM bombs do not have this kind of range,
but it more sensible to me to be far away from the explosion).
  Also someone suggested to me to have a look at Delta Green for Cthulhu-
What is it about, and is it a GOOD source book (unlike the King of
Chicago- I regretted getting that as it was just 2 adventures with little
useful info on the 2 cities).
   I am wondering- did anyone make up stats for the creatures mentioned
in the Overlord of Bonparr? I have my own but they are a little old and
would like to see other peoples ideas.
   I saw Screamers last night and think that the robots (versions 1 and
1b) would make excellent guardians- esp. if they were limited by
broadcast power. I will make up some stats and send them to you soon.
   I have been a little lax with giving you guys bugs so here is one:

Lytid
-----
No        2-5
Per      12
ST/RU    +4
AC       16
MD+Hlth  14
Spd       9 fly 15
Lvl       4
HD        8
THAC     +4
Attacks   bite (3d6)
IQ        semi-intelligent
Mor      14
Sz        M (2 m)
Freq      Very rare
Org       swarm
Act Cyc   any
Diet      herbivore
Tech      0
Art       none
Cl/Terr   any forest

no mutations or powers

Desc
----
These giant beetles are feared all over Gamma Terra for their
extreme destuctiveness to forests. They are cylindrical and are black or
brown. Their mandibles are large but are meant to cut through wood, so
its bite does 4d8 to trees and shrubs.

Combat
------
Adult lytids feed on leaves and branches of trees and shrubs
(intelligent or not) and have preferences depending on the subspecies.

Society
-------
They breed in the fall; laying each egg in the base of a tree. The
young slowly kill tree. Finally breaking out in April. Whole groves are
destroyed this way.

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Wed, 25 Feb 1998 15:42:49 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] ??s and some more weapons

Hi to All,
              I was jst looking at the core rules and the TotA for the
4th ed and I have some questions. 1st- Int the core rules it says that we
are a Tech IV and a Tech V society- so which is it (I would say very late
4 very early 5)? In the TotA the fusion rifle is affected only by the
magnetic force field- the weakest of he 3 types. So how are they rated in
strength? And what is up with the "3 most dangerous" weapons- the grazer,
fusion rifle and cyclorator?!? I think that the plasma rifle, conversion
beamer, and chameleon rifle (for its range) are the big 3. And that the
Devastator is "the ultimate combative robot in existance, but is also the
rarest."?!?! Did several people write the book? I have no idea how it
could be more powerful than a battlebot or the dreaded death machine.

I came up with some more death from the sky:

Satellite Weapons

       laser           blaster            darts               ion
       -----           -------            -----               ---
dmg    15d6            8d12               8d8                 special
THAC   +5              +8                 +12                 +6
rof     1               1                   4                  1

These weapons are on orbiting battle platforms (OBPs). Most OBPs have one
of the 3 energy weapons as the main gun and the darts as a secondary
weapon. Darts are clouds of small duralloy spikes 1.5 meters long. They
are fired in groups of 10, 4 times per round. Ion shots either short out
(unshielded) or inflict 8d12 pts of dmg (shielded and robots/androids) to
powered objects. The other 2 guns are treated as rifles and pistols of
the same type. IMC the Created have taken over and restocked several
OBPs.

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Thu, 26 Feb 1998 13:20:26 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: [gworld] ??s+more weapons

Hi All,
         I was just thinking- has anyone developed any aquatic weapons?
Also I ask that people to please send me weak mutations (esp mental) to
go on that table I am making up. In the TotA, there are 2 EMP generators,
which one do you guys use? Did that person who sent the 1st 1/2 of the
Alien table send the rest? If so please send me both 1/2s Thanks.

Force Pike
----------
dmg     4d6
THAC     +4
TECH      V
comp     12
sht rng   3
dur       1 shot
rof       1
s/r      20
cost   3500
weight    9 Kg

This weapon fires a force field projectile in the shape of a cone
(pt forward). The pike appears to be a 2 meter long staff, and is
often made to look like it is made of wood. It is powered by a
chem cell.


Smart Bullets
-------------
These are small versions of smart darts. The laser guided type is
TECH V. They use the UA of the person aiming the laser (w/ DX bonus).
The other type is seeking (TECH VI) and use the seeking guidance
rules. All smart darts do 5d6 pts of dmg on impact. They are fired
by the chameleon rifle.


Warhead, Blaster
----------------
dmg     6d8/6d12
THAC          +6
TECH          VI
comp          10
rad.       10/15
dur            1 whatever (I hate this stat)
cost      5000/-
weight  .2/.4 Kg

This warhead releases a burst of energy similar to that of blasters
(thus the name).


Laser, Quad
-----------
dmg    10d8
THAC    +10
TECH      V
comp     22
sht rng 180
dur       1 shot
rof       1
s/r     150
cost      -
weight  250 Kg

This weapon is used for installation defense (think of the cannons
in Forbidden Planet) and anti-aircraft. It is powered by either
100 solar cells and/or 1 atomic cell (in the case both are used,
the atomic cell is used as backup).As it has 4 shots, it strikes
an area 5 meters from the target (ie a sphere is damaged, not just
one object).


And going with that old list that used descriptive names:

Blood and Guts
--------------
dmg      4d8
THAC      +8
TECH      VI
comp      24
sht rng   40
dur        1 shot (still hate it)
rof        as machine gun
s/r       35
cost    9500
weight     6 Kg

This gun fires special rounds that pierce armor. It is so named
because it rips up targets (esp since it was made in an age of
beam weapons).


Are you guys using what I am sending- I have  obtained no response
to any of the weapons/creatures I have sent. I don't want praise-
I want constructive criticism. That I am insane to allow black
rays to go thru shields and armor as if they weren't there.
That kind of thing. :)

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Tue, 3 Mar 1998 20:28:51 -0500
   From: dmh71@juno.com
Subject: [gworld] Tanks (and other front line stuff)

Hi All,

I came up with some ideas for front line weapons.

3D Eye (or just eye)
--------------------
Seats         4
Cargo     2,000 Kg
Max spd      50/140
MC            C
hp          600
AC           24
cost          -
TECH         VI

This tank is used behind enemy lines. It is circular with
deflective, rounded armor. It floats using anti-grav pods. Its
main gun has 30 rounds. 4 small guns ( treat as smart darts) and
flame throwers are equidistance around the saucer. Each person
controls one of the small guns and flame throwers. The tanks
directional controls, as well as the main gun, are at each seat.



Chameleon
---------
Seats       2
Cargo   1,000 Kg
Max spd    40/115
MC          D
hp        500
AC         28
cost        -
TECH       VI

This small tank is used to attack with suprise in the open (ST +12). It
can alter its coloration to match the background. People have walked over
one (in a ditch) with out realizing it was there. It has very thick
armor, one main gun and 2 masers.



Screamer Tank
-------------
Seats         3
Cargo     1,000 Kg
Max spd      60/150
MC            C
hp          500
AC           21
cost          -
TECH          V

(this is based on the sonic tank in Dune + Dune II)
This tank uses sound to destroy targets. Treat the main gun as a
screamer X5 (damage and area). It also has a Mark XII blaster. It
has thin armor, and thus it can move fairly fast.


Scorpion
--------
Seats        3
Cargo    2,000 Kg
Max spd     40/115
MC           D
hp         850
AC          24
cost         -
TECH        VI

This tank was developed for use in deserts. It can either bury
itself in sand (using specialized vacuum tanks), or it can project
a hologram of a boulder over itself (ST +8). Its sting is a triple
strength lightning gun. It also has 2 assult rifles and a laser rifle.


Cottonmouth
-----------
Seats      3
Cargo    500 Kg
Max spd   35/100  "Swim" 25/75
MC         C
hp       350
AC        21
cost       -
TECH      VI

This amphibious tank has won more than one battle. It can totally
submerge, and uses camo tech like the Chameleon to hide (ST+12).
It has 2 torpedo bays, a blue-green laser as its main gun, and a
UV laser rifle. It moves underwater using its tracks and a
"caterpillar drive" (see the Hunt for Red October).


Blaster Tank
------------
Seats        12
Cargo     4,000 Kg
Max spd      50/140
MC            D
hp         1200
FF           60
AC           30 (D)
cost          -
TECH         VI

This was the last and most powerful tank. It had many functions:
AA, personal carrier, anti-tank, anti-personal, and mine killer.
Its crew consists of 2 people (it will not function with just one).
Its main gun is a blaster cannon (treat as a DM BC). It has 3
batteries of minimissiles for AA. To find/destroy mines, it uses
special sonar. The force field (FF) regenerates 5 points per round.
If it is powered by a microfusion plant, and takes 1500 hp, the plant
explodes- treat this as a 1/2 power cobalt explosion. ** see my weapon
alterations for details on nukes**


Battle Flitter
--------------
seat       1
Cargo    300 Kg
Max spd  250/700
MC         A
hp       150
AC        18
cost       -
TECH      VI

This flitter has been given thick armor, stronger anti-grav pods,
2 Mark VIIs, and 40 smart darts.


 BJ and I are in communication and he brought up some good point in the
numbers and varieties of weapons. I should say thought the ice needler
would be in great numbers on the streets if it existed to day- you can't
trace a melted ice sliver, and it can be filled with poisons and drugs.
The medical community would probably be using them. And ammo is almost
everywhere (water and a battery). Just wanted to show the implications of
such a devise.

Enjoy

Derek
----------------------------------------------------------------------------

   Date: Sat, 14 Mar 1998 14:56:42 -0500
   From: dmh71@juno.com
Subject: [gworld] Cyborg

Hey All,
  I just got Warcraft recently and love it. I got an idea from
it and B5 (specifically the idea of using the enemies dead to
attack them and the hidden personality in Talia):

Cyborg, hidden unit
-------------------
Per    25
ST/RU +15
AC     15
FF      0
Spd    18
hp     35-60
THAC   +8
Atts    2  (by weapon or 2d6/fist and 2d8/foot)
PS,DX  20,25
TECH VI
CPU  creative
Size M (2 m)

This is an insidious weapon of the Created. It is an animal
(intelligent or not) that has been implanted. It has subdermal
armor, possibly subdermal weapons, a brain implant that controls
the cyborg, and augmented senses and muscles. It does not even
know that it is controlled (unless told so). The brain implant
is either controlled by a think tank within 500 km or an AI that
is programmed with a specific task. Most are used for the fear
factor (organics are not worthy of spying upon). If a facility
is prepaired, an HU can be created in only 24-36 hours.

	 Some ideas I have for it are the above and the following:
"hermits" that keep people away from hidden bases, causing chaos
ala Needful Things, and a "mouth for the machine" for the
Followers of the Voice. Also having one of the PCs implanted
then telling the group without IDing the person would be lots
of fun.

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Sun, 22 Mar 1998 17:19:02 -0500
   From: dmh71@juno.com
Subject: [gworld] Base Stocks and Fungi

To Everyone,
	Here are some more animal stock stats that I came up with a long
time ago, but just found. As before bs means base speed, ur means
upright. The arthropods have a base armor of 15 (unless stated).

Other Arthropods
----------------
  Centipede
  PS 8
  DX 6
  CN 9
  Claws for 1d4+poison (int 2d6), bs 12

  Millipede
  PS 7
  DX 7
  CN7
  no attack, bs 14

  Lobster
  PS 13
  DX  8
  CN 10
  claws for 1d10, gills, bs 14, ur 12, swim 6

  Scorpion
  PS 12
  DX 10
  CN 10
  claws/tail for 1d8/1d6, bs 14, ur 12

  Daddy-long-legs
  PS 6
  DX 5
  CN 5
  bite for 1d6, bs 12

Fish
----
  Tuna
  PS 11
  DX 6
  CN 14
  bite for 1d10  gills, bs 6, swim 15

  Angel fish
  PS 3
  DX 8         CN 5
  CH+3
  bite for 1d3  gills, bs 6, swim 10

  Ray, sting
  PS 5
  DX 10
  CN 6
  sting for 2d4+poison (int 2d6), bs 3, swim 6

  Ray, torpedo
  PS 8
  DX 9
  CN 8
  electrical generation, bs 4, swim 6

  Ray, manta
  PS 8
  DX 6
  CN 10
  no attack  bs 6, swim 10

  Bowfin
  PS 15
  DX 8
  CN 14
  bite for 2d6, gills, bs 5, swim 12

  Shark
  PS 16
  DX 11
  CN 15
  bite for 2d8, gills, bs 9, swim 12

  Barracuda
  PS 13
  DX 15
  CN 14
  bite for 2d6, gills, bs 5, swim 15


Instead of 4th ed stats I will now be just sending an overview
of any critters I send. This is because some of you don't use
4th ed.
Examples:

Phylla
------
This is a fungal pathogen. It swarms over unmoving prey, like
those who are sleeping or dying. Phylla are 1 cm in diameter
and appear to be brown or tan pebbles.  They are unusual in
that some phylla families can exist in a dry environment.
They produce a weak acid to dissolve prey and are immune to
acids and poisons. 25/ (prey )size category can attack.

Russula
-------
This fungus can be loosely called humanoid. They can alter
the form of their limbs. Therefor, they have many attack
options. They are not violent however. They just want to be
left alone with lots of dead plant matter. Some intelligent
plants hate them and call them corpse-eaters. There are rare
examples that are not humanoid.

Amanita, roving
---------------
This fungus is a major danger to intelligent plants. It slowlly
saps the CN, PS and/or hps of plants infested. They are small
and hide in the "skin" of the roots, or in trees in the bark
of branches. The GM must decide if there is one species or many
each with a specific host.

Collybia
--------
This fungus (which is based on a real species that controls ants)
controls vertebrates. It invades the nervous system of the target
after sprouting from the spore. Its motives are totally up to the
GM. Fungi are so alien that no one should get a real idea of what
is going on in their minds.

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Wed, 25 Mar 1998 15:03:19 -0500
   From: dmh71@juno.com
Subject: [gworld] genetic engineering

To all,
	BJ and I have been going over the Shapers- a cryptic alliance of
geneticists and I came up with a few of their creations for you.

Super silk

This substance is produced by a mutant version of the gypsy moth. The
silk is a strong as steel and takes 1/5 damage from bashing blows. The
problem is that the caterpillars must eat a great deal (2X their
bodyweight/day). And if a few location they have escaped. They allways
starved to death, but only after devastating whole groves of trees or
towns of green folk. They are only 1/8"-3" long as caterpillars and 21/2"
as moths.

Power production (this is based on the Garden of Rama octospider
creation)

This starfish has the electric eel's ele. gen. gene inserted into it. It
is kept in large tanks that have a metal mesh near one side. The starfish
are in the larger portion and the clam they eat is in the other. When the
'fish is fully charged, it attempts to attack the clam. It touches the
mesh and discharges. It then floats back down and begins to recharge. A
good sized tank has 300-500 'fish and can keep 3-4 buildings lighted.
Most non-aquatic Shapers have 5000+ starfish in each community.

Fruit production

This plant is a crowing achivement for the Shapers. It can produce
several different types of fruit (depends on the community and location).
To augment its food supply it eats all the insects that land on its
surface. This is done by several possible ways: It can have several
carnivorous jaws, it can be covered with small sticky stalks that trap
and digest the insects, the surface itself is sticky, or it electrocutes
the insects (1d4-1d10 to anyone touching anything but the fruit).

If anyone can add to this please send it to the list.


Derek
