Kan'tral

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[edit] Description

The Kan’Tral were brought to this planet by the Seraph as hunter-killer beasts. As humans use attack dogs, the Seraph use Kan’Tral. They are extremely intelligent (more so than most humans, actually), but their savage instincts override any sentience they may have. They are covered in a smooth, dark green carapace. Each Kan’Tral has four legs and two arms, giving it a nearly centaur-esque silhouette. The legs have three front claws and one back claw like a hawk, except that these are prehensile, and can be used to perform simple tasks such as opening doors, but will never be used to hold a weapon. Each arm has a mantis like blade. The head has three eyes, two for normal, binocular vision, and the upper, central eye seeing in the infrared spectrum. The mouth has four mandibles used for ripping prey apart and stuffing the bits of flesh into its mouth. It has two tails, the lower one stiff like that of a theropod and used for balance while running at high speeds, and the other having a barb like that of a scorpion, although the tail itself is whip-like, not segmented, and the Kan’Tral produces no poison. The Seraph recon teams have brought many of these beasts, and more are expected to arrive. Also, they have released several feral packs into those areas expected to be Ophanum strongholds when the vanguard forces arrive.

[edit] Behavior

On their home planet, the Kan’Tral are at the top of the food chain. They hunt alone, or in small packs of up to five. In groups larger than this, a clear Alpha is difficult to establish, and infighting ensues. They are extremely good problem solvers, often stalking prey for days to examine weaknesses and analyze behavioral patterns. Those trained by the Seraph can even associate their location with maps, allowing them to clear out Ophanum and human complexes quickly and efficiently. Kan’Tral hunting in packs will use hit-and-run tactics, outflanking and overwhelming their prey. However, sometimes these creatures turn against their Seraph masters if they grow weary of captivity, and many are the unwary Seraph handlers who have fallen to their own pack. The Seraph often use these feral packs by releasing them near an enemy base. The Kan’Tral are used to great effect against Ophanum in areas where flight is impossible, as they are faster on foot than the vast majority of humanoids.

[edit] Game Mechanics

Physical Dimensions
Height 3.5 m (10 ft)
Weight 227.7 kg (500 lb)


Core Qualities
Quality Score Dice Pool
Strength 766d12
Agility 801d20, 5d12
Conditioning 684d12, 2d10
Vitality 822d20, 4d12
Discipline 581d12, 5d10
Intelligence 345d8, 1d6
Charisma 193d6, 3d4


Secondary Qualities
Quality Score Dice Pool
Athleticism 781d20, 5d12
Physical Acumen 746d12
Fitness 756d12
Will 705d12, 1d10
Wisdom 463d10, 3d8
Wit 271d8, 5d6
Presence 484d10, 2d8


Tertiary Qualities
Quality Score Dice Pool
Physis 60 -
Reaction 62 3d12, 3d10
Defense Rating 31 -


Vitals
Health Pool 150
Endurance Pool 126
Active Segments 1, 2, 3, 5, and 6


Movement Rates
Swim 6
Crawl 6
M-Run 8
Climb 8
Walk 8
Run 14
Sprint 28
Fly


Armor
Damage Type Threshold Resistance
HV Kinetic 9 0
Mel Kinetic 12 0
Energy 9 0
Chemical 8 0
Void 10 0
Alpha 0 0
Omega 0 0


Attacks
Type Dice Pool Damage Exertion Max Attacks Range Rating Max Range Min Range Range Penalty
Arm Slash 1d20, 5d12 3d12+775-1 SIM--
Leg Slash 1d20, 5d12 1d8+764-1 SIM--
Tail Whip 1d20, 5d12 2d10+773-1 SIM--
Mandibles 1d20, 5d12 1d436-1 SIM--


Special
Vision: The Kan’Tral have normal and low-light binocular vision and thermal vision that lacks depth perception.

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