Sea Lurk
(Version 1.00 - Last Modified: 12/05/2003)
Description
Although the Isles of the Deep are a constant problem in the oceans and seas of Chiron,
they are by no means an insurmountable one. Special defenses were developed by the
Nautilus Pirates soon after their first encounters with the swarming sea creatures,
which decreased their ability to swarm into a colony and attack the unarmed civilians
inside. Although there was no way to decrease their deadliness when encountered by a
lone foil, the Isles were not considered the threat they used to be. Unfortunately, as
the factions on the land quickly learned, the planet was constantly innovating new ways
to kill the colonists. For the Nautilus Pirates, this new innovation came in the form
of even larger types of the Isles and a relatively small, but quick creature called a
Sea Lurk. The Sea Lurks were relatively small compared to the large ocean-going ships
used by the Pirates and the other factions, but they often attacked in large numbers,
often with an Isle of the Deep. A common tactic that the alien creatures developed was
to attack a solitary ship with an Isle of the Deep to preoccupy the ship's defenses and
then swarm over the hull with a large number of Sea Lurks to attack the crew directly.
Many ships have been lost over the years to this tactic.
The Sea Lurks are reminiscent of the Mind Worm Locusts, but they are not as long, don't
have wings, and have a large fin on the top of their bodies'. Sea Lurks have a greenish
orange skin color and the skin is very smooth to the touch, with small, almost
invisible segments. Although the Sea Lurk is known to be an evolution of a Mind Worm,
the Sea Lurk has a large, powerful mouth. With very sharp teeth, the Sea Lurk is
capable of biting through a ship's hull if given enough time. Since Sea Lurks eat by
absorbing their foot through their bodies, like all Mind Worm type creatures, its mouth
is purely a weapon created by the planet.
Like the Mind Worm Boil, there are three different types of Sea Lurks: Larva, Mature,
and Demon. The Larva Sea Lurk first appeared in 43 AL and was used in devastating
combinations with the Mature Isles of the Deep. The Mature Sea Lurks appeared in 93 AL
presumably in response to the new submersible foils developed by the Nautilus Pirates.
Finally, the Demon Sea Lurk appeared in 133 AL although with the Demon Isle of the Deep
and has been successful at destroying any solitary ship they encounter. With the
appearance of the Demon Sea Lurks, the Nautilus Pirates no longer allow ships under the
control of the government to travel alone, although privately owned ships are allowed
to, but are cautioned of the dangers beforehand.
Although the Nautilus Pirates have been able to capture a number of Sea Lurks, they do
not have the technological ability or natural understanding to breed them in captivity.
Although the shipping of all the factions have come under attack by the Sea Lurks, no
other Human faction has seriously tried to capture them. However, unknown to the Human
colonists, one of the two Progenitor factions is trying to capture as many Sea Lurks as
possible in lieu of building a real navy. So far they have captured and bred nearly a
thousand of Sea Lurks of all sizes, and their facilities to mass produce hundreds of the
creatures per year are almost finished.
Racial Statistics
Please note that the stats provided below are for a Larva type Sea Lurk. Modifications
for the other Sea Lurk types are provided in the Natural Abilities section.
- Racial Type: Mind Worm
- Alignment: None, considered to be an animal.
- Attributes:
- I.Q.: Animal Intelligence, considered an IQ of 5.
- M.E.: 17 (14+1D4)
- M.A.: 5 (2D4)
- P.S.: 22 (18+1D6) *
- P.P.: 22 (18+1D6)
- P.E.: 22 (15+2D6)
- P.B.: 2 (1D4)
- Spd: 13 (6+2D6) on land and 50 (20+1D4x10) in or on the water (triple
speed if traveling through Xenofungus)
- * PS is considered supernatural
- Size: 2' (0.61 m) in diameter and 10’ (3 m) in length.
- Weight: 1 ton (0.91 metric tons)
- S.D.C.: 130 (3D6x10+20)
- Hit Points: 110 (Equal to PE attribute x5)
- Natural Armor Rating: 10
- Average Life Span: 10 years after hatching from an egg.
- Horror Factor: 12
- P.P.E.: 30 (1D6x10)
- Magic Powers: None
- I.S.P.: 106 (ME attribute x4 +5D6)
- Psionic Powers: Each Sea Lurk has the following psionic abilities: Mind
Bolt, Psi-Sword (comes from the end of the tail), Hydrokinesis, Telekinetic
Punch, and Telepathy. Powers are used as a 5th level psychic and the
Sea Lurk counts as a master psychic.
- Natural Abilities:
- Mature Sea Lurk:
Mature Sea Lurks have the same basic appearance as Larva Sea Lurks, but
they are larger and more powerful. The creature gains the following
bonuses: +1D6x10+30 S.D.C., increase hit points by +50%, +1D6 to PS,
+1D6 to PP, increase swimming Spd attribute by +50%, +1 to natural armor
rating, horror factor increases to 14, +2 attacks per melee, +3 to
strike, and +2 to dodge. Psionic powers are used as a 10th
level psychic. Finally, increase the creature's size by +50% and double
its weight.
An average mature sea lurk has the following stats that are different then
a larva sea lurk: PS is 26, PP is 26, swimming Spd is 50+25, S.D.C. is 200,
Hit Points is 165, natural armor rating is 11, and horror factor is 14.
An average mature sea lurk has the following combat bonuses: 6 attacks per
melee, +1 to initiative, +13 to strike, +6 to parry, and +11 to dodge. A
bite attack inflicts 8D8 points of damage and a tail slap inflicts 4D8
points of damage.
- Demon Sea Lurk:
Demon Sea Lurks have the same basic appearance as Larva Sea Lurks, but they
are even larger and more powerful. The creature gains the following bonuses:
+2D6x10+60 S.D.C., double hit points, +2D6 to PS, +2D6 to PP, double
swimming Spd attribute, +3 to natural armor rating, horror factor increases
to 16, +4 attacks per melee, +6 to strike, and +4 to dodge. Psionic powers
are used as a 15th level psychic. Finally, double the creature's
size and triple its weight. These bonuses are applied to the stats of the
Larva Sea Lurk, not to the improved stats of a Mature Sea Lurk.
An average demon sea lurk has the following stats that are different then
a larva sea lurk: PS is 29, PP is 29, swimming Spd is 100, S.D.C. is 260,
Hit Points is 220, natural armor rating is 13, and horror factor is 16.
An average demon sea lurk has the following combat bonuses: 8 attacks per
melee, +1 to initiative, +17 to strike, +4+3 to parry, and +14 to dodge. A
bite attack inflicts 8D8 points of damage and a tail slap inflicts 4D8
points of damage.
- Extend Psionic Powers:
By increasing the cost of using a psionic power by +10% (rounding up),
the locust can extend the range of that psionic power by five times.
For example, if the original power had a range of 100' (31 m) and cost
10 ISP to use, then the locust could use it at a cost of 11 ISP (10 x
1.1 = 11) and with a range of 500' (152.4 m).
- Planetary Intelligence:
The Semi-Sentient Intelligence on Chiron is in partial control of all
Sea Lurks and can see and experience what they experience. The
intelligence often coordinates large battles of Locusts using
surprisingly complex maneuvers and tactics.
- Combat Skills: 4 attacks per melee, +1 to initiative, +8 to strike, +4
to parry, and +7 to dodge. Includes bonuses from PP attribute.
- Damage: The base damage for a bite attack is 2D6 and for a tail slap is
1D6.
- Bite Attack: 8D6
- Tail Slap: 4D6
- Ram: 1D4 per 10 mph (16.1 km/h), but the Sea Lurk takes a quarter of
the damage it inflicts from a ram attack.
- Bonuses: +4 to save vs. psionic attack, +1 to save vs. insanity, +4 to
save vs. all types of magic, +4 to save vs. all types of toxins, +4 to save vs.
disease, and +14% to save vs. coma / death. Includes bonuses from ME and PE
attributes.
- Penalties: Locusts take double damage from any fire-based attack.
- Natural Skills:
- Navigation: Sea (80%)
- Prowl (95%)
- Appearance: A long, worm-like body with a leathery fin running along the
top of the creature and a large tooth filled mouth. The Sea Lurk has no
apparent eyes or ears.
- Allies: All other Mind Worm type lifeforms are understood to be natural
allies and are never attacked by a Sea Lurk. In addition, the semi-sentient
intelligence recognizes the Spartan Federation, Gaia's Stepdaughters, the Cult
of Planet, and the United Nations Peacekeepers factions to be friends and will
avoid attacking them, preferring to withdraw when it encounters members of that
faction. However, all Mind Worm lifeforms will attack anything that attacks
them.
- Enemies: All other living creatures are considered to be potential prey
for the Sea Lurk, but the semi-sentient intelligence recognizes the Cybernetic
Consciousness, the Free Drones, the Human Hive, and Morgan Industries factions
as being its mortal enemies and will attack them on sight.