
This article was written in a generic style to provide gamemasters with over 40 unique allies and adversaries for their HardNova 2 campaigns, no matter where they take place. Several habitats are covered (arctic, desert, plains, etc.) in the description of each listing, but no mention of home planets or star systems are given. This was by design, so a particular creature could be encountered on any planet that supports its environment.


Aquines and shraken might exist on Abakala, banphids and prabes on Kt’Sor, ceris plants (and their inhabiting anea) on Digron, and so forth.


At some point in a mission, an unexpected occurrence
needs to take place. Most players don’t feel challenged enough without a chance meeting or two while the overall plot advances...

Author’s Note: Gamemasters are strongly encouraged to read each beast’s description and make any adjustments necessary to its stats prior to character exposure. Some are more lethal than others, and all were written with healthy opponents in mind. To illustrate—if a group of unattentive, wounded rangers should encounter a tukosha, the possibility of survival would be highly unlikely.


You have been warned!

Anea

Anea are microorganisms that establish symbiotic relationships with ceris plants (see the
ceris plant entry below for more information). On a successful attempt (use brawling to resolve), the toxic spores they extrude require a manufactured serum to destroy. This serum is not cheap, and unless resourceful, beginning characters may have difficulty acquiring it. An afflicted character has but 72 hours of suffering through the illness (swelling, fevering, vomiting, etc.) before fatality occurs. Infected characters are at +2 DIFF on all fitness-based tasks until cured or deceased.
Note: The following statistics represent an entire anea strain per plant.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 0 | | | 1 | | | 1 | | | 0 | | | 0 | |
Skills: brawling 7
Gimmicks: symbiosis (see text), toxic spores (see text), undersized

Aquine

Both beautiful and deadly, aquines are seahorse-like creatures measuring slightly under 3 meters from nose to tail when fully grown. Their diet usually consists of large fish like the gelpna, but they will not hesitate to attack human-sized prey. Aquines do not present themselves openly at first in combat situations, preferring to ambush victims instead. Their vivid markings help them to blend in with their natural habitat and they are not easily spotted when hiding among the colorful saltwater foliage. Aquines attack by means of biting and stabbing opponents with their spiked tails. They are fast swimmers and will flee if the outcome appears unfavorable. There are likely to be 2-3 aquines in a given encounter (they like to coordinate attacks). However, a single aquine is not unheard of.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 5, composure 5, intimidation 4, stealth 7, survival 5, tracking 6
Gimmicks: aquatic, camouflage, heightened reflexes, natural weapon (spiked tail: 3 INJ), natural weapon (spikes: 1 INJ), natural weapon (teeth: 1 INJ), oversized, regeneration, toughness (2)

Audin Hook-Claw

The audin hook-claw is a desert monstrosity which can be described closest in comparison to that of a 4.5 meter-long scorpion. Not many deviations are noteworthy, the exceptions being its tail and pincers. Both are very different in structure and nature, but hazardous all the same. Audin hook-claws have extremely long, whip-like tails used for taking down and subduing prey while their scythe-like strikers attempt to impale fallen or ensnared victims.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 3 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 2, brawling 5, composure 3, intimidation 5, stealth 3, survival 5, tracking 7
Gimmicks: natural weapon (mandibles: 1 INJ), natural weapon (strikers: 3 INJ), natural weapon (tail: 2 FAT), night vision, oversized, regeneration, toughness (3)

Banphid

1.5 meter-long subterranean scavengers, banphids are vile insects that could be quite a challenge if several (hungry) are met at once. Their tendrils are used for climbing and swinging, and their feelers provide Heightened Touch. Keep in mind that banphids are mundane insects (albeit big ones) just searching for food and, as such, are more likely to scurry off than engage in combat. They would rather feed on abandoned food stuffs, and
dead beings or creatures. If those possibilities are not feasible, then banphids would attack when hunger strikes.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 5, composure 3, intimidation 4, investigation (observation only) 7, scavenging 6, stealth 7, survival 6
Gimmicks: adaptable, heightened touch, natural weapon (bite: 1 INJ), night vision, tendrils (see text), toughness (3), undersized

Bavron

This extremely unsettled forest creature should be avoided if at all possible. Bavrons are borderline mad, constantly scurrying about and displaying odd behavior (tearing up their environment with wretched claws and frothing mouths, biting and scratching at the air, each other, and even nipping at themselves at times). They are as long as humans are tall, bearing a combination of wolverine/badger likenesses. Bavrons are more aggressive, however, than either one of their animal heritages. Thick leathery hides cover their necks, sides, and underbellies, but exposed fur elsewhere shows signs of their destructive habits (small chunks are always missing on parts of their backs, tails, etc).
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 6, composure 3, intimidation 4, stealth 5, survival 4, tracking 7
Gimmicks: natural weapon (claws: 1 INJ), natural weapon (teeth: 2 INJ), neurotic (see text), night vision, rage, toughness (fur: 1, leather hide: 2), tunneling, undersized

Campian

Campians are a fascinating species of humanoids comparable to merkind. The only deviation in their appearance is aquine features instead of fish. And, as bizarre as it sounds, they are able to forsake their undersea homes for up to 24 hours and walk freely among “land-dwellers”. Their aquine tails transform into legs within minutes of resting on shore. They only leave the ocean when need arises (to repair a trident blaster, hunt down a thief, etc). Campians use telepathy to communicate with others, including non-sentient creatures. Aquines are invaluable to campians. They are trained not only for aquatic transportation and leisure (jousting and racing are favorite recreations), but to aid in undersea labor and battle as well. Campians are not hostile beings, but are vicious fighters when necessary. They do not hesitate to use their aquine tails and trident blasters whenever they sense danger. For obvious reasons, campians do not partake in space travel.
Note: Being smaller than aquines, a campian’s tail only inflicts 2 INJ.

Most campians are also skilled in Beast Handling and Beast Riding.
Limitations

None
Required Gimmicks

adaptable

aquatic

natural weapon (spikes: 1 INJ)

natural weapon (tail: 2 INJ)

telepathy

toughness (2)
Optional Gimmicks

cultural

psionic

Formidable Campian
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 3 | | | 3 | | | 2 | |
Skills: athletics 6, beast handling 7, beast riding 6, brawling 6, composure 3, firearms 6, investigation 6
Gimmicks: adaptable (see text), aquatic, natural weapon (spikes: 1 INJ), natural weapon (tail: 2 INJ), telepathy, toughness (2)

Ceris Plant

Although flora is generally thought of as beautiful and harmless, this 2 meter-tall jungle plant could easily redefine one’s perception. Simply put, it is a cruel example of evolved plant life gone awry. Ceris plants produce a pollen that is fed on by symbiotic microorganisms (anea) inhabiting them. If injured by any means, such as characters hacking their way through, the first damaged plant of a five-plant grouping releases pheromones to communicate its peril to the remaining group. Upon rendering this call of attention, the plants that receive the message (use investigation
observation only with routine DIFF to resolve) immediately cease production of the pollen, causing the anea to unleash toxic spores on their hosts’ attackers.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 1 | | | 2 | | | 0 | | | 0 | | | 0 | |
Skills: investigation (observation only) 6
Gimmicks: pheromones (see text), symbiosis (see text)

Craquid

The craquid has the body and pincers of a giant crab, and 4 long squid-like tentacles. As one might guess, this bizarre beast can be found inside cave mouths and near rock and sand on ocean bottoms. Most craquids are 6 meters long including their tentacles, which are used for grasping and subduing prey. Once secured, the creature pulls the target toward its ruthless pincers to slice up an unwilling meal. Though the pincers are not big enough to behead an opponent, on a successful attack they can cut off a small part of the body at the gamemaster’s discretion (once per character per day). The mandibles are used only as a last resort when all other options are exhausted, unless the craquid is actually eating. Craquids are solitary creatures and surprisingly, don’t eat as much as they could. The strange-looking things are only up to eating the equivalent of one human-sized creature each day.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 3, brawling 4, composure 5, intimidation 5, stealth 5, survival 5, tracking 7
Gimmicks: aquatic, heightened touch, natural weapon (mandibles: 1 INJ), natural weapon (pincers: 3 INJ or see text), natural weapon (tentacles: 2 FAT), oversized, regeneration, toughness (tentacles: 1, elsewhere: 3)

Dactyl-Drake

Dactyl-Drakes are a species of reptavian, with the typical adult specimen averaging 10 meters in length. As their name suggests, they appear to be part pterosaur and part dragon. Dactyl-Drakes have toothy beaks and lethal foot-claws, but most importantly, they can spray fiery plasma from their beaked nostrils. This plasma is liquefied fire and causes 5 INJ if it connects (use brawling to resolve, and
do not include the additional 1 INJ from their high fitness rating). The dactyl-drake can attempt this fiery spray on all characters within a 20-meter radius once per day.

Additionally, at the gamemaster’s discretion, a dactyl-drake’s bite indicates that its victim has either lost a limb or been swallowed whole!
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 5, brawling 8, composure 6, intimidation 5, stealth 4, survival 5, tracking 7
Gimmicks: flight, natural weapon (fiery spray: 5 INJ), natural weapon (foot-claws: 3 INJ), natural weapon (tail: 2 FAT), natural weapon (toothy beak: 4 INJ), night vision, oversized, rapid regeneration, toughness (4)

Damrillo

Damrillos are a cavernous equivalent to Terran armadillos, with few distinctions. They are enormous carnivores and have a studded (mace-like) carapace. The change in evolution of these once tiny, passive creatures was necessary to survive in the harsh reality of the cosmos’ other wildlife. Now standing nearly 3 meters in height at the focal point of their shell, the beasts have little to fear.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 3, brawling 4, composure 5, intimidation 5, stealth 1, survival 5, tracking 6
Gimmicks: natural weapon (carapace: 2 FAT), natural weapon (claws: 2 INJ), natural weapon (teeth: 1 INJ), night vision, oversized, regeneration, toughness (4)

Devilope

This plains predator stands over 2 meters in height and averages the same length, excluding tail. It is a feral antelope with a 2 meter-long, acid-spitting serpent for a tail. The venom is sprayed in a straight stream toward the target’s eyes, and does 2 INJ if it connects. Victims cannot perform any awareness-based tasks involving vision while temporarily blinded (the poison’s effects usually weaken within an hour). Additionally, the tail-serpent can bite for 1 INJ. But devilopes are not limited to their serpentine tail offensive. They are more than capable of punishing prey with their ram attack, sharp teeth and hooves. Devilopes are extremely agile and tenacious. They are almost never surprised, based on their keen sense of hearing.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 8, brawling 7, composure 4, intimidation 5, stealth 7, survival 5, tracking 7
Gimmicks: heightened hearing, natural weapon (hooves: 1 INJ), natural weapon (horns: 2 INJ), natural weapon (tail: see text), natural weapon (teeth: 1 INJ), night vision, toughness (1), venomous (see text)

Note: Although devilopes don’t have the Constitution gimmick, they are immune to the venom contained in their own tails.

Enanda

The desert plays host to a few predatory inhabitants, one being the enanda. This 2.5 meter-long sand viper is reminiscent of the black mamba in certain regards. It is just as perilous in its venom, but is sand-colored and employs different tactics of survival, according to its habitat. It blankets itself with just enough sand, lying in wait for ambush of an inattentive trespasser. The enanda strikes true, then slithers away while its meal begins to perish (snakebitten characters have 20 minutes to live, unless treated or the venom is sucked out). When its victim is near-death, the enanda will return to finish him off with merciless strikes until it can feed.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 4 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 7, composure 4, intimidation 5, investigation (observation only) 7, stealth 7, survival 6
Gimmicks: adaptable, agile, constitution, natural weapon (fangs: 2 INJ), night vision, sneaky, toughness (1), venomous (see text)

Eoshorn

Carnivores are a familiar sight in mountainous regions, though some herbivores also call them home. The ram-like eoshorn, 2.4 meters in height at its tallest point, is but one such example. Its woolly white fur features black oval-shaped spots and the beast has two sets of large, curved horns. One pair can be found atop its head curving toward its back, and the other grows from its temples, curving outward and down toward its jaws. Eoshorns do not like being bothered and are somewhat temperamental. They will charge with a ram attack if characters do not heed their warnings.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 6, composure 3, intimidation 4, investigation (observation only) 7, stealth 6, survival 5
Gimmicks: natural weapon (horns: 2 INJ), rage, toughness (1)

Foshie

Adorable little woodland creatures with big expressions, foshies pack quite a wallop in an unsuspecting way. This sub-species of fox is capable of unleashing a potent scream attack when either it or any character it befriends is threatened. A Foshie can focus this shriek and channel its energy to affect only those it wishes. The soundwaves are more than enough to drive victims away. Any character affected is at +2 DIFF on tasks involving hearing until the wail’s effects wear off (hearing is usually restored within an hour). At the gamemaster’s discretion, characters failing a complex (3) Composure Difficulty run from the beast. Foshies grow no larger than .75 meters tall and their only other method of attack is their teeth.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 6, composure 4, intimidation 3, scavenging 6, stealth 7, survival 4, tracking 6
Gimmicks: agile, heightened hearing, heightened smell, natural weapon (teeth: 1 INJ), night vision, psionic scream (see text), sneaky, toughness (1), undersized

Gelpna

The gelpna, slightly over a meter in length, is a common oceanic find. It is a fish supplied with adequate defense if confronted head-on. Surrounding its mouth are small spiny protrusions that inflict 1 INJ, causing most predators to snatch it from behind and only eat up to its head. However, other than gelpnas that break from the rest of the school, they can present an entirely different challenge. If threatened gelpnas are encountered in a school, they will mount a frightened thrust attack, dealing 3 INJ on stricken characters or creatures in the vicinity (only one attempt per character or creature) before trying to escape.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 3 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 5*, composure 3, intimidation 3*, investigation (observation only) 7, stealth 7, survival 4
Gimmicks: agile, aquatic, natural weapon (spines: 1 INJ or see text), toughness (1), undersized

Note: Brawling increases to 8, and Intimidation to 4 when dealing with a school of gelpnas (see text).

Grue Beast

Of all the banes of the swamplands, grue beasts are the most commonly encountered. Imagine an amphibious creature with a deformed frog-like head, slimy skin texture, and webbed digits—but otherwise having the body frame (minus the tail, of course) and maw of a great cat. This dark, muck-covered abomination is very athletic and has a high pain threshold. Bog-traveling characters will have a slight advantage on lurking grue beasts, due to their widely-known existence. Any trip to the swamp without considering the possibility of a grue beast ambush beforehand is absurd.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 6, composure 4, intimidation 5, stealth 6, survival 5, tracking 8
Gimmicks: amphibious, natural weapon (bite: 3 INJ), night vision, oversized, regeneration, toughness (1)

Gyta Wolf

The canine counterpart of the kudra, the gyta wolf is a beautiful and terrifying version of an arctic wolf. It is a pack hunter, like its ancestors, though runs in amounts of only 3-4. Gyta wolves are equipped with the same type of tusks as kudras, but are without their enemies’ poisonous quills (though they are immune to their venom), and their leaping ability pales in comparison. Still, there is strength in numbers, and for the solitary kudra, it is no match for a ravening pack of white gytas.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 8, brawling 7, composure 5, intimidation 4, scavenging 6, stealth 8, survival 5, tracking 6
Gimmicks: camouflage, constitution, heightened reflexes, natural weapon (teeth: 1 INJ), natural weapon (tusks: 2 INJ), night vision, toughness (1)

Hauncher

Haunchers are huge scavengers that feast on the dead carcasses of desert casualties. They are quadrupeds, although they can walk on their hind legs for short distances and sparingly brawl in this stance. Haunchers have oversized claws for digging and burrowing, and this convenience is the first consideration for escape (they are slow runners). They will put up a fight if either attempt at evasion is impractical, though they prefer not to. These slumping reptilian scourges are a little over 4 meters long and immune to poison and disease.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 2, brawling 3, composure 3, intimidation 4, investigation (observation only) 7, scavenging 6, stealth 1, survival 6
Gimmicks: constitution, natural weapon (bite: 1 INJ), natural weapon (claws: 3 INJ), night vision, oversized, regeneration, toughness (2), tunneling

Igarquios

Grue beasts and quivering chiambas have one thing in common—their fear of the igarquios. This vicious, two-headed crocodilian predator is at the top of the food chain in its natural environment. Both mouths are filled with razor-sharp teeth, and the igarquios can attempt two bites on as many opponents in the same turn without incurring penalties. At the gamemaster’s discretion, a successful bite means that the igarquios’ victim has lost a limb. Its front legs contain knifelike claws, but the creature has no hind legs. Instead, a long tail beyond its waist provides balance and allows for faster movement in the murky swamp water. The largest igarquios ever listed on file was 4.8 meters long, excluding tail.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 4 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 6, brawling 6, composure 6, intimidation 6, stealth 6, survival 6, tracking 7
Gimmicks: heightened reflexes, natural weapon (claws: 3 INJ), natural weapon (teeth: 3 INJ), night vision, oversized, rapid healing, toughness (3)

Jabrian Bull

This herd beast is a hulking quadruped that, despite its deceptive name, is closer in resemblance to a bison or buffalo. In addition, moose-like antlers rest along the creature’s head instead of horns. Jabrian bulls are gray and mangy, and aside from the changes mentioned, act as their name suggests. They roam the plains grazing and are quick in attempting to dispatch would-be threats. Jabrian antlers are wicked weapons, which are used to gore victims to the ground, rending afterward. The beasts will show no mercy on fallen foes, trying to trample their victims underfoot. Unarmed characters that hit the ground need to quickly gather themselves to their feet and run. After twenty meters or so, Jabrian bulls will give up on the chase.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 2, brawling 4, composure 3, intimidation 5, investigation (observation only) 7, stealth 1, survival 5
Gimmicks: natural weapon (antlers: 2 INJ), natural weapon (trample: 2 INJ), regeneration, toughness (2)

Katani

Katani are feline humanoids that are adept in tracking and contention. They are hunters by nature and scoff at adversity. The average katani is slightly bested in appearance by a common wispix, but is still more beautiful than a normal human. Katani are compatible with humans and wispix both, although the latter seem to be more of a preference than the former. They are both exotic beings and appreciative of nature. Katani perceive wispix as equals and while not vegetarians, respect them enough to only hunt dangerous predators. This is acceptable to the tiny humanoids, because to deny cat-like beings of their instinct to hunt wouldn’t be showing them respect in return. Katani and humans are a bit less agreeable, but not an impossible pairing. They have a small strut to their step and are unknowingly arrogant at times.
For example: “Of course I shot it on the first try, I’m part feline you know (wink)”. It doesn’t happen often, and if a human character can overlook these rare moments, friendships and even
relationships can be had. Being such expert hunters, katani are always ready for a challenge and will travel to any system to prove it.
Note: Most katani also have the Seduction and Tracking skills.
Limitations

fitness no less than 3

influence no less than 3
Required Gimmicks

heightened smell

natural weapon (claws: 1 INJ)

natural weapon (teeth: 1 INJ)

night vision

striking appearance

toughness (1)
Optional Gimmicks

cultural

Formidable Katani
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 2 | | | 3 | | | 3 | |
Skills: athletics 6, brawling 7, composure 4, firearms 7, seduction 5, survival 5, tracking 6
Gimmicks: heightened smell, natural weapon (claws: 1 INJ), natural weapon (teeth: 1 INJ), night vision, striking appearance, toughness (1)

Kudra

The kudra is an arctic mountain feline that uses more than cunning and raw power to bring down its prey. Its natural weaponry includes needle-like quills atop its thick white coat, which it unleashes at opponents before pouncing. The quills inflict 1 INJ initially, and even if removed, the venom they contain causes an additional 1 INJ per hour until treatment or death occurs. Meanwhile, the poisoned victim suffers +2 DIFF on all fitness-based tasks. The average adult kudra is 3.5 meters in length and is capable of jumping 4 meters vertically and 8 meters horizontally. They are patient and stealthy creatures who enjoy the thrill of a hunt (and playing with their food). If a kudra suspects its opponent feels he is being watched, it will remain hidden while stalking and allow paranoia to overcome him before attacking.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 6, brawling 6, composure 5, intimidation 5, stealth 6, survival 5, tracking 6
Gimmicks: camouflage, natural weapon (claws: 2 INJ), natural weapon (teeth: 3 INJ), natural weapon (quills: see text), natural weapon (tusks: 3 INJ), night vision, oversized, regeneration, toughness (2), venomous (see text)

Note: Although kudras don’t have the Constitution gimmick, they are immune to the venom contained in their own quills.

Mallisp

Mallisps are small, one meter-tall forest creatures that feed on insects and plants. They look like pint-sized versions of mythical dragons, but with compound eyes and dragonfly wings. Mallisps are often used as pets and mounts by members of the wispix race. They don’t actively track prey like other creatures in the wild, relying instead on their tails and an insect’s never-failing nuisance to buzz by or even land on it. Their tails end in a bright fan, so a mallisp has but to wave it really fast vertically for a light display. A mallisp’s tail is not only helpful in attracting snacks, it is also a form of communication. The motion of the light can indicate distress from afar, alerting its wispix master. They can fan it open and closed, swash it sideways, and so forth to demonstrate different emotions. A mallisp’s observant compound eyes make them very skittish and borderline paranoid of strangers. They are slow to trust, but can over time. Although they prefer not to fight, mallisps will defend themselves and their owners.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 8, brawling 4, composure 3, intimidation 2, investigation (observation only) 6, stealth 7, survival 5
Gimmicks: compound vision, flight, heightened reflexes, lightning fast, natural weapon (claws: 1 INJ), natural weapon (teeth: 1 INJ), sneaky, toughness (1), undersized

Norfu

Norfus are large woolly riding beasts found in arctic regions. They are shaggy, carnivorous camels by most standards (minus the hump, and they’re not as slow or stubborn). Norfus are undaunted by the harsh elements in which they thrive, and the natives that ride them couldn’t be happier. They are easy to train and very loyal, as long as they receive humane treatment. Although they only eat a small, rabbit-sized meal per day, norfus appear to be obese. This is primarily due to retaining the water they drink, but their thick coats make them look even larger. Nonetheless, it doesn’t hinder their movement any—arctic norfus are only a little slower in their environment than warm-climate mounts are in theirs.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 4 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 6, brawling 5, composure 4, intimidation 3, stealth 5, survival 6, tracking 6
Gimmicks: natural weapon (teeth: 2 INJ), toughness (1)


Ondralia

Ondralias are tiny desert arachnids (just under .61 meters) that are normally identified before they are ever seen. Pulsing cactus plants and small patches of fast-moving sand are good indicators of their presence. These spiders are venomous and a successful bite injects 1 grade of injury’s worth into their victims. The venom, if untreated, will continue to inflict another grade of injury in minutes equivalent to the roll of one die. This process is repeated until an anti-venom is given to the character or he dies, whichever comes first. Ondralias are very rarely encountered in swarms.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 1 | | | 3 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 8, brawling 6, composure 3, intimidation 5, investigation (observation only) 7, stealth 6, survival 5
Gimmicks: adaptable, constitution, night vision, undersized, venomous (see text)


Prabe

Small armored space bugs, prabes are nightmarish cave abominations that seek to destroy all sentient species. Unlike banphids, they show no sign of fear and think only of the kill. Prabes are semi-sentient assassin bugs averaging only 1.5 meters in length. They are hive-minded and can communicate to the hive accordingly.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 4 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 8, brawling 8, composure 4, intimidation 4, stealth 8, survival 5, tracking 8
Gimmicks: hive-mind (see text), natural weapon (mandibles: 1 INJ), natural weapon (strikers: 2 INJ), night vision, sneaky, toughness (4), tunneling, undersized


Quivering Chiamba

Chiambas are 2 meter-long swamp rats that shiver incessantly as a result of being hairless. They have two sets of red eyes which alert them to danger from other predators and enable them to spot prey with greater ease. Unlike normal rats, chiambas have little interest in scavenging. They are predatory beasts, enjoying warm, fresh kill—to perhaps (at least temporarily) fill a void in their trembling bodies. Quivering chiambas are solitary creatures, differing again from their ordinary relatives. A single rodent burrows within an old, hollow tree and pads it
generously with nesting material. It will sleep (if undisturbed) until nightfall, then go on the prowl.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 3 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 7, composure 4, intimidation 4, stealth 7, survival 5, tracking 8
Gimmicks: adaptable, heightened vision, natural weapon (claws: 2 INJ), natural weapon (teeth: 1 INJ), night vision, toughness (1), tunneling

Raia

Large reptiles that can be trained as mounts, raias are agile, swift, and capable of scaling rocky mountain sides with ease on the run. A raia’s diet consists mainly of small (under 1 meter), furry creatures. However, if unfed (or mistreated), they will relegate to primal instinct to ensure survival. Their physical appearance mimic komodo dragons, but with more muscle tone and longer legs. Raias have prehensile tails, which are useful in snatching prey at full speed and into their maws all in one swift motion.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 4 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 6, composure 6, intimidation 4, stealth 5, survival 5, tracking 6
Gimmicks: natural weapon (claws: 2 INJ), natural weapon (tail: 2 FAT), natural weapon (teeth: 2 INJ), night vision, regeneration, toughness (2)

Raptodon

Raptodons are aerial assassins that look like a cross-breed of the extinct pteranodon and deinonychus. The former is where they inherit their wings (they have no front claws or arms) and top of their heads, but the rest is all raptor. Raptodons average 2 meters in height, though their impact is much larger. Their sharp claws rake into victims and pin them down as carnivorous teeth gnash and rend away. Their two enlarged foot-claws are lethal. At the gamemaster’s discretion, evisceration occurs if the victim is incapable of blocking this attack. An evisceration attempt can only be conducted once a day per character, no matter how many raptodons are attacking. Raptodons are pack hunters, and as such, 3-5 are likely to be encountered at once. They are incredibly swift and acrobatic. Even the most alert opponents seldom hear raptodons before experiencing their deadly arsenal. Chance of survival increases based on this factor, but isn’t guaranteed.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 7, composure 6, intimidation 5, scavenging 6, stealth 7, survival 5, tracking 7
Gimmicks: camouflage, flight, heightened reflexes, natural weapon (claws: 2 INJ), natural weapon (enlarged claws: 3 INJ or see text), natural weapon (teeth: 2 INJ), night vision, regeneration, toughness (2)

Rock Vaklia

Rock vaklias are bats (for lack of a better word) that pose a serious threat to mountain climbers. These tiny 30 centimeter menaces nest in limbs that protrude from rocky slopes, and can often be found inside small cracks and crevices as well. They take to flight in circular motion above the heads of climbers and swoop down to bite at exposed skin. One successful bite can cause delusions and even madness, which leads to suicide dives from high altitudes onto the rocky surface below. Guarding against this fate only requires a complex (2) awareness-based Composure roll. If a character is able to fight off the maddening effects of vaklia saliva, he does not need to make another composure roll for the remainder of the encounter.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 1 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 8, brawling 6, composure 4, intimidation 4, investigation (observation only) 7, stealth 8, survival 6
Gimmicks: constitution, flight, infectious (see text), night vision, undersized

Sand Roon

These creatures resemble Terran hyenas, but are six-legged and semi-sentient. Other important notes include them being more predator than scavenger, and the vast methods with which they acquire prey—faking injuries, ambushing, coordinating attacks, even befriending someone until their guard is down (or waiting until theyre sound asleep)! Because of their extra limbs, sand roons can balance on their hind legs when brawling, gaining an additional claw attack per turn without incurring penalties.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 8, brawling 8, composure 6, intimidation 4, scavenging 6, stealth 8, survival 5, tracking 7
Gimmicks: constitution, natural weapon (claws: 1 INJ), natural weapon (teeth: 2 INJ), night vision, toughness (2)

Shraken

Shraken are another species of marine life found in galactic oceans. They have the body of a giant stingray with the head and shell-backed appearance of a giant sea turtle. These beasts reach up to 5 meters in length, and, like aquines, are predators. They have enormous appetites and patrol the waters avidly in search of prey. Shraken will fight to the death, using their tails to relentlessly sting foes while occasionally piercing with their beaks. Their tail contains an electrical charge and victims share the fate of characters with the Electrical Vulnerability gimmick. Fortunately, shraken are extremely territorial and characters will almost never face more than one per encounter.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 3 | | | 1 | | | 0 | | | 0 | |
Skills: athletics 4, brawling 5, composure 5, intimidation 6, stealth 4, survival 6, tracking 7
Gimmicks: aquatic, electrical discharge, natural weapon (beak: 2 INJ), natural weapon (tail: see text), oversized, rage, rapid regeneration, toughness (back: 4, elsewhere: 1)

Sijae

Sijae is carnivorous seaweed found in coral reefs. Most patches are too small to be of any concern for most species, but larger ones (although rare) certainly are. Sea-faring races like campians assume the responsibility of limiting sijae from spreading and growing to a threatening amount and size, even if casualties are sometimes the result. The sijae entangle unwary creatures with their vines, strangling and dragging them toward their gaping orifice. Unfortunate prey need a challenging (4) fitness roll to escape the grasp of the sijae. Of course, somehow reducing the patch to a dazed/bruised state will cause the flora to surrender the contest.
Note: The following statistics represent a human-sized sijae patch.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 1 | | | 2 | | | 1 | | | 0 | | | 0 | |
Skills: brawling 8, investigation (observation only) 6
Gimmicks: natural weapon (bite: 1 INJ), natural weapon (vines: 2 FAT)


Tricorn

Of all the known galactic wildlife, the tricorn is arguably the most awe-inspiring. Being black in color, one would suspect it to be dark in nature. But this misconception couldn’t be farther from the truth. In fact, this plains-roaming equine maintains the same moral qualities of the mythological unicorn it emulates. Notable differences are the fact that it is black as stated above, and there are three horns jutting from the bridge of its muzzle to the top of its head (hence its name)... Another trait that separates it from the creature upon which it is based is that the tricorn can be ridden by males as well as females, and they don’t have to be utterly devout to do so. Any person who is “good enough” in personality can tame and ride one. Diabolic characters and species, however, are naturally perceived as sworn enemies.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 6, composure 6, intimidation 4, investigation (observation only) 7, stealth 6, survival 5
Gimmicks: heightened reflexes, natural weapon (hooves: 1 INJ), natural weapon (horns: 2 INJ), night vision, regeneration, toughness (2)

Tukosha

Tukoshas are naturally invisible feline predators measuring 3 meters in length, excluding tail. Hand scanners or specialty scanners are needed to spot them, but even then you only see heat waves and a pulsing outline of their tiger-shaped bodies. Of course, there are other means to help identify them (smoke, steam, etc.)...

But again, you won’t see the tukosha’s true form, only a cloudy or ethereal image. The best visual occurs after a fresh kill, as blood-smeared markings appear visible on the claws, face and teeth. Tukoshas are territorial, so no more than one will ever be present in a 10-kilometer radius. These beasts are incredibly fast, and they get two claw attacks on as many opponents in the same turn without incurring penalties.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 6, brawling 6, composure 6, intimidation 5, stealth 8, survival 5, tracking 8
Gimmicks: invisibility (see text), lightning fast, natural weapon (claws: 3 INJ), natural weapon (teeth: 3 INJ), night vision, oversized, rapid regeneration, toughness (3)


Uttrobian Falcon

These small mountainous avian creatures resemble normal falcons, save for the dark plumage jutting out of the sides of their wings and atop their crested crowns. Uttrobian falcons can be trained as document carriers and hunting birds if captured early enough in their infancy. Once they reach adolescence, however, their wild nature negates any attempted mastery.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 5 | | | 0 | | | 1 | | | 0 | |
Skills: athletics 7, brawling 7, composure 5, intimidation 3, stealth 7, survival 4, tracking 7
Gimmicks: agile, flight, heightened reflexes, natural weapon (beak: 1 INJ), natural weapon (talons: 2 INJ), night vision, sneaky, toughness (1), undersized

Veraphyx

The debate over whether or not dilophosaurus could spit acid (or an equally deadly equivalent) is inconclusive. However, the veraphyx leaves no room for argument. One stream aimed carefully at the eyes will strike a target blind for a number of hours equal to the roll of one die. But, at least one undeniable feature is evident in both—the frilled neck with which they use for purpose of intimidation. It is unlikely that either of these components frighten would-be victims, at least, not when the veraphyx is more like a velociraptor in terms of appearance, agility, claws and craftiness. True velociraptors only stood about one meter in height, though their ferocity could not be measured in numbers. They were still formidable opponents all the same. And the veraphyx, compliments of the best qualities of both its originators, is deadlier still. So if the information above is not enough to deter you from the galactic jungles, maybe knowing veraphyx hunt in packs of 4-6 will!
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 2 | | | 5 | | | 1 | | | 1 | | | 0 | |
Skills: athletics 8, brawling 8, composure 6, intimidation 4, stealth 8, survival 5, tracking 7
Gimmicks: agile, camouflage, constitution, heightened reflexes, natural weapon (acidic spray: see text), natural weapon (claws: 1 INJ), natural weapon (enlarged claws: 2 INJ), natural weapon (teeth: 1 INJ), night vision, sneaky, toughness (2), undersized

Vral

The vral is a huge predatory mountain bird akin to the mythological roc (although smaller in size). Colors vary, but most are ash-grey or white. Vrals cannot be tamed or ridden as aerial mounts. They are simple-minded birds of prey that think of little outside of their next kill. They can carry a full-grown kudra in their talons without difficulty (this is their preferred meal). Additionally, at the gamemaster’s discretion, a vral’s bite indicates that its victim has lost a limb.

Sapient species and gyta wolves are
almost too small to bother with, but hunger can redirect one toward whatever food is available when kudras are amiss.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 5 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 5, brawling 7, composure 6, intimidation 6, stealth 4, survival 6, tracking 6
Gimmicks: flight, natural weapon (beak: 3 INJ), natural weapon (talons: 4 INJ), night vision, oversized, rapid regeneration, toughness (2)

Warbak

Warbaks are not going to place first (or second, or third...) in show—these beasts are hideous and foul-smelling, just a couple of their better qualities! But they do make trekking across the desert a little less of a chore. They are kangaroo-like creatures in structure, but more ornery and bigger. Warbaks almost always fight off an initial attempt to mount them, but once riders finally climb on their back, the struggle is over and warbaks accept defeat and settle down. They are spiky, rigid animals with coarse skin (ideal for mounted combat when you factor in their jump-kick as well). So even with the negatives, having a warbak sure beats walking and fending for yourself in the scorching sun—although you might feel differently after one spits its smelly brown phlegm on you...
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 5 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 7, brawling 5, composure 5, intimidation 4, stealth 4, survival 5, tracking 6
Gimmicks: natural weapon (kick: 2 FAT), natural weapon (spikes: 1 INJ), natural weapon (teeth: 1 INJ), night vision, regeneration, stench, toughness (2)

Wispix

Though these woodland beings average only .5 meters in height, their mallisp-like wings more than compensate for this disadvantage. But being so small paves the way for other advantages too. Wispix are fast, hard to target, and are able to slip into more confined areas than most sentient species. They are extremely attractive (resembling lithe faeries of myth), and have psionic abilities. Wispix can get along with any respectful species. Their affinity for friendly creatures is legendary, and killing such a beast for sport quickly makes for a lifetime enemy. Members of this race only kill to avenge, or in self-defense situations. They have no need to kill for food, as they are all vegetarians. Traditionally, wispix are not wandering types. They love their forest homes and what they consider normalcy. However, there are a few with an adventurous side who secretly desire an opportunity to explore more of their own world, or even go planet-hopping.
Note: Most wispix also have the Beast Handling, Beast Riding and Seduction skills.
Limitations

fitness 3

influence no less than 4
Required Gimmicks

flight

lightning fast

psychokinesis

striking appearance

trickery

undersized
Optional Gimmicks

cultural

psionic

Formidable Wispix
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 4 | | | 2 | | | 3 | | | 4 | |
Skills: athletics 6, beast handling 7, beast riding 5, brawling 2, composure 4, firearms 5, investigation 6, seduction 5
Gimmicks: flight, lightning fast, psychokinesis, striking appearance, trickery, undersized

Xantis

It was an X-an that first encountered this life-form, and gave it its name for appropriate reasoning. The xantis looks like a huge praying mantis with transparent covering, enabling onlookers to see its innards. It is a fearsome jungle predator, averaging 5 meters in height. It is only on rare occasions that characters will encounter the one meter-smaller male of the species (roll of 6 on one die), and if this happens, the territorial female will not be far behind. She will seek and destroy the trespasser within her 10-kilometer hunting ground. Xantis females will breach male confines only when it is time to breed, killing their mates afterward and taking the offspring back with them. Once the xantis young are able to hunt, they are driven away and the cycle continues.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 6 | | | 3 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 3, brawling 6, composure 4, intimidation 6, stealth 5, survival 6, tracking 7
Gimmicks: adaptable, natural weapon (bite: 2 INJ), natural weapon (strikers: 4 INJ), night vision, oversized, regeneration, toughness (3)

Zavika

Zavikas can be described as 1.5 meter-tall forest scavengers closely related to the Terran tree sloth. If one or a few feel frightened or threatened, zavikas will climb and swing out of harm’s way in their tree-top homes. But if four or more are present, they are a bit more hostile. They will “puff up” and bear their teeth in intimidating manner, attacking with reckless abandon shortly thereafter if their bravado fails to impress their encroachers.
| fitness | | | awareness | | | creativity | | | reasoning | | | influence | |
| 3 | | | 4 | | | 0 | | | 0 | | | 0 | |
Skills: athletics 8, brawling 7, composure 3, intimidation 3, investigation (observation only) 7, stealth 8, survival 5
Gimmicks: camouflage, natural weapon (claws: 1 INJ), natural weapon (teeth: 1 INJ), night vision, rage, toughness (1), undersized

Skills and Gimmicks

The skills and gimmicks in this article’s creature statistics can be found in various
HardNova 2™ products (or are mentioned in their accompanying description) with few exceptions, given or referenced below.


New Skills
Beast Handling (Reasoning-Based)*

This skill represents the knowledge to care for, breed and control non-sentient creatures.
* This skill cannot be used untrained.
Beast Riding (Fitness-Based)*

This skill represents the capability to ride non-sentient creatures.

* This skill cannot be used untrained.
Intimidation (Reasoning-Based)
See Coyote Trail™.
Scavenging (Creativity-Based), Stealth (Fitness-Based)
See the genreDiversion i Manual™.

New Gimmicks
Adaptable

The character can contort, flatten, or change his body (in whole or in part) to fit into tighter areas or accommodate a different environment.
Agile

The character is well accomplished in athleticism, and because of this, receives -2 DIFF on skill rolls involving Athletics.
Amphibious, Tunneling
See EarthAD.2™.
Aquatic
This gimmick was taken from Iron Gauntlets™. The character has gills, which allow him to breathe underwater indefinitely.
Flight
This gimmick was taken and slightly modified from Iron Gauntlets™. The character has wings which enable him to fly. Aerial acrobatics may be performed using the Athletics skill.
Heightened Reflexes, Rage, Regeneration, Stench
See the genreDiversion i Manual™.
Lightning Fast
This gimmick was taken and slightly modified from Coyote Trail™. The character is faster than typical for his fitness rating, and receives a bonus of -2 DIFF on all speed-related tasks, and attacks directed at him receive +2 DIFF when he is moving.
Natural Weapon

The character has natural weapons such as claws, horns, etc. The default damage for each natural weapon is 1 INJ.
Oversized
This gimmick was taken from Iron Gauntlets™. The character is larger than the typical humanoid. Because of this, all attacks directed at him receive -2DIFF.
Rapid Regeneration*

The character’s body heals at an abnormally fast rate, and because of this, one grade of injury is restored in an amount of turns equal to the roll of one die.

* This gimmick is for gamemaster characters only and cannot be selected by player characters.
Sneaky

The character pays great attention to precision and timing when moving silently or hiding, and because of this, receives -2 DIFF on skill rolls involving Stealth.

New Armor
Armored Environmental Suit

Not all species are created equal, and an off-worlder’s body temperature requirements can sometimes determine how successful or unsuccessful a particular mission is. Armored environmental suits are equipped with both warm and cool air release controls that accommodate their wearer’s deficiencies. This means that reptilian species can function as normal on arctic planets, and cold-climate beings can do the same on desert worlds. Armored environmental suits cost 7,500 credits.

| rating | | | protection | | | coverage | |
| 3 | | | FAT & INJ | | | all* | |
* Excludes head if helmet is not worn.
Hydrosuit

This diving outfit comes complete with an underwater breathing apparatus that has a 12 hour life before needing recharged. The suit itself contains hardened reinforcement (impervious to deterioration) sewn inside to provide protection to the wearer. PLD (Propulsion Lift Device) technology makes the suit virtually weightless and ensures no movement penalties occur.


Hydrosuits cost 5,000 credits.

| rating | | | protection | | | coverage | |
| 2 | | | FAT & INJ | | | all but head and hands | |
New Weapons
Clawbow

Most katani use clawbows when hunting prey. These weapons resemble short crossbows fused with blaster rifles. The metal bolts have no points, replaced instead with a three-pronged claw. The weapon also shares the same metallic, retractable line feature as the trident blaster (listed below).

| Low Quality/Used | | | Typical Quality | | | Top Quality/Alternate Channels | |
| 800 credits | | | 900 credits | | | 1,000 credits | |
| | | | | | | | |
| accuracy | | | damage | | | range | |
| - | | | 3 INJ | | | 30m | |
Hydroblaster

Hydroblasters basically work as a light blaster, but its range is heavily impeded due to the


liquid medium in which it is being used. Aside from a severe malfunction or careless mishandling, there is no risk of electrocution. Its blast leaves a miniscule stream of concentrated energy that dissipates in the same round the weapon is used. Due to the rarity of this weapon, prices are double those of the light blaster.

| accuracy | | | damage | | | range | |
| - | | | 2 INJ | | | 20m | |
Sphere Gun

The sphere gun is the favored weapon of the wispix race. It is a small pistol that functions normally as a stun gun by emitting sonic bubbles of energy. These spheres fend off opponents by sending shockwaves through their body. Each blast deals 2 FAT of damage, and causes +2 DIFF on all attacks for an amount of turns equal to the roll of one die. However, the sphere gun can also be adjusted to a higher output, suffering victims the same effects as the Electrical Vulnerability gimmick (wispix characters will use this setting only in certain situations, as detailed in their above description).

| Low Quality/Used | | | Typical Quality | | | Top Quality/Alternate Channels | |
| 600 credits | | | 700 credits | | | 800 credits | |
| | | | | | | | |
| accuracy | | | damage | | | range | |
| - | | | 2 FAT (or more) | | | 20m | |
Trident Blaster

The trident blaster is a modified hydroblaster designed for catching prey. The weapon contains a retractable line which, at the push of a button, can pull speared victims toward the hunter. The metallic line is extremely flexible and strong enough to contain an enraged shraken. Best of all, if the trident is removed, the weapon can be used as a normal hydroblaster.

| Low Quality/Used | | | Typical Quality | | | Top Quality/Alternate Channels | |
| 500 credits | | | 600 credits | | | 700 credits | |
| | | | | | | | |
| accuracy | | | damage | | | range | |
| - | | | 3 INJ (2 INJ without trident) | | | 20m | |