Random Weather: here (settings are warm, summer, uncommon)
Tellurium is like 23% of the crust.
Has natives, and their cattle. They worship N, and have tech halberds and tech hauberks.
But they are small, and so the halberd is like a machete to a man.
Primary Biosphere
System Influence: Normal
KASHASEVO 2
Description: mild toxic 1 water system
Type: Planet
Body: Vast
Gravity: Normal
Atmospheric Presence: Moderate
Atmospheric Composition: Pure
Climate: Temperate World
Habitability: Limited Ecosystem, Tellurium Concentrates
Major Continents or Archipelagos: 5
Smaller Islands: 13
Territories:
Landmarks in Deseret:
Landmarks in Deseret:
Landmarks in Deseret:
Landmarks in Deseret:
Landmarks in Deseret:
Base Mineral Resources:
Organic Compounds: Sustainable (54) curatives Archeotech Caches: Insignificant (03)
Xenos Ruins: None yet noted. (N) Inhabitants: Minor Xeno primitives.
Native Species
Small Flora {KRAMPLITES}
Base Profile: Small Flora Flora Type: Trap, Passive, glows in the dark
Skills: None. Talents: None.
Traits: 2x Armoured, Frictionless, From Beyond, Natural Armour (6), Natural Weapons, Size (Scrawny),
Strange Physiology, Sturdy, Valuable. Weapons: None.
Apex Predator {Phondurex}
Bestial Archetype: Apex Predator (THAG, SCRUFFY)
Bestial Nature: Living Arsenal
Skills: Awareness (Per), Tracking +10 (Int).
Talents: Talented (Tracking).
Traits: Bestial, Brutal Charge, Multiple Arms, Natural Armour (8), Natural Weapons, Valuable.
Weapons: Claws, fangs, horns, stingers, tentacles, or other deadly adaption (Melee; 1d10+4 I or R; Pen 2)
Herd Beast (Heffalongs)
Description: {Kash-Kau}
Base Profile: Herd Beast
Skills: Awareness (Per).
Talents: None.
Traits: Armoured, Bestial, Natural Armour (1), Natural Weapons, Paralytic, Quadruped,
Size (Massive), Sturdy, Swift, Valuable.
Weapons: Hooves, horns, or paws (Melee; 1d10+6 I; Pen 0; Primitive, Toxic)
Kashassevians
Description: natives of Kash-2. they tend herds of the Kash-Kaus,mature herders have the magic spears.
master herders have spears and magic tunics. They live with the Tau and Kroot mostly okay.
Unusual Xenos Communication: No Social Structure: Nomadic
Skills: Awareness (Per), Survival +10 (Int), Wrangling (Int). Talents: Wrangling
Traits: Multiple Arms, Resilient.
Weapons: Hunting spear (Melee/Thrown; 0m; 1d10+3 R; Pen 0; Primitive),
Heavy club (Melee; 1d10+4 I; Pen 0; Primitive)
Leaders (15%) have hauberks and javelins with which they herd the huge cattle. (Init +4) Armor 5
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Xenotech Relic Javelin (halberd at their size)
Description: N. Herding Tool, Defense setting =Concussive; Offense = Rending Glows Pink or Blue)
Treasure Type: Ranged Weapon Item: Relic Javelin Origin: Alien Technology
Craftsmanship: Good Xenos Construction: Innovative Design Quirk: Surly
Oldest bearer present (100m) gains Felling 4, Concussive 4, and Shocking 4 (turns green)
Melee Weapon: This weapon is elegant in design and
efficient in function, but is clearly meant as much for ceremony
as function. It is largely unremarkable, except for obviously
being of xenos manufacture. Reduce its weight by half raise
its Damage by 1. Also see Surly below
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Xenotech Reinforced Hauberk
Description: N.Herding Armor Treasure Type: Armour Glows Yellow
Item: Reinforced Hauberk Origin: Alien Technology
Craftsmanship: Common Xenos Construction: Remnant of the Endless Quirk: Surly
Armour: This Armour is infused with a crackling field
of verdant energy that flicks out menacingly to drive off
attackers. Whenever the wearer is hit with a Melee
Attack, the attacker must make a Challenging (+0)
Agility Test or suffer 1d5+2 Energy Damage
with the Shocking Quality.
Oldest Wearer present (100m) gains power field - wreathes wearer, decreasing their enemy's Damage and Penetration by 3 each.. (turns green)
When the wearer successfully Parries an attack made with a weapon, he has a 75% chance of destroying his attacker's weapon.
Weapons with the Power, Warp, and Natural Weapons are immune to this effect.
Surly: Past owners likely call this item “temperamental” (or things far less refined), if any are still alive to
describe it. If this item’s user rolls a 96 or higher on any Test while using it, the item ceases to function for
several moments (powering down, catching on a nearby object, or falling out of reach). The item’s owner gains
a +2 bonus to his Initiative so long as he possesses it, however, due to the paranoia the device incites in him.