TRAITS as Species CATEGORY Major NPC
CONTROL 10 FITNESS 10 PRESENCE 8
DARING 11 INSIGHT 9 REASON 10
COMMAND 0 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 13 RESISTANCE 2 VALUES
Stinging ATTACKS I Hunt Alone
Flying Bite 4 I Am Self-Sufficient
SPECIAL RULES Melee, 1H, Deadly SPECIAL RULES
COMPOUND EYES: The Vespoid's compound eyes THOSE WHO HELP THEMSELVES: The Solitary allows it to aim more accurately. When the Vespoid Creature may not Aid others, but if it is able to take a takes the Aim Minor Action in combat, it may reroll Prepare Minor Action, it may Aid itself on a Task its entire dice pool. (attack or otherwise) using the same attribute and Stranglehold 6 skill, as though it had an assistant. Melee, 2H, Intense, Debilitating
EVOLUTION 1 Vespoid PREDATION 1 Constrictor ETHOLOGY 1 Solitary Creature
Star Trek Adventures Menagerie Cards 1 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 5 FITNESS 11 PRESENCE 10
DARING 12 INSIGHT 9 REASON 9
COMMAND 1 SECURITY 5 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 16 RESISTANCE 1 VALUES
Biting ATTACKS We Are Pack
Trampling Teeth 6 Learn From Each Other
SPECIAL RULES Melee, 1H, Vicious 1, Deadly SPECIAL RULES
SHRUG OFF PAIN: The Tyrannosoid has a high COOPERATE: Cooperator Pack Hunters learn fast, tolerance to pain and injury. It takes 7 Stress to inflict and from each other. They may Create an Injury to a Tyrannosoid. Advantage/Create Problem to counteract Advantages/Disadvantages working against them, at Talons 7 a cost of 1 Momentum/Threat, instead of the usual Melee, 1H, Vicious 1, Debilitating 2. All Cooperator Pack Hunters able to observe this, gain the same Advantage.
EVOLUTION 2 Tyrannosoid PREDATION 2 Carnivore ETHOLOGY 2 Cooperator Pack Hunter
Star Trek Adventures Menagerie Cards 2 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 9 FITNESS 9 PRESENCE 8
DARING 9 INSIGHT 10 REASON 9
COMMAND 1 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 12 RESISTANCE 1 VALUES
Pincers ATTACKS We Scavenge What's Left
Defense Tusks 4 Work With Others
SPECIAL RULES Melee, 1H, Knockdown SPECIAL RULES
EXOSKELETON: Attacks against a Crustaceoid must SCAVENGE: Scavenger Pack Hunters let others make penetrate its exoskeleton. If a Crustaceoid is struck the kill, and only scavenge the remains of the kill. A by an attack, before damage is rolled, the Scavenger Pack Hunter may Aid another creature Crustaceoid rolls a number of Challenge Dice equal from Medium or Long range. Trample 5 to its Security. If there is at least one Effect, increase its Resistance against that attack by the result rolled. Melee, 1H, Knockdown, Cumbersome, Area No bonus if there are no Effects rolled (the attack found a weak spot).
EVOLUTION 3 Crustaceoid PREDATION 3 Omnivore ETHOLOGY 3 Scavenger Pack Hunter
Star Trek Adventures Menagerie Cards 3 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Minor NPC
CONTROL 4 FITNESS 9 PRESENCE 8
DARING 4 INSIGHT 8 REASON 8
COMMAND 1 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 12 RESISTANCE 0 VALUES
Goring ATTACKS Mine
Stampeding Fangs 4 Hide What Is Mine
SPECIAL RULES Melee, 1H, Piercing 1 SPECIAL RULES
BULL RUSH: With a successful melee attack, the STEAL: Caching Creatures are very good at stealing Bovoid may immediately move into the next things, be they shiny objects or food. They may re- adjacent zone (as part of a straight line path if it roll their dice pool when trying to steal an item already moved) and push its opponent ahead of it unobserved. Poisonous Stinger 5 into the same zone. Melee, 1H, Piercing 1, Intense
EVOLUTION 4 Bovoid PREDATION 4 Envenomator ETHOLOGY 4 Caching Creature
Star Trek Adventures Menagerie Cards 4 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Minor NPC
CONTROL 10 FITNESS 10 PRESENCE 10
DARING 10 INSIGHT 11 REASON 10
COMMAND 0 SECURITY 5 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 15 RESISTANCE 1 VALUES
Engulfing ATTACKS Leave Me Alone
Oozing Tongue 6 Stay Calm
SPECIAL RULES Melee, 1H, Non-lethal, Accurate SPECIAL RULES
AMORPHOUS: The Amoeboid may take different LOOK DANGEROUS: Defensive Mimics look like shapes and ooze through the smallest openings. The dangerous creatures. It's GM's discretion what other Amoeboid ignores penalties for difficult terrain. It creature(s) they look like. It is a Insight+Science or may also add Area to any of its attacks. Medicine Task at a Difficulty 3 to identify it as the Spittle 6 right species. A Defensive Mimic is treated like it's Ranged, 1H, Grenade, Area Menacing (Core Rulebook, p.313), adding to Threat, but remove the added Threat points when it's discovered to be only a mimic.
EVOLUTION 5 Amoeboid PREDATION 5 Ballistic Predator ETHOLOGY 5 Defensive Mimic
Star Trek Adventures Menagerie Cards 5 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 5 FITNESS 10 PRESENCE 10
DARING 8 INSIGHT 9 REASON 8
COMMAND 2 SECURITY 5 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 15 RESISTANCE 2 VALUES
Biting ATTACKS Fight Without Caution
Constriction Teeth 6 Take On All Challengers
SPECIAL RULES Melee, 1H, Vicious 1, Deadly SPECIAL RULES
CONSTRICTION: The Serpentoid is adept at THREATENING 3: The Berserker has extraordinary constricting its victims. If the Serpentoid succeeds at power when angered. (Core Rulebook, p.313) a Grapple (see Core Rulebook, p.175), at the beginning of the victim's turn, if the victim still has Claw 7 the Grappled Complication, they take damage equal to the Serpentoid's Security rating minus Resistance. Melee, 1H, Intense
EVOLUTION 6 Serpentoid PREDATION 6 Ambush Predator ETHOLOGY 6 Berserker
Star Trek Adventures Menagerie Cards 6 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 10 FITNESS 9 PRESENCE 9
DARING 9 INSIGHT 9 REASON 8
COMMAND 0 SECURITY 1 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 10 RESISTANCE 0 VALUES
Echolocation ATTACKS We Hunt If We Must
Flying Hooves 2 Overwhelm Them With Numbers
SPECIAL RULES Melee, 2H, Knockdown SPECIAL RULES
NIGHT VISION: A Chiropteroid uses echolocation to CHEAT: Cheater Pack Hunters will make the kill if navigate. (Core Rulebook, p.313) they find the prey first, but otherwise allow others make the kill before scavenging. During the first round of combat, Cheater Pack Hunters gain a bonus Horns 3 d20 on all attacks. Melee, 1H, Piercing 1, Knockdown
EVOLUTION 7 Chiropteroid PREDATION 7 Herbivore ETHOLOGY 7 Cheater Pack Hunter
Star Trek Adventures Menagerie Cards 7 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 9 FITNESS 8 PRESENCE 12
DARING 10 INSIGHT 12 REASON 8
COMMAND 0 SECURITY 4 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 12 RESISTANCE 3 VALUES
Stinging ATTACKS Believe That I'm One Of You
Pincers Tentacles 7 Wait Before I Strike
SPECIAL RULES Melee, 2H, Accurate, Knockdown SPECIAL RULES
VENOM: A Scorpionoid may inject venom into its LOOK HARMLESS: Aggressive Mimics look like victims, mostly through a stinger, but also other harmless creatures, the better to catch their prey. means. Choose one of the following damage It's GM's discretion what other creature(s) they look effects/qualities that may be added to one of the like. It is a Insight+Science or Medicine Task at a Psychic Devouring 7 Scorpionoid's attacks: Intense, Vicious 1, or Difficulty equal to the Aggressive Mimic's Security Debilitating. The choice is permanent for each Ranged, 1H, Area, Vicious 1, Debilitating rating to identify it as the right species. As long as Scorpionoid species. they are believed harmless, the Aggressive Mimics go first in combat. Aggressive Mimics also have the Quick To Action Talent (Core Rulebook, p.137).
EVOLUTION 8 Scorpionoid PREDATION 8 Psychic Predator ETHOLOGY 8 Aggressive Mimic
Star Trek Adventures Menagerie Cards 8 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 5 FITNESS 11 PRESENCE 8
DARING 10 INSIGHT 10 REASON 10
COMMAND 0 SECURITY 4 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 15 RESISTANCE 0 VALUES
Biting ATTACKS This Is My Territory
Swimming Bite 5 Respect Other Territories
SPECIAL RULES Melee, 1H, Deadly SPECIAL RULES
STRONG GRIP: Once a Crocodiloid lands a hit, it is MENACING: Territorial Defenders are menacing. very difficult for a victim to break free. A successful (Core Rulebook, p.313) hit inflicts normal damage and also the Grappled Complication (see Core Rulebook, p.175). The Talons 6 Difficulty to break free of the Grappled Complication is Difficulty 4 instead of Difficulty 2. Melee, 1H, Vicious 1, Debilitating
EVOLUTION 9 Crocodiloid PREDATION 9 Pursuit Predator ETHOLOGY 9 Territorial Defender
Star Trek Adventures Menagerie Cards 9 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 9 FITNESS 9 PRESENCE 6
DARING 11 INSIGHT 11 REASON 7
COMMAND 1 SECURITY 4 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 13 RESISTANCE 1 VALUES
Melee ATTACKS Safer Underground
Flying Fangs 6 Strike From Beneath
SPECIAL RULES Melee, 1H, Piercing 1 SPECIAL RULES
CARRY OFF: A Pterodactyloid has great strength and FAST BURROWING: The Burrower can burrow may seize and fly off with, and sometimes drop, a underground during its turn. If underground, it gains victim. If the Pterodactyloid has a Fitness greater Cover equal to zone distance from the attacker, plus than or equal to its victim, a successful melee attack its Security rating. It is GM's discretion whether an Stranglehold 7 allows the Pterodactyloid to keep the victim in attack is even possible while the Burrower is Reach, and move it to other zones it flies to. It may Melee, 2H, Intense, Debilitating underground. drop the victim, who suffers 5 Challenge Dice of damage. Also see Falling (Core Rulebook, p.171) for other possible effects.
EVOLUTION 10 0 Pterodactyloid PREDATION 10 Haematophage ETHOLOGY 10 Burrower
Star Trek Adventures Menagerie Cards 10 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 8 FITNESS 10 PRESENCE 9
DARING 9 INSIGHT 8 REASON 9
COMMAND 2 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 13 RESISTANCE 0 VALUES
Hunting ATTACKS I Prosper In The Dark
Tracking Stranglehold 6 Avoid The Light
SPECIAL RULES Melee, 2H, Intense, Debilitating SPECIAL RULES
SUPERIOR OLFACTORY SENSE: The Lupinoid has an NOCTURNAL ADAPTATION: In darkness, the extremely well-developed sense of smell. When Nocturnal Creature gains a bonus d20 to its attacks. using the sense of smell (Core Rulebook, p.170), It's GM's discretion whether the level of darkness is Difficulty only increases when trying to detect sufficient for the Nocturnal Creature to gain this Electric Touch 6 something outside of Long range, plus one step for bonus. each range category beyond Long. Melee, 1H, Area, Intense
EVOLUTION 11 0 Lupinoid PREDATION 11 Electrified Hunter ETHOLOGY 11 Nocturnal Creature
Star Trek Adventures Menagerie Cards 11 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 7 FITNESS 8 PRESENCE 12
DARING 8 INSIGHT 10 REASON 11
COMMAND 0 SECURITY 1 SCIENCE 1
CONN 0 ENGINEERING 0 MEDICINE 1
FOCUSES STRESS 9 RESISTANCE 1 VALUES
Biting ATTACKS We Are One Mind
Swimming Ram 2 Stronger Together
SPECIAL RULES Melee, 1H, Cumbersome, Knockdown SPECIAL RULES
AQUATIC: The Piscoid is adapted to aquatic GESTALT: The Group Mind Creature is in constant environments. When in such an environment where telepathic contact with others of its species, forming it can thrive, a Piscoid may perform a Swift Task at a gestalt intelligence, making it cleverer than other zero Momentum cost. animals. They have Telepath (Core Rulebook, p.105). Spikes 3 If there are at least 3 of these creatures, they may Melee, 1H, Piercing 2, Deadly also create a shared telepathic Advantage once per Scene, such as diverting attention away from them.
EVOLUTION 12 0 Piscoid PREDATION 12 Filter Feeder ETHOLOGY 12 Group Mind Creature
Star Trek Adventures Menagerie Cards 12 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 8 FITNESS 12 PRESENCE 12
DARING 10 INSIGHT 9 REASON 10
COMMAND 2 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 15 RESISTANCE 0 VALUES
Learning ATTACKS Not The Prey You Are Looking For
Flying Bite 4 Trust In Me
SPECIAL RULES Melee, 1H, Deadly SPECIAL RULES
HOLLOW BONES: Hollow bones make Corvoids HYPNOTIC: Opponents trying to attack a Hypnotic lighter, more agile, and harder to hit as a Defender (both melee and ranged) must first consequence. A Corvoid that is free to move may succeed at a Minor Action immediately preceding choose normal Cover, or instead use a number of the attack: an Opposed Insight+Security Difficulty 2 Claw 5 Cover Dice equal to its Security. It may not add them against the Hypnotic Defender. This roll is required together. Melee, 1H, Intense prior to each attack.
EVOLUTION 13 0 Corvoid PREDATION 13 Endurance Hunter ETHOLOGY 13 Hypnotic Defender
Star Trek Adventures Menagerie Cards 13 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 7 FITNESS 8 PRESENCE 10
DARING 10 INSIGHT 8 REASON 8
COMMAND 2 SECURITY 1 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 9 RESISTANCE 0 VALUES
Mauling ATTACKS See Me Not
Intimidation Stinger 2 Be Patient
SPECIAL RULES Melee, 1H, Debilitating SPECIAL RULES
EXTRAORDINARY FITNESS 1: Ursoids are quite fit. CAMOUFLAGE: The Camouflager is hard to see The Ursoid gains 1 automatic success on Tasks using because it looks like certain backgrounds, or is Fitness. (Core Rulebook, p.312) translucent. If camouflage is possible, increase the Difficulty to see or hit the Camouflager by 2. Pincers 3
Melee, 2H, Intense
EVOLUTION 14 0 Ursoid PREDATION 14 Insectivore ETHOLOGY 14 Camouflager
Star Trek Adventures Menagerie Cards 14 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 9 FITNESS 8 PRESENCE 11
DARING 6 INSIGHT 9 REASON 10
COMMAND 1 SECURITY 2 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 10 RESISTANCE 1 VALUES
Web Spinning ATTACKS Believe I Am Dead
Climbing Bite 3 Use The Element of Surprise
SPECIAL RULES Melee, 1H, Deadly SPECIAL RULES
NETCASTING: The Arachnoid spins webbing on its FEIGN DEATH: The Death Feigner may pretend to be front legs and rushes forward to entangle. In melee dead to all but the most sensitive methods of combat, if 2 or more Effects are rolled on damage, detection. All methods to detect life in the creature place a Grappled Complication on the target (see are rolled secretly as Opposed Tasks against the Spines 4 Core Rulebook, p.175). creature's Fitness+Security. The Death Feigner may Melee, 1H, Piercing 2, Debilitating, Inaccurate also Avoid an Injury once more than usual for its NPC category, but pretend to be dead.
EVOLUTION 15 0 Arachnoid PREDATION 15 Egg Predator ETHOLOGY 15 Death Feigner
Star Trek Adventures Menagerie Cards 15 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 5 FITNESS 10 PRESENCE 8
DARING 9 INSIGHT 10 REASON 12
COMMAND 0 SECURITY 3 SCIENCE 1
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 13 RESISTANCE 1 VALUES
Concealment ATTACKS There Are No Barriers
Burrowing Bite 4 Attack From An Unexpected Angle
SPECIAL RULES Melee, 1H, Deadly SPECIAL RULES
SQUIRM: The Anneloid is adept at squirming, making DIMENSION JUMP: The Dimension Jumper may enter it difficult to hit. Attacks against an Anneloid that do other dimensions through a Move or Run Task, not use the Aim Minor Action, allow the Anneloid to Difficulty 0. It cannot be attacked except by weapons force its attacker to re-roll a number of d20s up to its that are able to breach into that dimension. It's GM's Bill 6 Security rating. Resolve Squirm before applying other discretion whether the Dimension Jumper is still re-rolls available to the attacker. Melee, 1H, Piercing 2, Deadly visible whilst in the other dimension.
EVOLUTION 16 0 Anneloid PREDATION 16 Piscivore ETHOLOGY 16 Dimension Jumper
Star Trek Adventures Menagerie Cards 16 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Notable NPC
CONTROL 11 FITNESS 10 PRESENCE 11
DARING 7 INSIGHT 8 REASON 11
COMMAND 2 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 13 RESISTANCE 2 VALUES
Melee ATTACKS Blind My Enemies
Climbing Fire Breath 5 Escape Is Preferable To Fighting
SPECIAL RULES Ranged, 1H, Area, Intense SPECIAL RULES
ARBOREAL ADAPTATION: Simioids are adapted to INK BLAST: The Inkmaker may expel a cloud of forest environments. When performing Tasks, noxious and/or blinding ink into the air or water. including attacks, in an arboreal setting, Simioids Twice a Scene, roll a number of Challenge Dice equal may re-roll 1d20 in their dice pool. to twice its Security. Create an inky zone per Effect Claw 5 rolled, but start with the zone it is in. Other zones Melee, 1H, Intense added must be adjacent to another inky zone. Inky zones have the Disadvantage: Inky. Inkmakers of the same species are immune to this Disadvantage.
EVOLUTION 17 0 Simioid PREDATION 17 Fire Breather ETHOLOGY 17 Inkmaker
Star Trek Adventures Menagerie Cards 17 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Minor NPC
CONTROL 11 FITNESS 8 PRESENCE 7
DARING 8 INSIGHT 11 REASON 4
COMMAND 2 SECURITY 2 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 10 RESISTANCE 0 VALUES
Grappling ATTACKS The Herd Stays Together
Swimming Beak 3 Follow The Bellwether
SPECIAL RULES Melee, 1H, Piercing 1, Accurate SPECIAL RULES
TENTACLES: A Krakenoid has long tentacles that it SAFETY IN NUMBERS: The Herd Creature (or Flock or may attack with, at the same time. The Krakenoid School Creature) stick together for safety. When may make a number of simultaneous attacks equal there are other Herd Creatures in the same zone, a to its Security, rolled separately, with no increase to Herd Creature may ignore one Complication rolled Claw 5 the Difficulty of the attacks. Also, Notable NPC on a Task. Krakenoids may make attacks up to Medium range, Melee, 1H, Intense and Major NPC Krakenoids may make attacks up to Long range.
EVOLUTION 18 0 Krakenoid PREDATION 18 Kleptoparasite ETHOLOGY 18 Herd Creature
Star Trek Adventures Menagerie Cards 18 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Major NPC
CONTROL 10 FITNESS 11 PRESENCE 11
DARING 11 INSIGHT 7 REASON 11
COMMAND 0 SECURITY 1 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 12 RESISTANCE 2 VALUES
Prowling ATTACKS Top Of The Food Chain
Pouncing Abrasive Skin 2 I Fear No Other
SPECIAL RULES Melee, 1H, Piercing 1 SPECIAL RULES
LEAPS AND BOUNDS: Pantheroids are excellent at MENACING: Apex Predators are menacing. (Core jumping and movement. A Pantheroid gains 1 bonus Rulebook, p.313) Momentum for Tasks involving jumping or movement. Spiked Tail 4
Melee, 1H, Knockdown, Intense, Cumbersome
EVOLUTION 19 0 Pantheroid PREDATION 19 Ram Feeder ETHOLOGY 19 Apex Predator
Star Trek Adventures Menagerie Cards 19 CONTINUINGMISSIONSTA.COM TRAITS as Species CATEGORY Minor NPC
CONTROL 5 FITNESS 9 PRESENCE 7
DARING 9 INSIGHT 10 REASON 7
COMMAND 0 SECURITY 3 SCIENCE 0
CONN 0 ENGINEERING 0 MEDICINE 0
FOCUSES STRESS 12 RESISTANCE 2 VALUES
Tusks ATTACKS I Am Harmless
Scent Acid Touch 5 Obey
SPECIAL RULES Melee, 1H, Vicious 1, Piercing 1 SPECIAL RULES
TUSKS: In addition to its other attacks, the Suinoid NOT THE REAL THREAT: The Docile Creature does not may use its tusks at the same time to increase appear to be a threat, because it's tame and non- damage. If the Suinoid takes the Prepare Minor aggressive. Anytime someone targets a Docile Action, add 2 Challenge Dice when rolling the Creature for an attack, add 1 Threat to the pool Energy Devouring 6 Suinoid's damage tally. (because they are ignoring the real threats). Ranged, 1H, Area, Piercing 2
EVOLUTION 20 0 Suinoid PREDATION 20 Energy Absorber ETHOLOGY 20 Docile Creature
Star Trek Adventures Menagerie Cards 20 CONTINUINGMISSIONSTA.COM