shadowrun critters (6086095)

48
A SHADOWRUN SOURCEBOOK A SHADOWRUN SOURCEBOOK samuel llewellyn (order #6086095)

Upload: samuel-llewellyns

Post on 11-Sep-2015

80 views

Category:

Documents


8 download

DESCRIPTION

Shadowrun Critters list

TRANSCRIPT

  • A SHADOWRUN SOURCEBOOKA SHADOWRUN SOURCEBOOK

    samuel llewellyn (order #6086095)

  • Domovoi 26Dour 26Dragons 26Dzoo-noo-qua 27Each-uisge 27Ekyelebenle 27Elementals 28Embracer 28Enwontzane 28European Gargoyle 28Eyekiller 28Fenrir Wolf 29Fideal 29Firedrake 29Flame Jackal 29Fomorian 29Gabriel Hound 29Gargoyle 30Ghede Fly 30Ghoul 30Goblin 31Golden Boar 31Gomatia 31Gorgon 31Greater Unicorn 31Griffin 32Harpy 32Hell Hound 32Humped Horse 32Hydra Wyrm 33Icedrake 33Imperial Eagle 33Incubus 33Jauchekafer 33Juggernaut 33King Frost 33Kludde 34Knocker 34Kraken 34Lambton Lizard 34Leshy 34Lesser Thunderbird 34Leviathan 35Loup-Garou 35Mami Wata 35Man-of-the-Woods 35Martichoras 35Meistersinger 35Merlin Hawk 36Mermaid 36Merrow 36Naga 36Nature Spirits 37Nimues Salamander 37Nomad 38Nosferatu 38Nova Scorpion 38

    2 Critters

    CONTENTS

    CRITTERS 4How to Use this Book 5Dual Beings 5Spirits 5Critter Combat 5

    Initiative 5Actions 5Critter Dice Pools 5

    Cyberware for Critters 6Powers of the Awakened 6

    Accident 7Adaptive Coloration 7Animal Control 7Astral Armor 8Binding 8Blindness 8Cold Aura 8Compulsion 8Concealment 8Confusion 8Corrosive Saliva 8Corrosive Secretions 8Desire Reflection 9Dispelling 9Empathy 9Engulf 9Enhanced Physical Attributes 9Enhanced Reactions 9Enhanced Senses 9Essence Drain 10Essence Drain (Temporary) 10Fading 10Fear 10Flame Aura 10Glamour 10Guard 11Hardened Armor 11Hypnotic Song 11Immunity 11Infection 11Influence 11Innate Spell 11Magical Guard 12Magical Skills 12Magic Sense 12Materialization 12Mimicry 12Mist Form 12Movement 12Noxious Breath 13Paralyzing Touch/Howl 13Pestilence 13Petrifying Gaze 13Possession 13Psychokinesis 13

    Regeneration 13Search 14Shadow Cloak 14Silence 14Sonic Projection 14Spraying 14Venom 14Weather Control 14

    Weaknesses of the Awakened 14Allergy 15Dietary Requirement 15Essence Loss 15Reduced Senses 15Vulnerability 15

    Mutant Critters 15Size Change 15Physical Characteristics 15Enhanced Attributes

    and Abilities 15Paranormal Abilities 15Creating Mutant Critters 16

    Toxic Critters 17Using Toxic Critters 17

    AWAKENED CRITTERS 18Critter Statistics 18Critters 19

    Aardwolf 20Abrams Lobster 20Afanc 20Agropelter 21Aitvaras 21Anwuma Bavole 21Asonwu 21Baba Yaga 21Bandersnatch 22Bandit 22Banshee 22Barghest 22Basilisk 22Bean Sidhe 22Behemoth 23Birdman 23Black Annis 23Blackberry Cat 23Blood Kite 23Bogie 23Brocken Bow 24Centaur 24Cerberus Hound 24Chimera 24Chupacabras 24Cockatrice 25Corps Cadavre 25Corpselight 25Crested Barbarian 25Devil Rat 25Devilfish 26

    samuel llewellyn (order #6086095)

  • 3Critters

    Nutria 38Oracle Owl 39Pegasus 39Peryton 39Phoenix 39Piasma 39Protean 39Quicksilver Mongoose 40Rockworm 40Saber-tooth Cat 40Salamander 40Sasquatch 40Satyr 41Scorpyrine 41Sea Leech 41Sea Serpent 42Shadowhound 42Shapeshifter 42Shasta Deer 43Siberian Bee 43Siberian Firebird 43Siren 43Specter 44Spider-Beast 44Spitting Pike 44Sprite 44Stonebinder 44Storm Dolphin 45Stormcrow 45Stymphalian 45Talis Cat 45Thunderbird 45Troglodyte 46Tungak 46Unicorn 46Vampire 46Vampiric Pawn 46Volleying Porcupine 47Wendigo 47Wild Minotaur 48Wodewose 48Woolly Mammoth 48Wyrd Mantis 48Wyvern 48

    CREDITS

    Written and Compiled byRobert BoyleStephen KensonMichael Mulvihill

    Original Paranormal Animals and Powers byRob Boyle, Jennifer Brandes, BobCharrette, Tom Dowd, Nigel Findley,Chris Hepler, Paul Hume, SteveKenson, Lori Methany, Mike Mulvihill,Carl Sargent, Brian Schoner, and JordanWeisman

    Shadowrun Line DeveloperMichael Mulvihill

    Editorial StaffEditorial Director

    Donna IppolitoManaging Editor

    Sharon Turner MulvihillAssociate Editor

    Diane Piron-GelmanAssistant Editors

    Robert BoyleTara Gallagher

    EditingSharon Turner MulvihillDiane Piron-Gelman

    Art & Production StaffArt Director

    Jim NelsonGraphic Design and Layout

    Jim Nelson & Fred HooperCover Illustration

    Dave DeVriesIllustrations

    Fred HooperJeff LaubensteinJIm NelsonMark NelsonRon Spencer

    Copyright 19982005 WizKids Inc. All RightsReserved. Critters, Shadowrun and WK Games areregistered trademarks and/or trademarks of WizKids,Inc. in the United States and/or other countries. Nopart of this work may be reproduced, stored in aretrieval system, or transmitted in any form or by anymeans, without the prior permission in writing of theCopyright Owner, nor be otherwise circulated in anyform other than that in which it is published.

    Permission granted to photocopy for person-al use only.

    Version 1.0 (January 2005), based on the 1stprinting (1998), with additional corrections].Published by FanPro LLC, Chicago, Illinois, USA.

    Find us online:[email protected]

    (email address for Shadowrun questions)http://www.shadowrunrpg.com

    (official Shadowrun web pages)http://www.fanprogames.com

    (FanPro web pages)http://www.wizkidsgames.com

    (WizKids web pages)http://www.studio2publishing.com

    (Studio 2 PublishingOnline Sales)

    samuel llewellyn (order #6086095)

  • arth is home to an almost limitless variety of animals. Even in the trying times of the latetwentieth and early twenty-first centuries, new species continued to be discovered whileothers slipped into extinction. During the Awakening, Homo sapiens was not the only

    species to undergo Unexplained Genetic Expression (UGE). Animals all over the world beganto show the effects of the return of magic, some giving birth to changeling offspring while oth-ers transformed into creatures from myth and legend. Griffins, harpies, hell hounds and evendragons populate the world of the twenty-first century.

    The explosion of novel and variant life forms led to the development of several new fieldsof scientific study, often combined under the general heading of paranaturalism.Paranaturalists specialize in species identified after 2000 A.D., and many further focus onaspects of the field such as parabiology, parasociology (especially among the various metahu-man and officially recognized sentient species), and paranatural biotechnology. Someresearchers have even begun examining the fossil record for evidence of paraspecies.

    Most paraspecies seem to be a particular expression of DNA in the presence of high levelsof magical energy. In these species, one generation gives birth to paraspecies young but remainsunaffected itself. In time, the natural species will vanish, replaced completely by the paraspecies.

    In certain cases, all or part of the natural species undergoes a transformation as the risingtide of magic reaches a specific threshold. Unless the whole species changes en masse, the nat-ural species continues (as in the human species), but will sometimes produce individuals of theparaspecies at later births. Occasionally, an apparently normal individual of such a species willexpress paranormal traits or capabilities at the species equivalent of puberty.

    A few species consistently produce young that resemble the original natural species butundergo UGE at puberty. Most such individuals are hostile and vicious as a result of thetransformation.

    CRITTERS

    4 Critters

    E

    samuel llewellyn (order #6086095)

  • 5Critters

    HOW TO USE THIS BOOKThis book provides a comprehensive listing of creatures

    that appeared in previous Shadowrun products, including abrief description of each critter and its game statistics. In addi-tion, this section covers the various rules needed to run crittersin the game and gives a complete listing and explanation of allcritter powers.

    Critters make an exciting addition to any campaign,whether serving as guard animals or appearing in randomencounters throughout the urban or rural jungle. As a result ofsmuggling operations, the requirements of research facilitiesand experimentation (both legal and illegal), any critter can befound anywhere in the world. Having a wyrd mantis attack ateam of runners on the streets of downtown Seattle mightseem like a stretch, but it provides a perfectly plausible start-ing point for a shadowrun to disrupt a smuggling operationfunded by a group of bug spirits experimenting with using thewyrd mantis as hosts.

    After the gamemaster chooses a critter to incorporate intohis scenario or campaign, he should review its powers and out-line how the creature might use them in various encounters.Keep in mind that, unlike characters, critters are born with theirpowers and use them in the most efficient and deadly fashionnecessary, especially in a life-or-death struggle. Next, thegamemaster should craft a plan of attack against the crea-ture, then review the combat rules for critters, making sure toapply the correct dice pools and karma (p. 6). After thatitstime to let the chips fall where they may!

    DUAL BEINGSMost paranormal animals are able to manipulate and

    channel mana to fuel their various powers. Some creatures areso in tune with the flow of mana that the astral plane is opento them at all times; they coexist on the astral and physicalplanes. These critters have the ability to perceive and interactwith the astral plane in the same way as characters using astralperception (see Astral Perception, p. 171 in SR3).

    Unlike magical characters, a dual being is always astrallyaware. Such critters natural state is to be continually aware ofboth the physical and astral planes, so they cannot turn offtheir connection to the astral plane. This means that dual crit-ters are able to act on either plane at any time. It also meansthey can be affected from both the physical and astral planes atany time. Because continuous astral perception is their normalstate, dual beings do not suffer the +2 target modifier for non-magical activity while using astral perception.

    Dual beings with magical skills are capable of astral pro-jection. They can separate their astral bodies from their physi-cal bodies, just as do full magicians. In this case, the beingsphysical body sinks into a trance, but the free-roaming astralform can move about astral space. Their astral forms Attributesare based on their Mental Attributes, in the same way as forastrally projecting characters.

    The various powers of dual beings can affect both physicaland astral targets, much like spells (see Spell Targeting in SR3,p. 181). Only mana-based powers that affect the mind or spir-it rather than the physical body can affect astral forms.

    SPIRITSSome paranormal beings live only on the astral plane and

    have no physical body. These beings are collectively known asspirits. Some spirits have the ability (if not the inclination) toform a material body for themselves in the physical world usingthe Materialization power (p. 12). A spirit in astral form actsand is treated much like an astrally projecting character. A spir-it in material form is treated like a dual being (see above). Formore information on spirits and their interaction with astralspace, consult the Magic chapter, p. 188 of SR3.

    CRITTER COMBATCharacters are likely to encounter critters under hostile or

    dangerous circumstances, most often as watch animals for cor-porations. Whether critters are trained to attack or are simplydefending their young or their territory, critters that attack arunner team use the standard combat rules presented on pp.100129 of SR3, except as noted here.

    INITIATIVEEach critter description includes that creatures Initiative

    dice. Determine Initiative dice for other critters according to thestandard Initiative rules. To calculate a critters Initiative Score,roll the Initiative dice and add the result to the animals Reaction.

    Dual beings that engage in astral combat use their stan-dard Initiative.

    Astrally projecting critters add 20 to their Initiative Score.

    ACTIONSSentient creatures may perform the same actions as play-

    er characters, assuming they have the physical or paranormalmeans to do so. The gamemaster may need to make a judg-ment call on a critters abilities based on the published infor-mation about the critter.

    Critters make Damage Resistance Tests normally.

    CRITTER DICE POOLSCritters have dice pools the same as characters and non-

    player characters. However, creatures may apply only KarmaPool dice to tests made to use their powers.

    Combat PoolCritters engaged in combat may use Combat Pool dice. The

    Combat Pool is calculated the same as for a character: Quickness+ Intelligence + Willpower, divided by 2 (round down). Forcreatures with separate Intelligence Ratings, use the rating tothe right of the slash (the one normally used for Perception) forthis equation. All standard rules for Combat Pool use apply tocritters (see Using Dice Pools, p. 104 in SR3). Critters can use anumber of Combat Pool dice equal to their Reaction for attacks.Dual beings may use the Combat Pool for astral combat (in addi-tion to their normal physical Attributes), unless they are astrallyprojecting (see Astral Combat Pool, below).

    Astral Combat PoolAstrally projecting critters may use an Astral Combat Pool.

    This pool functions according to the standard Astral Combat

    samuel llewellyn (order #6086095)

  • 6 Critters

    Pool rules for astrally projecting characters (see Astral CombatTests, p. 174, SR3) and is equal to Intelligence + Charisma +Willpower, divided by 2 (round down).

    Spell PoolCritters with the Sorcery Skill have a Spell Pool, equal to

    Intelligence + Willpower + Essence, divided by 3 (round down).Use the standard rules for the Spell Pool (see p. 180, SR3).

    Karma PoolAll critters have access to a Karma Pool that represents

    their general luck. The gamemaster determines the size of theKarma Pool, based on the level of threat the critter presents tothe characters. Critters use Karma Pool in the same way ascharacters (see p. 246, SR3). For guidelines on determiningKarma Pools for critters, refer to rules on non-player charactersand Karma (p. 248, SR3).

    CYBERWARE FOR CRITTERSCritters may be equipped with cyberware, usually body-

    ware specially designed for them. The operations required toimplant cyberware tend to unhinge animals, making themvicious and barely controllable. Cyber-modified animals are as

    likely to attack their handlers as their intended targets. Whenunleashing such an animal, roll 1D6. If the result equals orexceeds the animals Essence, it will turn on its handler.

    Headware designed to control this tendency makes theanimal less intelligent and less perceptive, and further lowersits Essence. Each control implant lowers Essence by 1 and sub-tracts 2 from the die roll made when checking the animalsbehavior. Each implant also lowers each of the animals MentalAttributes by 1.

    POWERS OF THE AWAKENEDThe magical powers of paranormal beings are many and

    varied, and most creatures have more than one.Virtually all paranormal beings have some form of special-

    ized attack ability. If critters rely simply on physical capabilities,their description provides the required statistics. If critters pos-sess specialized attack forms, which may range from thepainful but mostly annoying smack on the head with a fryingpan from a hearth spirit to the shattering lightning bolts of astorm spirit, these are described in the text and in the statistics.

    The game mechanics given for the following powers areintended as guidelines for the gamemaster. Players shouldnever be absolutely certain of the capabilities of a paranormal

    samuel llewellyn (order #6086095)

  • 7Critters

    opponent; there is always a chance a power might work slight-ly differently from critter to critter. (Uncertainty is a wonderfuldramatic tool.) Because elementals and nature spirits can besummoned by player characters, however, their powers aremore detailed and should remain as consistent as possible.

    Note that in order for a creature to use a power against atarget, they must share the same state, either astral or phys-ical. Purely astral forms cannot affect purely physical targets,and vice versa. However, an astral form and dual being couldaffect each other (with mana-based powers only), as could aphysical and dual being (with both mana and physical powers).

    The description of each power provides the followinginformation: the powers name, its type, the type of actionrequired to use it, and the powers range and duration.

    Type: Critter powers may be either Mana (M) or Physical(P). Mana powers affect the mind, emotions, life force, or spir-it and can affect targets on the astral plane if the critter is capa-ble of seeing into that plane (for example, dual beings).Physical powers affect the physical world. They cannot be usedon or by critters that lack a physical presence (such as spirits inastral form). The critter must assume a physical form in orderto use or be affected by the power.

    Action: Powers require either a Complex Action, SimpleAction, or Free Action to use, or are considered to beAutomatic (Auto). Automatic powers function at all times withno attention or effort from the critter.

    Certain critter powers are also considered Exclusiveactions, in the same sense as some acts of magic. These pow-ers require considerable effort or concentration and cannot beperformed while using or sustaining any other power. The crit-ter must stop sustaining the other effect first. See p.180, SR3.

    Range: Critter powers may have a range of Line of Sight(LOS), Touch, or Self (indicating the power affects only the crit-ter itself). Critter powers are targeted in the same manner asspells (see Spell Targeting, p. 181, SR3). Note that the powersof nature spirits only have an effect within that spirits domain(see Domains, p. 184 in SR3).

    Critter powers generally affect only one person or thing peraction, except as noted in the individual power descriptions.

    Duration: The duration of critter powers indicates howlong the effect lasts, and may be either Instant, Sustained,Permanent, Special, or Always.

    Instant powers take effect and vanish in the same action,though they usually have lasting effects (for example, damage).

    Sustained powers can be maintained by the critter for alength of time at no effort or cost. Because these powers areinnate to such critters, they do not suffer from any strain or tar-get number modifiers for sustaining an effect, taking damagedoes not disrupt their ability to sustain an effect, and they neednot maintain line of sight to the target (though targets wholeave a nature spirits domain are no longer affected by thespirits powers). For example, a critter could use the sustainedConcealment power to hide a van-load of runners on oneaction, then afflict the corporate security squad following therunners with the sustained power Confusion on the next action

    without dropping the Concealment. Critters may simultane-ously sustain a number of powers equal to their Essence.

    Permanent powers must be sustained for a certain amountof time, then their effects become permanent. See the descrip-tions of the individual powers for more details.

    Other powers have a Special duration, meaning other fac-tors affect the duration of the effect.

    Critter powers that are always in effect (have an action ofAutomatic and so are constantly on) have a duration ofAlways. Such powers generally have a range of Self.

    ACCIDENTType: P Action: Complex Range: LOS Duration: Instant

    The Accident power gives a being the ability to cause anapparently normal accident to occur. The nature and result ofthe accident will vary according to the terrain the being controls.

    A character affected by the Accident power must make atest using Quickness or Intelligence (whichever is greater)against a target number equal to the Essence of the being usingthe power. If the character fails the test, he loses his nextInitiative Pass as a result of the accident: he trips, gets a mouth-ful of leaves, or even a cream pie in the face. The effect of theAccident power is not dangerous in itself, but the environmentcan make it so. Tripping on a narrow mountain ledge, forexample, can be most unfortunate.

    Against vehicles, a successful use of Accident forces the dri-ver of the vehicle to make an immediate Crash Test (p. 147, SR3).

    ADAPTIVE COLORATIONType: P Action: Auto Range: Self Duration: Always

    The Adaptive Coloration power allows a creature to refractlight around itself and so become nearly invisible. When thecreature remains immobile, the target number for thePerception Test to detect it is 10; when the creature is moving,the target number is 8. Because this power affects the depthperception of onlookers, add a +2 modifier to the target num-bers of any ranged attacks against the creature.

    This power works against natural and cybernetic thermo-graphic vision, but it has no effect against nonvisual sensessuch as sonar, radar, or scent tracking. However, some crea-tures may have a version of this power that affects a widerband of the electromagnetic spectrum.

    ANIMAL CONTROLType: M Action: Complex Range: LOS Duration: Sustained

    Some beings possess a heightened empathy with a par-ticular type of animal,for example, predators or scaled ani-mals. The Animal Control power allows the being to preventan animal from acting or control an individual animal, experi-encing the world through its senses and directing its behav-ior. This behavior must fall within what is normal for the ani-mal. For example, a controlled monkey could not drive a car.The being may control a number of small animals (cats, ratsand so on) equal to its Charisma x 5. A being may control anumber of larger animals (wolves, lions, bears and so on)equal to its Charisma.

    samuel llewellyn (order #6086095)

  • 8 Critters

    ASTRAL ARMORType: M Action: Auto Range: Self Duration: Always

    The Astral Armor power toughens the creatures astralform, providing it with armor equal to its Essence. AstralArmor does not protect the creature in any way from physicalattacks. Dual creatures must be astrally projecting to receiveany benefit from this power.

    BINDINGType: P Action: Complex Range: LOS or Touch Duration:Instant

    Binding gives a being the power to make its victim stickto a surface or to the being itself. The target must make aStrength Test against a target number equal to the Strength ofthe binding (the beings Essence x 2) to break free.

    BLINDNESSType: M Action: Complex Range: LOS Duration: Instant

    As this name suggests, the Blindness power inducesblindness in a single target. Make an Opposed Test betweenthe critters Essence and the victims Willpower. If the creaturegenerates more successes, the victim is blinded for 1D6Combat Turns but suffers no actual physical damage. Thispower also affects cybereyes and astral sight.

    COLD AURAType: P Action: Free Range: Self Duration: Sustained

    Beings with the Cold Aura power can radiate a zone ofextreme cold extending a number of centimeters equal to theirEssence away from their body. Within this region, liquidsfreeze instantly and metals become brittle with prolongedexposure.

    Any character within melee attack range of a creature sur-rounded by a cold aura must make a Damage Resistance Testagainst a Damage Code of (Essence)M. Reduce the Power ofthe damage by 1 for each point of Reach of the charactersmelee weapon; increase the Power of the damage by 2 if thecreature scored a successful melee hit on the character in thesame Combat Turn. Impact armor helps resist the damage.Heavy clothing may count as 13 additional points of armor atthe gamemasters discretion.

    COMPULSIONType: M Action: Complex Range: LOS Duration: Sustained

    A being with the Compulsion power can compel a targetto perform a specific action (generally, each creature can com-pel only one type of action). To use this power, the critter mustsucceed in an Opposed Test pitting its Essence against the tar-gets Willpower. Each net success allows the critter to controlone of the targets actions. The creature must control the tar-get immediately upon exercising the Compulsion power; itcannot compel a targets future actions.

    CONCEALMENTType: P Action: Simple Range: LOS Duration: Sustained

    The Concealment power refers to a beings ability to hidewithin its own terrain and is often associated with nature spir-

    its. A being can use the Concealment power to hide itself or oth-ers from danger, or, alternatively, can use the power to hidesomething being sought. For any Perception Tests made tolocate the concealed target, add the beings Essence to the tar-get number for the test. Concealment can be used on more thanone target simultaneously; concealed targets can see each other.

    CONFUSIONType: M Action: Complex Range: LOS Duration: Sustained

    The Confusion power allows a critter to make its victimslose their sense of direction and wander aimlessly through theterrain it controls. The consequences may vary widely. A hearthspirit causing confusion in a house might lead to nothing worsethan someone bumping into walls or mistaking a closet doorfor an exit. Confusion in the domain of a mountain spirit couldeasily lead someone to stumble off the nearest cliff.

    Characters who attempt any form of Success Test whileunder the effects of this power must add a target modifierequal to the Essence of the critter. In addition, whenever thevictim needs to make a decision, he must make a WillpowerTest against a target number equal to the critters Essence. If hefails, he is unable to make up his mind. Something or someonemust remind him of the need for a decision. An attack or a ver-bal reminder from a companion allows the victim to makeanother Willpower Test. If left alone in this state, a character willeventually wander off.

    CORROSIVE SALIVAType: P Action: Complex Range: LOS Duration: Special

    The Corrosive Saliva power allows a creature to spit cor-rosive saliva at opponents. Each time the creature engages incombat, it can spit corrosive saliva as as a Complex Action,with a range of (Essence x 2) meters. To spit the saliva, thecreature makes a Ranged Combat Test. The target may dodgethe attack and/or make a Damage Resistance Test usingQuickness instead of Body, adding Combat Pool dice to one orboth tests. Compare the successes. Each net success the crea-ture rolls permanently reduces by 1 the ratings of any armor(ballistic and impact) worn by the target. When both ArmorRatings reach 0, the target is no longer protected by armor.Unarmored targets must make a Damage Resistance Testagainst (creatures Body)L damage. For every 2 successes thecreature generates on the Ranged Combat Test, increase thePower of the attack by 1.

    CORROSIVE SECRETIONSType: P Action: Auto Range: Self Duration: Always

    Creatures with the Corrosive Secretions power ooze a cor-rosive substance from their skin. Touching the creatures bodycauses damage each turn. Any successful melee attack on or bythe creature reduces by 1 the ratings of any armor (ballistic andimpact) worn by the target for each Damage Level inflicted(Light reduces by 1, Serious by 3, and so on). When bothArmor Ratings reach 0, the target is no longer protected byarmor. An unarmored character engaging in melee combatmust make a Damage Resistance Test against (Essence)L dam-age. Reduce the Power of the damage by 1 for each point ofReach of the attackers melee weapon.

    samuel llewellyn (order #6086095)

  • 9Critters

    DESIRE REFLECTIONType: M Action: Complex Range: LOS Duration: Sustained

    The Desire Reflection power enables a creature to discov-er the greatest desire of a single target within its range and cre-ate an illusion relating to that desire in the targets mind. Thecreature itself can appear as a harmless or pleasing aspect ofthe illusion, if it wishes.

    When a being uses this power, roll an Opposed Testbetween the beings Essence and the targets Willpower. If thecreature generates more successes, the victim is deceived bythe illusion. Otherwise, the power fails to affect the victim. Leftto their own devices, victims indulge themselves as if theirdesire had come true (scooping up imaginary credsticks orhardware, strangling their illusory nemesis, caressing an imag-inary boytoy or joygirl, and so on).

    If the victim is attacked or injured, or if companions shoutat him or slap him, the victim may make another WillpowerTest to resist the illusion. Victims who generate more success-es than the creature break free of the illusion. Those who failcannot act, caught between illusion and reality.

    DISPELLINGType: M Action: Complex Range: LOS Duration: Instant

    The Dispelling power allows a creature to dispel spells inthe same way as a magician (p. 184, SR3). The creature rolls itsEssence in place of its Sorcery Skill for purposes of dispelling.

    EMPATHYType: M Action: Complex Range: LOS Duration: Sustained

    Empathy allows a creature to recognize the dominantemotions and moods of a target. The being can also project anemotional state of its choice onto the target. Establishing thisempathic link requires an Opposed Test between the beingsEssence and the targets Willpower. If the creature generatesmore successes, it can sense the targets emotions and projectemotions onto the target in the same way as the control emo-tion spell (p. 196, SR3).

    ENGULFType: P Action: Exclusive Complex Range: Touch Duration:Sustained

    The Engulf power gives a critter the ability to draw victimsinto itself or the terrain or element appropriate to its nature.The victim is subject to all the effects of being submerged inthe substance, the least of which is usually suffocation.

    Make an Opposed Test between the victims Willpowerand the critters Essence. If the critter generates more success-es, the victim is engulfed. The victim cannot escape as long asthe critter maintains this power against him. If the creatureattacks another target (either physically or using anotherpower), it automatically releases the first victim.

    On each of the creatures actions during which a characteris engulfed (including the action on which they initially wereengulfed), the player makes a Body Test against a DamageCode of (Essence)M Stun. Dermal plating and armor do notcount toward resisting this damage.

    Spirits with this power follow these rules:The engulf attack is a melee attack. The spirit uses its

    Quickness to hit the target. Targets must counterattack suc-cessfully to avoid being engulfed. If the victim is engulfed, theeffects vary.

    On each of the victims actions, he or she can try toescape. Make an Opposed Test using the victims Strength andthe spirits Force. If the victim wins, freedom! On each of thespirits actions (including the action on which they wereengulfed), engulfed victims must resist appropriate damage.

    Fire Engulf: The target must resist (Force)M damage; add 2to the Power for flame aura. Impact armor helps protect againstthis damage, but not ballistic armor, which tends to melt.

    Water Engulf: The target must resist (Force)M Stun dam-age. The power is modified by +1 for each action that the spir-it has taken since engulfing the victim to reflect that the spiritis still capable of exerting great pressure on engulfed victims.Victims who take Deadly Stun damage and pass out are stillexposed to damage during the spirits actions and will takePhysical damage as a result. Eventually, they will drown.

    Air Engulf: The target must resist (Force)S Stun damage ofthe spirits noxious breath power using Willpower or Body,whichever is greater. Because the spirit can penetrate breath-ing gear or other protective systems, these provide nodefense. The engulfed victim begins to take Physical damageafter being rendered unconscious and eventually suffocates.

    Earth Engulf: The target must resist (Force)S damage fromthe crushing weight of the spirit. Only impact armor defendsagainst this damage.

    Sludge Engulf: Sludge is a combination of water and earthat their toxic worst. A toxic critter (see p. 17) using Engulf as aprimary toxic power causes the poisoned muck to open up andengulf the character. No armor protects against this attack. Thesludge does (Essence)M Physical damage.

    ENHANCED PHYSICAL ATTRIBUTESType: P Action: Auto Range: Self Duration: Special

    To use the Enhanced Physical Attributes power, a beingadds its current Essence Rating to one or more of its PhysicalAttributes. This power to enhance Attributes may be limited tospecific Attributes and/or limited in duration or number of uses.

    Note that the critters statistics have not been modified toreflect this power.

    ENHANCED REACTIONSType: P Action: Auto Range: Self Duration: Special

    A creature with the Enhanced Reactions power may add(Essence 2) dice (round down) to its Initiative dice whenrolling Initiative and also to its Reaction dice when makingReaction or Surprise Tests. This power may be limited in dura-tion and/or number of uses.

    Note that the critters statistics have not been modified toreflect this power.

    ENHANCED SENSESType: P Action: Auto Range: Self Duration: Always

    Enhanced senses include low-light and thermographic

    samuel llewellyn (order #6086095)

  • 10 Critters

    vision, improved hearing and smell, heat-sensing organs,sonar, motion detection (ability to sense electrical field distur-bances), and so on.

    ESSENCE DRAINType: M Action: Exclusive Complex Range: Touch Duration: Permanent

    The Essence Drain power allows a being to drain theEssence from another, adding the points drained to its ownEssence. The being may increase its Essence to a maximum oftwice the maximum for its type in this way (for humanoidbeings, maximum Essence of 12).

    Essence is transferred only in the presence of strong emo-tion. This can be a lovers passion, the terror of an unwilling vic-tim, or the rage of a defeated enemy, for example, but it mustbe strong and it must be directed personally at the being usingthe power. The Essence Drain often requires some transfer ofphysical material, such as blood for a vampire or flesh for awendigo, though often only a token amount. In this case, thecritters Essence Drain power cannot affect astral targets.

    A critter draining Essence requires some minutes undis-turbed. The critter may drain as many points of Essence as itcurrently possesses. The minimum drain is 1 point.

    A being cannot drain Essence from a fiercely resisting vic-tim. The victim must participate willingly or must be physicallyor magically subdued. The psychic stimulus of the beingstouch (such as a vampires bite) opens an empathic linkbetween the being and its victim, who will feel ecstasy at beingdrained. A victim must make a Willpower (4) Test each time heor she is drained. Failure indicates addiction, and the subjectwill actively cooperate in hopes of feeling the sensation of thedrain again. This will, of course, lead to a rapid loss of Essenceand the death of the addict.

    Beings can drain Essence from other beings that possessthe Essence Drain power without the element of strong emo-tional energy, but the process still requires undisturbed time.The action requires an Essence (4) Test for both beings. Thebeing achieving the most successes drains the other of anamount of Essence equal to the extra successes. For example,two vampires with Essence 5 are locked in a transfer. Eachrolls 5 dice. The first scores 3 successes, the other scores 5.The second vampire drains 2 points of Essence from the first.A being whose Essence is reduced to 0 in this manner dies atonce and permanently.

    ESSENCE DRAIN (TEMPORARY)Type: M Action: Complex Range: Touch Duration: Special

    Certain creatures can temporarily drain a victims Essence.Make an Opposed Test using the creatures Essence and thevictims Willpower. If the creature achieves any net successes,it drains 1 point of Essence from the victim and adds it to itsown. The effect lasts one Combat Turn per point of the crea-tures normal Essence Rating. A creature cannot increase itsEssence to more than twice its normal rating.

    Victims reduced to Essence Rating 0 pass out as if they suf-fered Deadly Stun damage. Essence lost in this fashion is recov-ered at a rate of 1 point per minute.

    FADINGType: M Action: Free Range: Self Duration: Special

    Creatures with the Fading power have the ability to disap-pear entirely from the physical and astral planes at will, leavingno trace of their existence. Neither physical nor magical barri-ers prevent a creature from fading. Though no one knowswhere creatures with the Fading power go when they disap-pear, paranaturalists and occultists speculate that they go to themetaplanes of astral space.

    FEARType: M Action: Complex Range: LOS Duration: Special

    The Fear power gives a being the power to fill its victimswith overwhelming fear of either the terrain or of the beingitself. The victim will race in panic for the nearest point ofapparent safety.

    The gamemaster makes an Opposed Test pitting the vic-tims Willpower against the creatures Essence. The creaturesnet successes determine the severity of the victims fear.Generally speaking, the terror lasts for a number of CombatTurns equal to the beings successes.

    FLAME AURAType: P Action: Free Range: Self Duration: Sustained

    The Flame Aura power gives a being the ability to make itssurface ripple with flames, burning anyone who touches it.Intense forms of this power may make wooden weapons burstinto flames at a touch or even melt metal or plastic weapons.The flames add +2 to the Power of the beings melee attacks.

    Any successful melee attack against a creature with theFlame Aura power means the attacker also takes damage fromproximity to the intense heat. The attacker must make aDamage Resistance Test against a Damage Code of (beingsEssence)M. Impact armor may help resist this damage if thegamemaster agrees that the attacker struck the creature withan armored portion of his or her body.

    GLAMOURType: M Action: Complex Range: Special Duration:Sustained

    The Glamour power allows a creature to alter the percep-tions of beings in the terrain it controls, causing intruders to seethe terrain as whatever the creature wishes. Thus, a victim cansee a swamp as solid ground, rusting metal pillars as verdanttrees, or a gaping abyss as a shallow river spanned by a solidstone bridge. Any and all sensory input will fit the illusion or beignored by the victim, including shouts from friends, warningbeeps from detection devices, and even astral perception.

    The Glamour power affects all beings within the terrain. Toovercome the effects of the power, the victim must achieve moresuccesses than the creature in a Success Contest, pitting herWillpower against twice the creatures Essence, while the crittermakes an Essence Test against the victims Willpower. Most crea-tures use the Glamour power to protect their terrain againstintruders and lead them astray, often into great danger (such aswhen intruders mistake that gaping abyss for a safe bridge).

    samuel llewellyn (order #6086095)

  • 11Critters

    GUARDType: P Action: Complex Range: LOS Duration: Sustained

    The Guard power allows the being to prevent any acci-dentboth natural and those caused by the Accident powerwithin the terrain it controls.

    HARDENED ARMORType: P Action: Auto Range: Self Duration: Always

    Creatures with the Hardened Armor power possess anexoskeleton or outer shell of extraordinary strength. If theunmodified Power of an attack against the creature does notexceed the rating of the beings Hardened Armor, the attackdoes no damage.

    Against APDS or AVM ammunition, Hardened Armor onlycounts as half its rating.

    HYPNOTIC SONGType: M Action: Complex Range: LOS Duration: Sustained

    Creatures with the Hypnotic Song power can influenceothers who hear it. Treat the song as an attack with a DamageCode of (Essence)M, resisted by the victims Willpower. In thiscase, the Damage Code simply measures the songs effect.Cyberears with dampening reduce the songs Damage Code to(Essence)L. Earplugs may do the same, at the gamemastersdiscretion. If the attack inflicts Deadly damage, the targetstands paralyzed, unable to take any action for as long as thesong continues.

    An attack against a victim paralyzed by Hypnotic Songallows the character to make an Opposed Test using Willpoweragainst the creatures Essence. If the character achieves moresuccesses, the effect of Hypnotic Song is broken. If the songstops, the hypnotic effect ceases. Victims suffer +2 to all targetnumbers on the turn after the effect of the power ends as theyfight to clear their minds.

    IMMUNITYType: P Action: Auto Range: Self Duration: Always

    The Immunity power gives the critter the equivalent of anArmor Rating equal to twice its Essence for resisting damagefrom the thing against which it has immunity. In addition, if thePower of the damage does not exceed twice the creaturesEssence, it automatically has no effect. This power worksagainst both magical and non-magical effects.

    Note that beings with Immunity to Age do not age andnever suffer the effects of aging.

    Immunity to Fire works against fire and any fire-basedattacks.

    Immunity to Cold works against cold temperatures andany cold-based attacks.

    Immunity to Normal Weapons does not protect againstcombat spells or weapon foci. Against weapons that inflict ele-mental damage (such as fire, water cannon, elemental manip-ulation spells and so on) the effect of the Immunity to NormalWeapons power is halved (Armor Rating equal to Essence).Treat APDS, AVM, and other armor-piercing ammunitions asnormal ammunition against creatures with the Immunity to

    Normal Weapons power.Creatures with the Immunity to Control power subtract

    twice their Essence from the Force of any spell (or Essence ofany power) used in an attempt to control them.

    INFECTIONType: P Action: Auto Range: Touch Duration: Permanent

    The Infection power allows a being with the Essence Drainpower (see p. 10) to infect any suitable creature it drains to 0Essence with the Essence Drain power. The victim sickens andapparently dies. Shortly after death, the individual returns tolife as a being of the type that drained its Essence. Such new-born Essence-draining creatures are dangerous. Though theyare barely conscious of their new state, instinct will drive themto satisfy their hunger for Essence in any way they can.

    Player characters affected by the Infection power automat-ically become non-player characters after their deaths and arecontrolled by the gamemaster.

    INFLUENCEType: M Action: Complex Range: LOS Duration: Instant

    The Influence power allows a being to insinuate sugges-tions into a targets mind, predisposing that person to someform of action, reaction, or emotion. Make an Opposed Testbetween the beings Charisma (or Essence, if it has noCharisma) and the targets Willpower. The number of net suc-cesses determines how strongly the suggestion is taken.

    INNATE SPELLType: P Action: Complex Range: LOS Duration: Instant

    The Innate Spell power gives a critter the ability to createan effect roughly similar to a spell, usually an elemental manip-ulation spell. The creature is not actually using Sorcery to casta spell, but is manipulating mana in a manner that roughlyapproximates a spell being cast. Most creatures can onlymimic one spell effect (listed in parentheses after the power).Spell descriptions appear in SR3, beginning on p. 191.

    When a creature uses this power, treat the action as if thecritter were casting the spell using its Essence for both Sorceryand Force. Most attacks made with this power inflict (Essence)Mdamage, though the Damage Level may vary (see individual crit-ter descriptions).

    The Innate Spell power functions in a fashion similarenough to spellcasting that Awakened characters can use spelldefense to protect themselves and others against the effects ofthis power. Note that spell defense does not work against anyother critter power (except for creatures with the Magical Skillpower (p. 12) using Sorcery for spellcasting).

    Because this is an innate power, critters using it do notnormally suffer the effects of Drain. If a critter sustains anattack using the Innate Spell power, however, it will sufferDrain of (Essence 2)S according to the standard rules. Theeffect of a sustained Innate Spell attack covers a number ofsquare meters equal to the critters Essence. Sustained innatespells can be dispelled.

    samuel llewellyn (order #6086095)

  • 12 Critters

    MAGICAL GUARDType: M Action: Free Range: LOS Duration: Sustained

    The Magical Guard power allows the being to providespell defense (p. 183, SR3) in the same way as a magician,using a number of dice equal to its Essence.

    MAGICAL SKILLSType: M Action: Variable Range: Variable Duration: Variable

    Certain beings can learn and use the magical skills ofSorcery and Conjuring. Most creatures follow a more shaman-istic style of magic but do not necessarily follow totems (atleast, not as metahumanity understands the concept). Othersmay use a more hermetic style of magic. Creatures able to useSorcery can learn and cast spells, provide spell defense, and soon. They can also use Spell Pool. Creatures able to useConjuring can summon and banish spirits (generally naturespirits). The creatures Magic Attribute is equal to its Essence.

    Creatures with the Magical Skills power can also use astralprojection in the same way as a magician (p. 172, SR3). Astrallyprojecting critters use their Mental Attributes in astral form.They can use any mana-based powers they possess on astraltargets, but physical-based powers do not work on the astralplane. When astrally projecting, such critters can use AstralCombat Pool. They roll their normal number of Initiative dicewhile astrally projecting, and add +20 to their Initiative.

    MAGIC SENSEType: M Action: Simple Range: Special Duration: Instant

    Creatures with the Magic Sense power can detect thepresence of magic and Awakened characters or creatures onthe same plane. Make an Essence (2) Test for the creature,applying the modifiers on the Magic Sense Modifiers Table.Creatures with this power subtract one-half (round down) theirEssence from the target number for astral patrolling.

    MATERIALIZATIONType: P Action: Simple Range: Self Duration: Special

    A spirit with the Materialization power may assume a solidform in the physical world. When it does so, its PhysicalAttributes equal its Essence, unless some modifier is specifiedin the description of the being. Materialized spirits do notrequire air or nourishment and have the powers of Immunity toAge, Pathogens and Toxins. The materialized spirit also hasImmunity to Normal Weapons based on its Essence.

    Most spirits do not like to materialize, and will only do soif ordered. Even so, most will not or cannot stay long, depend-ing on the spirit. Nature spirits, for example, cannot stay mate-rialized past sunset or sunrise.

    Creating a material form to inhabit on the physical planerequires an Exclusive Simple Action, but remaining physicalrequires no further effort. Returning to the astral plane requiresanother Exclusive Simple Action.

    Spirits in material form receive +10 to their Initiative. Mostmaterialized spirits are also capable of making physical attacks(using their Reaction).

    MIMICRYType: P Action: Simple Range: LOS Duration: Sustained

    The Mimicry power allows a creature to imitate a wide vari-ety of sounds, including speech and the hunting calls of other

    creatures. The target number for aPerception Test to determine that thesound is false is the creatures Essence +3.

    MIST FORMType: P Action: Exclusive Complex Range: Self Duration: Sustained

    The being can use the Mist Formpower to magically transform its bodyinto mist. The mist can pass through anycrack or crevice that is not airtight, evenpenetrating filtration systems that areproof against gases or pollution. Systemsthat are proof against bacteria or viralinfiltration will stop a being in mist form.While in mist form, the being hasImmunity to Normal Weapons, includingweapons to which it has a Vulnerability. Ifthe being is exposed to a substance towhich it is allergic, it is forced back intoits normal form. Sunlight is often used inthis way; other substances must be

    sprayed into the mist in a liquid or powder form to affect it.Shifting in or out of mist form requires a Complex Action andis Exclusive. Being forced out of mist form is instantaneous.

    MOVEMENTType: P Action: Complex Range: LOS Duration: Sustained

    The being may use the Movement power to increase ordecrease a targets movement rate within the terrain it con-trols by multiplying or dividing the targets movement rate byits Essence.

    MAGIC SENSE MODIFIERS TABLE

    Situation ModifierRange to target

    Every (Essence) meters +1Surrounding terrain

    Open Terrain (flat countryside) 4Normal Terrain (typical countryside) 2Restricted Terrain (light woods, suburban streets) 0Tight Terrain (urban mazes, dense woods) +2Complex Terrain (building interiors) +4Background Count +Level

    Target has active foci/spells 1 per 2 Force*Creature and target astrally active 1 per 2 Magic Attribute

    or Force of target** Unless masked

    samuel llewellyn (order #6086095)

  • 13Critters

    When used on vehicles, the critter makes an Essence Testwith a target number equal to half the vehicles Body. Multiplythe successes by the vehicles Acceleration Rating and add theresult to or subtract it from the vehicles Speed in the nextCombat Turn (similar to the vehicle making an Acceleration orDeceleration Test). The critter may continue making EssenceTests to increase or decrease the vehicles speed each CombatTurn it sustains the Movement power. Depending on the situ-ation, this change in speed may call for a Crash or Stress Test.

    NOXIOUS BREATHType: P Action: Complex Range: Special Duration: Instant

    The being can use the Noxious Breath power to create anauseating stench to incapacitate victims. The victim makes aWillpower or Body Test (whichever is greater) against aDamage Code of (beings Essence)S Stun. Armor and dermalplating do not protect against this damage, but a respirator willreduce the Power by 2 and stage the damage down one level.This blast of breath extends in a cone out to (Body) meters;apply the shotgun spread rules (p. 117, SR3) as if the attackhad a choke rating of 2.

    PARALYZING TOUCH/HOWLType: P Action: Complex Range: Touch or LOS Duration:Special

    Any touch from a being (including an unarmed attack thatdoes no damage) using the Paralyzing Touch power reducesthe targets Quickness by the beings Essence for 2D6 minutes.Multiple touches can cause multiple reductions in Quickness. Atarget whose Quickness is reduced to 0 is incapable of anymovement. A target whose Quickness is reduced below 0 maydie. To continue breathing, the victim must make a WillpowerTest each minute against a target number equal to the beingsEssence. If the victim fails a test, he or she has stopped breath-ing and will die in 1D6 minutes unless the paralysis effectwears off before that or someone applies first aid.

    Some creatures have a version of this power known asParalyzing Howl. In this case, the being can affect any targetable to hear it. The creature makes an Opposed Test using itsEssence against the targets Willpower. If the creature achieves1 net success, the power takes effect. If the Howl version of thispower is used as an attack into or out of the field of a Silencespell, reduce the Power of the Paralyzing Howl by the Force ofthe spell.

    PESTILENCEType: P Action: Auto Range: Touch Duration: Instant

    A creature with the Pestilence power carries a diseasesuch as VITAS-3 or the Human-Metahuman Vampiric Virus(HMHVV). If the victim touches or is touched or wounded bythe critter (or exchanges body fluid or any other such contact),she must make a Body Test against a target number equal tothe critters Essence + 2. Gamemasters can modify this targetnumber based on the situation, how infectious the disease orcarrier is and so on. A victim who fails the Body Test is infect-ed with the disease. Victims who achieve only 1 or 2 success-es may still become sick or suffer unusual effects. Unless stat-ed otherwise in the critter description, treat this disease asVITAS-3 (p. 251, SR3).

    PETRIFYING GAZEType: P Action: Complex Range: LOS Duration: Sustained

    A creature with the Petrifying Gaze power can transformliving tissue to calcium carbonate. If the victim meets thebeings eyes, make an Opposed Test between the victimsIntelligence and the beings Essence. If the creature achievesmore net successes, the victim is petrified. A creature can keepa number of victims petrified equal to its Essence. The onlything a petrified victim can attempt to do each turn is break theeffect, which requires another Opposed Test. If the creaturedies, the petrified victims return to normal.

    Petrified victims have a Barrier Rating equal to their Body.If the victim takes any damage while petrified, the damagetakes immediate effect when (if) the character reverts to nor-mal. Chips and breaks will manifest as Light or Moderatewounds; a badly cracked or shattered petrified form will revertto flesh with limbs missing or suffering major physical damage.

    Magician characters can use dispelling to break the petri-fication effect, as if dispelling a Petrify spell (p. 184, SR3), at aForce equal to the creatures Essence.

    POSSESSIONType: M Action: Complex Range: Special Duration: Special

    The Possession power allows a spirit to possess a livingbeing. The spirit can use possession in the following circum-stances:

    The spirit can attempt to possess anyone it defeats inastral combat. In order to be possessed, the victim must havea physical body.

    The spirit can inhabit a willing host, whether or not thehost is capable of astral travel. Though the host invites the spir-it to enter, the spirit decides when it will leave, unless it is exor-cised by banishing (p. 189, SR3).

    The possessed character retains his own knowledge andskills and gains the skills of the spirit. Increase all his or herPhysical Attributes by the spirits Force, and replace all his orher Mental Attributes with the spirits. In addition, if the hostdid not willingly submit to possession, add +2 to the targetnumbers of all tests made while possessed.

    If the victim is incapacitated (suffers Deadly Physical dam-age) by Physical damage, the spirit is unharmed but drivenback into astral form. Banishing the possessing spirit disrupts itrather than killing it. Mana spells affect the spirit, while physi-cal spells affect only the host body.

    When a possessing spirit departs from a body, the formerhost must resist (Force)D Stun damage using Willpower.

    PSYCHOKINESISType: P Action: Complex Range: LOS Duration: Sustained

    The being with the Psychokinesis power can generate psy-chokinetic energy with a Strength and Quickness equal to itsEssence, similar to the Magic Fingers spell (p. 197, SR3).

    REGENERATIONType: P Action: Auto Range: Self Duration: Always

    A creature with the Regeneration power cannot be killedby any damage except that which injures the spine or brain.

    samuel llewellyn (order #6086095)

  • 14 Critters

    Check for this type of damage whenever the creature takesDeadly damage or its cumulative damage reaches Deadly onthe condition monitor. To determine whether a creature diesfrom Deadly damage, roll 1D6. A result of 1 indicates that thecreature is indeed dead. If the damage is from weapons thatcause massive tissue damage (fire, an explosion, and so on),the creature dies on a result of 1 or 2. For any other result, thecreature suffers the standard damage penalties for the CombatTurn in which the damage was inflicted, but the damage van-ishes at the beginning of the next Combat Turn.

    Weapon foci can permanently slay creatures with thispower. If a regenerating creature takes Deadly damage from aweapon focus, or damage from a weapon focus pushes thecreature into the Deadly range on the condition monitor, thecreature must make an Essence Test with a target numberequal to twice the Force of the focus. If the creature achievesno successes on this test, it dies. Even one success allows thecreature to make a Regeneration Test.

    SEARCHType: P Action: Exclusive Complex Range: LOS Duration:Special

    A creature with the Search power may seek any person,place, or object within its terrain. To find the target, the creaturemust succeed in an Opposed Test between twice its Essenceand the persons Intelligence. If the target of the Search poweris an object, the critter must succeed in rolling twice its Essenceagainst a target number equal to the targets Object Resistance(p. 182, SR3). The Concealment power directly opposes Searchby adding the concealing creatures Essence as a target numbermodifier to the searching critters test.

    SHADOW CLOAKType: P Action: Free Range: Self Duration: Sustained

    The Shadow Cloak power allows a creature to cloak itselfin darkness, making it appear to be a shadow. Though ShadowCloak is useless in full daylight and redundant in completedarkness, a creature with this power is difficult to detect in anyother lighting conditions. Apply a +2 target number toPerception Tests to detect the creature in Minimal Light and a+4 in Partial Light (p. 231, SR3). In Glare, apply a 1 to tests tonotice the creature.

    SILENCEType: P Action: Complex Range: Special Duration:Sustained

    A creature with the Silence power can surround itself witha sphere of total silence, with a radius equal to the creaturesEssence in meters. Within that area, no sounds can be heard,either by the creature or anyone else. Sounds originating in thisarea are silenced at the source. Some creatures are able to cre-ate spheres of silence anywhere within the terrain they control;such creatures can simultaneously create a number of spheresequal to their Essence.

    SONIC PROJECTIONType: P Action: Complex Range: LOS Duration: Instant

    A creature with the Sonic Projection power emits a crythat causes physical pain to other creatures. Add a +2 modifi-er to all target numbers for characters able to hear the cry forone full Combat Turn after the creature utters the cry.Characters with sound-dampening implants are unaffected, butcharacters with high-frequency hearing suffer a +3 modifier.Victims who achieve more net successes in an Opposed Test ofWillpower against the creatures Essence reduce the modifierby 1. If the Sonic Projection power is used as an attack into orout of the field of a Silence spell, reduce the power of the SonicProjection by the force of the spell.

    SPRAYINGType: P Action: Complex Range: Special Duration: Instant

    A creature with the Spraying power sprays a fine mist ofreeking musk. The maximum range of the spray is the crea-tures Essence x 2 in meters. The spray affects a 60-degree arcin one attack. To evade the spray, a target must make aQuickness (8) Test. A sprayed victim cannot perform anyactions except defense for the remainder of the Combat Turn.Increase all the victims target numbers by +1 for (Essence)D6turns. A sprayed victim must discard all surface clothing,including body armor, because the stench of the spray cannotbe removed from such items. A person wearing a respirator isnot affected by the Spray power except that he must throwaway the clothes he is wearing.

    VENOMType: P Action: Auto Range: Touch Duration: Instant

    The attack of a creature with the Venom power is poison-ous, with a Damage Code of (Essence)S. Treat the venom as atoxin with a speed of one Combat Turn. Individual creaturesmay have variations on this power (see critter descriptions).

    WEATHER CONTROLType: P Action: Complex Range: LOS Duration: Sustained

    The Weather Control power allows a creature to manipu-late certain weather conditions. The desired weather must bepossible in the environment where the power is used (no bliz-zards in Death Valley or heat waves in Iceland, for example).The weather condition builds over a period of time, reaching itspeak in 1D6 hours. To obtain the desired weather conditionsooner, make an Essence (8) Test. Each success reduces thetime by one hour, to a minimum of one hour.

    The creature only summons the desired weather; it doesnot control it. For example, a creature that summons a thun-derstorm cannot direct where the lightning bolts may strike.

    WEAKNESSES OF THE AWAKENEDEven as new species came into existence wielding new and

    strange powers, these life forms also displayed weaknesses thatcould be exploitedperhaps natures attempt to level the play-ing field in the metahuman struggle against these opponents.

    samuel llewellyn (order #6086095)

  • 15Critters

    ALLERGYMany creatures suffer reactions to one or more substances

    or conditions. In general, they suffer the reaction only when incontact with the substance or subjected to the condition.Common allergy-causing substances include sunlight, ferrousmetals, objects of religious significance (such allergies appearto be psychosomatic), plastics and pollutants.

    Nuisance: Annoys the creature but has no significantgame effect.

    Mild: Causes discomfort and distracts the creature (add +1to all target numbers).

    Moderate: The creature finds the touch of the substancepainful, and will often retreat from the contact. If contact is pro-longed, the creature suffers an allergic reaction. Add +2 to thePower of weapons made from the substance.

    Severe: Even the slightest touch of the substance results inan allergic reaction and causes Physical damage. Add +2 to thePower of weapons made of the substance. In addition to what-ever damage an attack with the weapon inflicts, the target suf-fers a Light wound.

    DIETARY REQUIREMENTThe diet of the creature must contain certain substances

    (often trace minerals, but sometimes more esoteric com-pounds). Without the specified key requirement in its diet, thecreature sickens and eventually dies.

    ESSENCE LOSSOnly humans and metahumans can fall victim to the

    Human-Metahuman Vampiric Virus, and only creatures soafflicted can suffer the weakness of Essence Loss. Such beingscome into existence with whatever Essence they possessedbefore they changed, but they possess no innate Essence. Suchcreatures gain Essence only by regularly consuming theEssence of others. The creature loses 1 point of Essence everymonth. Some beings lose Essence at a faster rate, but few loseEssence more slowly.

    A being whose Essence is reduced to 0 will die withindays, perhaps even hours. During this period, the being isextremely dangerous because, whatever its normal nature, itnow behaves as a starved predator and will hunt fresh Essencewith mindless ferocity.

    REDUCED SENSESAny or all of the beings senses may be limited in effective-

    ness. Typically, reduced senses function at half the normal rating.

    VULNERABILITYThe metabolism of some beings can be disrupted by objects

    made of a particular substance. Increase the Damage Level ofsuch weapons by 1 level. For example, a 2L wooden clubbecomes a 2M weapon against a being vulnerable to wood.

    Beings recover from wounds inflicted by the substance towhich they are vulnerable at the same speed at which theyrecover normally. Non-damaging contact with the substance istreated as a Nuisance allergic reaction.

    Beings with the Regeneration power suffer the effects ofwounds from substances to which they are vulnerable onlyuntil the beginning of the next Combat Turn (see Regeneration,p. 13). For example, a vampire damaged by a wooden stakewould only suffer the related damage penalties for the CombatTurn in which it took the damagethe next Combat Turn, alldamage would be healed.

    MUTANT CRITTERSMutant critters in Shadowrun are mundane beasts affected

    by exposure to radiation or radiation poisoning. Though muta-tions may cause any number of changes in the afflicted crea-tures, all mutant critters share certain general characteristics.They are more aggressive than their normal counterparts; theyoften act rabid, attack unprovoked, and rarely retreat. Most ofthem are solitary creatures and will attack other members oftheir own species as enthusiastically as other creatures. Normalcreatures tend to give mutants a wide berth.

    Mutant critters also exhibit many of the characteristicsdescribed below; the gamemaster chooses which characteris-tics, if any, apply to mutants in his or her game.

    SIZE CHANGEMost mutant critters are anywhere from 50 to 200 percent

    larger than a normal member of their species. Some mutantsmay be even bigger, though critters more than twice normalsize are unusual. A few mutants are smaller than normal.

    PHYSICAL CHARACTERISTICSPhysical characteristics common to mutant critters include

    bone anomalies, mange and albinism. Exterior bony depositsare most common along the legs, arms, skull and spine; thesedeposits can break the skin, giving the creature a freakishappearance. A mutant critters bones may also be misaligned;for example, a strangely arched spine, limbs disproportionateto the creatures size, or an oddly shaped skull.

    Creatures with fur are prone to mange, exhibiting patchesof exposed skin, often raw and discolored. Creatures with littleor no fur may have scabs, open sores and/or discolored skin.Creatures with armor or an exoskeleton may be missing piecesof plating.

    The most common physical feature of mutant critters isalbinismdead-looking white or unnaturally light skin, withpink or red eyes. Many mutant creatures also have extraappendages, usually useless. In some cases, a mutant may bemissing an appendage.

    ENHANCED ATTRIBUTES AND ABILITIESSome mutant creatures possess higher Strength or Body

    ratings than normal specimens. Mutant critters may also man-ifest special abilities not common to their species, such as low-light or thermographic vision.

    PARANORMAL ABILITIESMany mutated creatures possess such paranormal powers

    as astral perception, corrosive saliva, corrosive secretions, fear,pestilence and venom.

    samuel llewellyn (order #6086095)

  • 16 Critters

    CREATING MUTANT CRITTERSUse the following guidelines when creating a mutant ver-

    sion of a normal creature. Reduce the Intelligence of a mutated creature by 2 (to a

    minimum of 1). For each of the mutant characteristics described in this

    section the gamemaster chooses to give the critter, reduce thecreatures Essence by 1. If the mutant has enhanced Attributes,decrease its Essence by 1 per point of enhancement.Paranormal abilities are unique, and no mutant creature shouldhave more than one. If a creature has a paranormal ability,reduce its Essence by 3 (to a minimum of 1), but any Essence-based power (for example, fear) functions at the creature's oldEssence Rating (usually 6) plus half the difference between thenew and old ratings (round up).

    Mike, the gamemaster, wants his group to face offagainst a mutant bear while they search the Big Sur Coastfor a hidden research lab. A normal bears stats (p. 19) are:

    B Q S C I W E R9/1 4 x 3 9 2/4 2 6 5INIT: 5 + 1D6Attacks: 6(S) Physical, +1 reach

    Mike reduces the bears Intelligence to 1/2. He thendecides to make the mutant bear an albino (1 point ofEssence) that gives off corrosive secretions (a paranormalability that costs 3 points of Essence). Finally, he decidesto make the bear twice its normal size just to scare thepants off the group (1 point of Essence). The statistics forthis mutant bear are:

    samuel llewellyn (order #6086095)

  • 17Critters

    B Q S C I W E R9/1 4 x 3 9 1/2 2 1 5INIT: 5 + 1D6Attacks: 6(S) Physical, +1 reach

    If the bear hit an unarmored character with its corrosivesecretions power, that character would have to make aDamage Resistance Test at 9Lthe bears old Essence of 6plus half the difference between ratings (6 1 = 5, dividedby 2 =2.5, rounded up to 3).

    Mutant Paranormal CrittersThe gamemaster can create a mutant version of a paranor-

    mal animal using the same guidelines as for adapting a regularanimal. Creating such a critter in such a way as to maintaingame balance, however, is more difficult, especially with crea-tures that exist primarily in astral space or that have metahu-man-level intelligence. Keep in mind that, unlike toxic critters,mutant paranormal creatures are mentally unbalanced andrarely act according to the norm for their species.

    TOXIC CRITTERSToxic critters are

    paranormal creaturestwisted and warped byradiation and pollution.These fearsome beasts areamong the most danger-ous creatures on earth.

    To create a toxic crit-ter from an existing para-normal animal, thegamemaster must chooselikely characteristics andpowers for his abomina-tion. As with mutant crea-tures, the gamemastercan customize toxic critters to suit the needs of a particularadventure or campaign.

    First, the gamemaster should choose a primary and a sec-ondary toxic power from the Toxic Critter Power Table. Thesepowers cost the critter no Essence, because they draw themfrom the pollution of the earth; however, this also means thatthe critter has certain limitations to its powers: the critter canuse its primary toxic power a number of times equal to itsEssence Rating; it can use its secondary power a number oftimes equal to its Essence divided by 2 (round down). The pow-ers can be recharged at the rate of one use per hour as long asthe creature is immersed in toxic waste or occupying a highlytoxic area. This recharging process is called toxic hibernation.

    To give a toxic critter unlimited use of a toxic power, sim-ply eliminate a paranormal power that a standard version of theparanormal critter would possess. For example, to give a toxichell hound unlimited-use Noxious Breath, the gamemastermay choose to eliminate its paranormal power of Innate Spell(Flamethrower). A creature constructed with such a tradeoff nolonger has to go through toxic hibernation to renew that toxic

    power. Finally, for a cost of 1 point of Essence, the gamemas-ter can add one extra die to the toxic critters Combat Pool. Allthese options allow the gamemaster to introduce into his gamea paranormal animal different enough from the usual to keepplayers off guard.

    A toxic critters only weakness is an allergic reaction to puri-fied water or purified air. Treat this weakness as a Severe allergy.

    Mike, the gamemaster, is upset that his player groupdid not flinch when their characters saw the mutant bear.He decides to toss something unexpected at thematoxic nova scorpion. Mike takes the standard nova scorpi-on and adds 1 die to its Combat Pool, which lowers itsEssence to 5. He then adds Confusion as a primary toxicpower (5 uses) and Animal Control as a secondary power(2 uses) to the scorpions standard powers of Concealmentand Venom. Finally, he tosses in a couple of normal novascorpions; this makes it tough for the player characters totell which scorpion is the toxic one, and also makes thecritters Animal Control power that much more useful. Thetoxic nova scorpion is ready for action.

    USING TOXIC CRITTERSAs when introducing any

    powerful, rare element into hisgame, the gamemaster shouldgive the use of toxic critters care-ful consideration.

    Though they are not neces-sarily more intelligent than theirnontoxic kin, their actions oftenimply otherwise. These creaturesact as if they have an agenda thatclosely parallels that of the toxicshaman; they apparently exist topunish those who havedestroyed their domain. How or

    why toxic critters develop, no one knows for sure. They do,however, share certain characteristics. They all seem to beparanoid and vengeful. They track and stalk their prey merci-lessly, not necessarily for food. Toxic critters are usually loners,rarely traveling with nontoxic specimens of their kind. Thosepossessing the Animal Control power are occasionally seenworking with others of their kind for brief periods, but thesepartnerships generally end once the toxic critter considers itsmission complete. Most toxic critters will fight opponents tothe death. Among all the peculiarities of nature in the SixthWorld, the toxic paranormal critter seems to best represent thequestion of what happens when nature strikes back against thepeople who poison her.

    There seems to be no discernible correlation betweentoxic critters and toxic shamans, aside from their similarnature. Toxic shamans have been known to work with toxiccritters, but the shamans claim the creatures come and go oftheir own accord.

    To date, there have been no known sightings of mutanttoxic critters. Then again, the Awakened world is still young

    TOXIC CRITTER POWER TABLE

    Primary Toxic Powers Secondary Toxic PowersBlindness Animal ControlCompulsion BindingConfusion Corrosive SalivaSludge Engulf Corrosive SecretionsEnhanced Physical Attributes Immunity to PoisonsEnhanced Senses Magic SenseFear PestilenceNoxious Breath Venom

    samuel llewellyn (order #6086095)

  • 18 Critters

    he critters described in this chapter include nearly every creature ever listed in a Shadowrunproduct. Many of these critters have been revised for Shadowrun, Third Edition. The statis-tics and powers provided here supersede any previously published information.The sizes and weights given for each critter are typical of an adult member of the species.

    Larger (1030 percent) and smaller (6075 percent for gender-size differences) individuals arepossible. To randomly determine the size of a creature, use the Critter Size Table, p. 19.

    The habitats described are those preferred by the creature. A creature may be encounteredaway from its preferred environment through human intervention, especially if being used as aguardian or watchdog.

    CRITTER STATISTICSThe statistics following each description represent a typical specimen; individuals may

    vary. The Physical and Mental Attributes of an individual may be 50 percent higher than thoseof an average specimen. A small individual of the species will always have Attributes of at leasthalf the average unless it is sick and/or injured. Even in the largest and smallest specimens,Essence, Reach, Attack Type, Movement Multiplier and Damage Modifiers remain the same,though the powers of individual creatures sometimes vary.

    Note that the abbreviation HMHVV stands for Human-Metahuman Vampiric Virus. In 2060,medical science recognizes four distinct strains of this communicable disease, all of which affecteach race differently. Every individual afflicted with a strain of this virus carries the potential toinfect others.

    CRITTER STATISTICS KEYB: Body. The first number is the rating. The second represents armor, if any, which func-

    tions as both ballistic and impact armor.Q: Quickness. The first number is the rating. The second is the movement multiplier for run-

    ning. If the creature flies, swims, or moves in some other manner, the multiplier for such move-ment is listed under Notes.

    S: Strength.

    AWAKENED CRITTERS

    T

    samuel llewellyn (order #6086095)

  • C: Charisma. Only intelligent creatures capable of socialinteraction possess a Charisma Rating. For all other critters,Charisma is irrelevant.

    I: Intelligence. The first number is the rating used forIntelligence Tests and for resisting spells. The second number isused for Perception Tests.

    W: Willpower.E: Essence. If a capital A follows the number, the critter is

    a spirit, existing primarily in astral space. If a capital Z followsthe number, the critter is a dual being. Critters with a variableEssence have a range of ratings.

    R: Reaction. Used for physical attacks.INIT: Initiative. Calculated as Reaction plus Initiative dice.

    Initiative also determines the maximum number of CombatPool dice the critter can use in a single Combat Phase.

    Attacks: This lists the Damage Code for the critter.Damage is physical unless otherwise noted. The notationHumanoid means the critter can use weapons and followsthe normal combat rules for characters, inflicting (STR)M Stununarmed damage. If the critter has a Reach bonus or penalty, itwill be noted here.

    CRITTERSThis section provides statistics and a short description for

    all current Shadowrun creatures, arranged in alphabetical order.

    19Critters

    CRITTER SIZE TABLE

    2D6 Dice Roll Size (percent larger or smaller)2 50

    34 2057 89 +10 (+1 to random Physical Attribute)

    1011 +20 (+2 to random Physical Attribute; apply to one or two Attributes)

    12 +50 (+5 to random Physical Attribute; apply to one or more Attributes)

    NORMAL CRITTERS TABLE

    Name B Q S C I W E R INIT AttacksBat 1 5 (x4) 0 1/5 1 6 6 6 + 1D6 2LBear 9/1 4 (x3) 9 2/4 2 6 5 5 + 1D6 6S, +1 ReachCat, House 1 4 (x3) 1 2/4 2 6 5 5 + 2D6 3L, 1 ReachCat, Wild 2 4 (x4) 2 2/4 2 6 5 5 + 2D6 4M, 1 ReachDeer 4 4 (x4) 4 2/3 2 6 3 3 + 1D6 3M, +1 ReachDog, Large 3 4 (x5) 3 2/4 2 6 4 4 + 1D6 6MDog, Small 1 4 (x4) 1 2/4 2 6 4 4 + 1D6 3L, 1 ReachElephant 15/3 3 (x4) 25 3/3 3 6 3 3 + 1D6 8D, +1 ReachFox 2 4 (x4) 1 2/4 2 6 5 5 + 2D6 3L, 1 ReachGoat 2 4 (x6) 2 2/3 2 6 3 3 + 1D6 3LHorse 10 4 (x4) 8 2/3 2 6 3 3 + 1D6 6S, +1 ReachLeopard 5 5 (x4) 5 2/4 2 6 5 5 + 3D6 9SRat 1 5 (x3) 0 1/4 1 6 5 5 + 1D6 2L, 1 ReachRhinoceros 12/2 4 (x4) 20 2/2 2 6 3 3 + 1D6 10DSeal 6 5 (x4) 4 3/4 2 6 4 4 + 1D6 4MShark 5/1 5 (x4) 4 2/3 1 6 5 5 + 2D6 10SShark, Large 10/2 5 (x3) 10 2/3 2 6 5 5 + 2D6 12DTiger 8 6 (x4) 8 3/4 2 6 6 6 + 3D6 10S, +1 ReachWolf 5 5 (x4) 4 3/4 2 6 5 5 + 2D6 7M

    METAHUMAN AVERAGES

    Name B Q S C I W E R AttacksHuman 3 3 3 3 3 3 6 3 HumanoidDwarf 4 3 5 3 3 4 6 3 HumanoidElf 3 4 3 5 3 3 6 3 HumanoidOrk 6 3 5 2 2 3 6 2 HumanoidTroll 8 (9) 2 5 2 2 2 6 2 Humanoid, +1 Reach

    samuel llewellyn (order #6086095)

  • The Normal Critters Table offers statistics for a representa-tive selection of non-paranormal critters. Gamemasters shouldadjust these statistics as needed and use them as a guidelinefor introducing other normal creatures into their games. TheMetahuman Averages Table serves as a handy reference forgamemasters creating disposable non-player characters.

    AARDWOLFThe North American

    aardwolf stands 0.9 meters tall at the shoulder and weighsabout 37 kilograms. Its base color is a dusty tan, with darkerpatches on the flanks and a dark patch running from betweenthe ears down the spine. Aardwolves are cunning and makegood use of their Concealment power. The creatures have littlestamina and can only maintain high speed for less than a minutebefore dropping back to a slow run.

    B Q S C I W E R3 4 x 5 3 2/4 2 6 4INIT: 4 + 2D6Attacks: 5MPowers: Concealment (Personal)Weaknesses: Allergy (Pollutants, Mild)

    ABRAMS LOBSTERThe Abrams lobster is the largest crustacean in Europe,

    with a 2.5-meter body length and an average weight of 100kilograms. Its tough exoskeleton supports two pairs of anten-

    nae, four pairs of legs for walking and swimming, and a singlepair of massive claws.

    B Q S C I W E R5/6 3 x 4 5 1/4 4 6 3INIT: 3 + 1D6Attacks: 5S, +1 ReachPowers: Enhanced Senses (Sonar), Hardened Armor, Immunity(Poisons)Notes: If an Abrams lobster inflicts damage with a meleeattack, the target must make a Quickness (4) Test. If the targetachieves no successes, the lobsters claw grips the victim.Gripped victims automatically suffer one 6S wound on thelobsters next action and on each subsequent action. TheDamage Code for the gripping wound increases by +1 eachturn until the victim frees himself or dies. The victim canresist this damage with Body dice at half the normal Impact

    Armor Rating.Make an Open (Strength) Test for the lobster. The result is

    the target number for the Strength Test a character must maketo break free from the lobsters grip. The Abrams lobster willnot let go of a gripped victim even if attacked. If the lobster isbeing attacked and its gripped victim is dead, the lobster mustmake a successful Intelligence (4) Test to release the corpseand defend itself.

    AFANCThe afanc resembles a crocodile, but it grows as long as

    4.5 meters (including the tail) and typically weighs 375 kilo-grams. It has large claws used for digging and is green-brownin color. Carnivores of exceptional awareness and cunning,afancs live in semi-social groups of up to six but forage andfeed individually. A Filipino version called the buwaya uses itsSearch power to seek food and then magically compels theprey to come within biting distance. It is lazy and will alwaystake offered meat rather than attacking.

    B Q S C I W E R10/8 4 x 4 8 2/4 4 6 3INIT: 3 + 1D6Attacks: 10SPowers: Engulf, Enhanced Physical Attributes (Strength, threetimes per day, for [Essence]D6 turns), Enhanced Senses (Low-Light Vision, Smell), Hardened Armor, SearchNotes: An afanc that makes a successful melee biting attackmay grip its victim in its jaws, unless the victim makes a suc-cessful Quickness (4) Test. To escape, the victim must make aStrength Test, using the result of an Open (Strength) Test by theafanc as the target number. If the victim does not escape, on itsnext action the afanc bites down, inflicting 12S damage. ThePower of this bite attack increases by +1 each consecutiveaction. Impact armor protects from this damage at half its rat-ing. The afanc will release a dead or unconscious victim ifattacked by another enemy. Its Quickness multiplier for swim-ming is 4.

    The buwaya has the Compulsion power rather than Engulf,and Intelligence 1.

    20 Critters

    samuel llewellyn (order #6086095)

  • AGROPELTERA cunning but unintelligent omnivore, the agropelter is a

    small hominid, up to 0.9 meters tall, with a slender, wiry body,an ape-like face and long, thin, strong limbs. Short, thick fur,usually brown or black, covers its body, and both hands andfeet have sharp claws. The aggressive agropelter has beenknown to attack humans to drive them away from its territory.

    B Q S C I W E R2 4 x 3 3 3/4 2 6 4INIT: 4 + 2D6Attacks: 3M or HumanoidPowers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision)Notes: Multiplier for movement through treetops is 4.

    AITVARASThis Awakened snake averages 8 meters in length and 40

    kilograms in weight. It can fly, and may be related to featheredserpents. Unlike most reptiles, it appears to be active at alltimes of day and in all seasons of the year.

    B Q S C I W E R4 6 x 3 3 5 4/6 5 6 6INIT: 6 + 3D6Attacks: 6L, +1 ReachPowers: Animal Control (Special), Concealment (Personal),Empathy, Immunity (Normal Weapons), Magical Guard (SelfOnly), Venom; some have Magical Skills.Notes: The aitvaras may use its Animal Control power ondomestic and farm animals and reptiles. Against any other nor-mal animal, it must make a successful Opposed Willpower Testto control the target creature. Quickness multiplier for flying is 7.

    ANWUMA BAVOLEAnwuma bavole are Awakened fish-eating bats similar to

    North American birdmen. They live in coastal West Africa,where they hunt surface-feeding fish in the Gulf of Guinea.Anwuma bavole carry no diseases that affect metahumans.They sometimes fixate on groups of people, following them fordays without eating or sleeping, for no apparent reason. TheNzima people see this as an omen of good luck and activelyencourage the creatures by feeding them.

    B Q S C I W E R1 4 x 4 0 1/4 1 6 4INIT: 4 + 1D6Attacks: 3LPowers: Enhanced Senses (Low-Light Vision), Sonic Projection(High Frequency)Weaknesses: Allergy (Sunlight, Mild)

    ASONWUThese animals are similar to the agropelter (a small

    humanoid metavariant of the rhesus monkey). They are carniv-orous and hunt in packs to take down large prey. A few mem-bers hamstring the prey with swift biting attacks; once it isdown, up to fifty asonwu mob it. The symptoms of the diseaseinflicted by this creatures Pestilence power are itching, shak-ing, madness, and eventually brain death.

    B Q S C I W E R2 4 x 3 3 3/4 2 6 6INIT: 6 + 1D6Attacks: 6LPowers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision), PestilenceNotes: Multiplier for arboreal movement is 4.

    BABA YAGAA spectral spirit-creature, the baba yaga (also known as

    Likho or Greedy Mogus) appears as a sinewy, gnarled, blood-less old woman with white hair. Some have been seen in mate-

    21Critters

    samuel llewellyn (order #6086095)

  • rial forms with only one eye. They are solitary and appear onlynocturnally and in isolated forest locations. The baba yaga hasbeen known to consume metahuman flesh, behaving in a waysimilar to the wendigo in its use of the Essence Drain power.

    B Q S C I W E RF F x 2 F F 3 F F + 2 (1D6 + 7)A FINIT: F+ 10 +1D6Attacks: (F + 2)MPowers: Accident, Compulsion, Enhanced Senses (Smell),Essence Drain (Permanent), Fear, Glamour, Immunity (Age,Cold, Normal Weapons, Pathogens, Poisons), Magic Sense,Materialization, Paralyzing Touch, Shadow CloakWeaknesses: Allergy (Sunlight, Mild), Essence Loss (1 pointper month)Notes: Some baba yaga may have one or more of these addi-tional powers: Cold Aura, Confusion, Enhanced PhysicalAttribute (Strength, twice per day for Essence x D6 turns),Magical Skills. The baba yaga must consume flesh to use itsEssence Drain power. F = current Essence. Minimum Essence 8,Max 24. Astral Initiative is F + 20 + 1D6.

    BANDERSNATCHThe bandersnatch, a type of sasquatch infected with a

    vampiric virus, stands about 3 meters tall and weighs 400 kilo-grams. A bandersnatchs fur is thicker and shabbier than asasquatchs, and its arms are somewhat longer. Because a ban-dersnatch can use its Adaptive Coloration power to refract lightaround its body, its true form is rarely seen. When using thispower, the bandersnatch appears as a shifting, humanoid-shaped image of the surrounding terrain.

    B Q S C I W E R8 3 x 4 7 2/4 4 6Z 4INIT: 4 + 3D6Attacks: 8S, +1 ReachPowers: Adaptive Coloration, Mimicry, Pestilence (HMHVV-2)

    BANDITThe bandit is a larger version of the raccoon, growing up

    to a meter long, with disproportionately long front legs andopposable thumbs. Bandits have been known to use simpletools and are attracted to shiny objects.

    B Q S C I W E R2 4 X 3 2 4 3/5 2 6 5INIT: 5 + 1D6Attacks: 3LPowers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision)Notes: Bandits have an innate understanding of lock mecha-nisms. Using simple tools such as a discarded nail or a bit ofwire, a bandit can often pick mechanical locks. Treat this abili-ty as a Rating 4 skill.

    BANSHEETall and gaunt, the banshee is an elf infected with HMHVV.

    It prefers desolate places near human habitation and is reclu-sive except when hunting. It lives off the Essence of its victims,whom it terrifies into flight with its haunting wail and pursuesuntil the victim drops from exhaustion. The banshee then clos-es in for the kill, completely draining its prey of Essence.

    An elf who becomes infected with HMHVV and turns intoa banshee uses its normal Attributes.

    B Q S C I W E R3 4 x 5 3 5 4 4 2D6 4INIT: 4 + 2D6Attacks: HumanoidPowers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision), Essence Drain, Fear, Immunity (Age, Pathogens,Poisons), Infection, Mist Form, Regeneration. Many also pos-sess Magical Skills.Weaknesses: Allergy (Sunlight, Moderate), Essence Loss,Vulnerability (Wood, Silver)

    BARGHESTThe barghest resembles an oversized mastiff, either pure

    white or pure black. Its short fur lies flat on its body, creatingthe impression that its hide is naked, and spines protrude thelength of its back. Its eyes shine red and its teeth glow slightlyin the dark because of luminescent bacteria in its saliva. It huntsalone or in pairs during breeding season; at other times, ithunts in packs of twelve or more.

    B Q S C I W E R7 6 x 4 5 3/6 3 6Z 6INIT: 6 + 2D6Attacks: 9SPowers: Enhanced Senses (Sonar), Fear, Paralyzing Howl

    BASILISKThe basilisk is a large lizard, averaging 2.5 meters from

    snout to tail and weighing about 100 kilograms. Its knobbyscales are black and bright yellow, condensing to solid blackat snout and tail tip. It has 40 saw-edged teeth and feeds pri-marily on small mammals, but it will happily devour anythingit can catch.

    B Q S C I W E R4/2 2 x 3 7 1/3 2 6Z 2INIT: 2 + 1D6Attacks: 6M, 1 ReachPowers: Petrifying GazeWeaknesses: Allergy (Own Gaze, Severe)

    BEAN SIDHEThis spectral being manifests as an old woman, dressed in

    rags or in clothes from a bygone age. It appears to act as amessenger, its piercing wails either lamenting the dead orwarning of an imminent death in the family to which it isattached. Bean sidhes appear exclusively to families in