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> The Collected Paracritters Project, Right, All of them added in one file (i think)
The Jopp
post Jul 28 2010, 09:09 AM
Post #1


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Right, I’ve collected all the critters save one - I found the genital warts to be a bit too much stretch of the imagination…)

I’ve added possible habitats for each critter and fiddled a bit with them (and added another one…)

If the authors of the critters represented here have any changes they want to make just add a comment and I’ll change it.

I’m thinking of getting this into a PDF document with added map pictures showing spread and habitation of each critter and possible photoshopped images of the beings themselves. I’ve no idea at this point of how to do this since I’ve never worked with a PDF document before.


COLLECTED PARANORMAL CRITTERS

Uncommon Critters – Dangerous to Metahumans

Goo Slug
Location: Swamp Areas

The Goo Slug is a giant carnivorous slug that demand live meat converted into a jellylike substance which it swallows whole and absorbs with digestive fluids during a few hours.

Usually people have only managed to survive an encounter if there was more than one of them since at least one of them got turned to goo and the other was force to kill the creature.
Attributes: As Horse
Powers: Innate Spell – Turn to Goo (Single Target)

Tentacled Sewer Horror
Location: Worldwide - Swamps, Sewers, Fetid Waters

The sewer horror is a central spongy mass with a hard outer shell usually well hidden in some hole. It has an immense amount of thin, spike tipped tentacles that worms itself through several hundred meters of piping to reach it’s target.

It primarily hunt through infrared and thermo-sense to find it’s target. When the target have been found it impales the victim on a spike and pumps in a combination of aphrodisiac, anaesthetic and digestive poisons that turns the victims internal organs into a soup that is pumped down to the central mass.

Metahuman victims are often found as emty husks in their own bathrooms. Due to it’s rarity it is more of an urban myth amongst the sprawl except amongst sewer workers who have seen (and become victim to) the tentacles snaking through the sewers.

The true horror of this creature is that the victims brain and senses are alive until moments before death as the creature starts feeding almost immediately. Death usually takes between 0,5 to 1 hour.

Attributes: BOD: 1 STR: 2 AGI: 8 REA: 1 INT: 1 LOG: 1 WIL: 3
Attack Values: 2P -4 Injection Vector Poison
Poisons: Trance, Nova Scorpion Venom, Push

IKEA Blob (Adventure Specific, no natural occurrence)
Location: GM chosen location

The IKEA blob is of the same size as an average metahuman and tend to infiltrate metahuman settlements. It has a unique camouflage and hunts by waiting for it’s prey to come to them. This creature is believed to have been engineered as no resemblance to natural animals have been found and the only place it has been encountered is in UCAS

ATTRIBUTES: BOD: 4 AGI: 4 STR: 4 REA: 1 CHA: 1 INT: 1 LOG: 1 WIL: 4 MAGIC: 4
POWERS: Engulf, Adaptive Coloration, Mimic (Furniture), Elemental Attack (F8) Acid, Range: Touch.

T-Rex Plus (Adventure Specific, no natural occurrence)
Location: GM Chosen Location

The T-Rex is the King of his island home. Cloned from ancient DNA in a mana-rich environment, the awakened T-Rex has no equals and truely is a force to be reckoned with. The scientists involved in the project have theorized that in the Ages when T-Rex roamed the land, his ability to hunt was greatly augmented by his awakended status.

B: 15, A: 3, R: 3 (6), S: 14, C: 4, I: 3, L: 2, W: 5, M: 6, Init 9, IP 4
Adept Powers: Increased Reflexes 3, Critical Strike 6, Improved Ability (unarmed Combat) 3, Combat Sense 2
Natural Weapons (Teeth) 16P AP -3, Movement, Hardened Armor 4
Skills: Unarmed Combat (spec: teeth) 6(11), Run 3, Swim 2, Shadow 4, Perception 4, Dodge 4, Survival 2

HMHVV Variant 7 Ghoul
Location: Amongst Ghouls

This variation of HMHVV comes from the ghoul Infection. The distinguishing factor for this infection type is a need not for metahuman flesh, but is more specifically a need for the fluid found in the metahuman spinal cord. The teeth of the Variant 7 ghoul project further from the skull to allow the infected to bite into a spine without having to first remove it from the victim. The Variant 7 ghoul frequently sneaks up on or charges a victim from behind, trying to get onto their back and biting their spine before they can react.
Attributes: Ghoul
Powers: Ghoul (Dietary Requirement – Spinal Fluid 1% of body weight per week)

HMHVV Variant 8 Ghoul
Location: Amongst Ghouls

This variation of HMHVV comes from the ghoul Infection. The distinguishing factor for this infection type is a need not for metahuman flesh, but is more specifically a need for the brain matter. The teeth of the Variant 8 ghoul are stronger, more pronounced and designed to crack hard materials like bones, skulls etc. The Variant 8 ghoul frequently sneaks up on or charges a victim from behind, trying to get onto their back and smash their skull on the ground or break their neck.
Attributes: Ghoul
Powers: Ghoul (Dietary Requirement – Fresh Brains (1% of body weight per week)

The Care Bear
Location: North America

The Care Bear is an awakened version of the American Black Bear and is a nasty piece of work as it can lure prey straight into it’s embrace.
Attributes: As Bear
Powers: Glamour, Compulsion

Hover Shark
Location: Oceans, Coastal Areas, Beaches

This SURGED shark has massive pectoral fins that allow it to glide on the surface of water by beating its tail and "wings" at 70 times per second. Confirmed reports of the Hover Shark flying at up to 10 meters high, and can be airborne for more than 45 seconds. Unlike it's smaller, un-SURGED relative, the Hover Shark is very loud, and the buzzing of incoming Hover Sharks strikes fear into the hearts of the brave. Hover Sharks have been know to swarm smaller ships en masse, landing on-board and devouring everyone before flying back to the water.

Physical Attributes: As Shark
SURGE Attributes: Celerity, massively developed pectoral fins.

The Mapinguari
Location: South America

The Mapinguari is a more primitive version of the Sasquatch situated in Brazil, a fast an efficient hunter on the move that is an expert on camouflage. Primary a carnivore and the brazilian government have posted bounties on these beasts as they tend to prey on people.
Attributes: As Sasquatch
Abilities: Adaptive Coloration, Celerity

Ahuizotl
Location: South America (Rivers)

An otter-like creature that resembles a dog-monkey with hands, it sports an and an additional hand on it's tail. It lives underwater and drowns it's victims. The Ahuizotl's victims are found without their eyes, teeth, and nails. The rest of the victims bodies are found slippery-wet, "as if one had pounded it with a stone" but otherwise are utterly unblemished. The Ahuizotl cries like a small child to attract it's prey.

Physical Attributes: Great Cat
Powers: Mimicry(small child's crying)
SURGE Attributes: Extra hand on tail

Chrome Rhino
Location: African continent

The chrome rhino is a rather new development and seemingly arrived overnight after the comet passed. One morning inside the village of Towedo Tanzania a group of twenty five adult rhinos had appeared with an assortment of younger rhinos.

The panic that ensued from the villagers ensured a swift death as all rhinos panicked and smashed the entire village flat, no survivors.

Appearance and abilities
The chrome rhino resembles a white rhino that have become coveted prize amongst game hunters as it’s skin have a metallic sheen.
The chrome rhino have the ability to surround itself in a razorsharp shell of metal and move at incredible speeds, something often causing it’s own demise due to poor eyesight and poor ability to stop and turn quickly enough.

Attributes: BOD: 10 AGI: 4 STR: 10 REA: 2 CHA: 3 INT: 3 LOG: 1 WIL: 3 MAGIC: 0
Armor: 12 (Hardened Armor)
Powers: Movement, Elemental Aura (Metal)

Covert Man-O-War
Location: Carribean, Hawaii, South American coastline

A recent addition to the carribean islands. The covert man-o-war have gained the ability to fly through gaseous bladders inside it’s body so that it float across land and sea while leaving it’s tentacles free floating to capture prey and inject it with paralyzing and digestive poisons. It is believed to have travelled from Hawaii.

Attributes: 1 (It’s a jellyfish)
Powers: Concealment, Lighter Than Air (Flight)
Attack Powers: Neurostun

Underwater Jaguar
Location: North America

This Amerindian mythological creature of the Mississippi River has recently been sited. Rumors that it eats babies have yet to be confirmed.
Physical Attributes: as great cat
Critter Powers: Dual Natured
SURGE attributes: Gills, Underwater Vision, Webbed hands and toes

Deer Woman

A humanoid critter that is well known in the NAN and less so in the rest of the North American continent, the Deer Woman is a shapeshifter that entices men. Their ability to change forms is imperfect, as seen by their deer eyes and the hooves they take great pains to obscure. They are surprisingly shy and will run away if their hooves are spotted before their prey gets close enough to pummel.

They are also surprisingly strong. When a victim gets close enough, they will drag them down and beat them to death with their hooves.

Deer Women are drawn to dances and cannot help but join stomp dances. They are considered a symbol of great personal transformation. Sometimes that transformation involves being beaten into hamburger, other times it is more of a metaphor. They eat Metahuman flesh, with a preference for males. These critters have become much harder to identify with the advent of SURGE.

Attributes: BOD: 3 AGI: 4 STR: 8 REA: 4 CHA: 6 INT: 4 LOG: 3 WIL: 5 MAGIC: 4
Powers: Shapechange (restricted: young woman, old woman, deer), Sapience, Influence, Mystic Armor 5
Weaknesses: Allergy tobacco (Moderate), Uneducated, Dietary Requirement (Metahuman flesh)
Note: Many Deer Women have the Adept or Magician Quality. They follow the Shaman tradition.

Sonic Cheetah
The sonic cheetah is the awakened version of the cheetah and is the fastest mammal on the planet to date. It is the only land animal that have even created a sonic boom. Greatest problem for the cheetah is overshooting it’s target.

Attributes: Great Cat [AGI +2 / BOD -1]
Powers: Movement

Common Paranormal Animals – Usually no danger to metahumans

Armordillo
Location: North America

This awakened annoying variant of the armadillo Dasypus Novemcinctus seems to enjoy sunning itself in the road.
Physical Attributes: as dog
Critter Powers: Hardened Armor

Rascal Raccoon
Location: North America

This extremely annoying creature has been a bane on humanity since it SURGED and gained a thumb. There is a bounty on each pelt.
Physical Attributes: as dog
Critter Powers: none
SURGE attributes: Monkey Paw

Monkey-faced Goat
Location: South America

While not acting any different than a normal goat, the creepy look of a goat with a monkey face and extra long front legs hits people in a primal, visceral way. These tend to die when sighted.
Physical Attributes: as dog
Critter Powers: none
SURGE Attributes: Metahuman traits (monkey face), Elongated limbs

Mexican Banshee Monkey
Location: Mexico

Howler monkeys are a common sight in mexico but it seems that a new subspecies have interbred within the local groups and are virtually indentical to their mundane brethren.
The Mexican Banshee Monkey have an ability to use their very voice as an offensive weapon.
Attributes: As Monkey (Magic 4)
Powers: Sonic Boom
Anyone within 90 degrees of the monkeys LOS and within Magic X2 meters from the monkey takes a base damage of 4S (Sound) and can make a Reaction (2) test to dodge the attack. Monkey rolls Magic X2 Dice to increase the attack value as per SR4 rules. Sound Dampening nullifies the attack.

Shockwave Turtle
Location: Asia, Middle East, Southern Europe

A rather common turtle that have an unusual way of defending itself. Whenever it is threatened it hides in it’s shell and starts very localized quakes.
Attributes: BOD: 4 AGI: 1 STR: 3 REA: 2 CHA: 2 INT: 3 LOG: 1 WIL: 3 MAGIC: 3
Powers: Quake (Range: Magic Meters)

The quake ability on this turtle is in effect for as long as the turtle focus on it.

Soaring Seagull
Location: Worldwide

The soaring seagull is a bloody nuisance as it hunts prey by levitating it. The ability have a rather short range but the animal is quick enough to fly over an area with prey, spot a target and levitate it.

Many of them have turned to become scavengers amongst human settlements and steal food from people by flying past them and snatching things up in the air to collect later.
Attributes: BOD: 2 AGI: 4 STR: 1 REA: 2 CHA: 3 INT: 1 LOG: 1 WIL: 3 MAGIC: 1
Power: Innate Spell – Levitate

Wrecking Woodpecker
Location: North America, Central Europe

The wrecking woodpecker have evolved into becoming a living powerdrill that can punch through any material in the search of food. There have been reported deaths as people who have gotten to close to a woodpecker nest where the bird have defended her nest.
Attributes: BOD: 2 AGI: 4 STR: 1 REA: 2 CHA: 3 INT: 1 LOG: 1 WIL: 3 MAGIC: 3
Power: Innate Spell – Shatter

Storm Albatross
Location: Worldwide – Coastal Areas, Oceans

The storm albatross is identical to the regular albatross with a small awakened difference. They have really become a true bad sign for sailors who nowadays makes all efforts to make sure that any one albatross that lands on their ship is well fed and not afraid or angry.
Attributes: BOD: 2 AGI: 3 STR: 2 REA: 3 CHA: 2 INT: 1 LOG: 1 WIL: 3 MAGIC: 3
Power: Spirit Power – Storm (Used when threatened or pissed off).

Shadow Cat
Location: England, Central Europe, North America

The shadow cat is a very rare and elusive wild cat. It is an offshoot from the normal housecat and is an avid and effective hunter. The greatest cause of death amongst these animals are often roadkills as drivers don’t see them in the dark.
Attributes: As Dog
Power: Shadowcloak, Silence, Nocturnal, low light vision

Steel Wolverine
Location: North America

The steel wolverine is an even more ferocious animal than it’s mundane cousin but not an actual threat to humans unless provoked.
Attributes: As Dog
Power: Killing Hands, Improved Ability Unarmed 3, Berserk, Penetrating Strike 3

Iron Moose
Location: North America, Central Europe

The iron moose is a very annoying animal for hunters as it is identical to a normal moose with a very irritating ability.
Attributes: As Moose
Powers: Regenerate, Mystic Armor 6

The Chill Penguin
Location: Antarctica / Paranormal Zoo’s

The Chill Penguin is an awakened variant of the King Penguin (Aptenodytes Patagonicus)

The chill penguin have several noticeable abilities, especially innate spells of the colder variety. It is also fierly territorial and a single penguin might not be a problem but anyone who angers an entire horde of penguins at one of their mating spots...

ATTRIBUTES: BOD: 3 AGI: 3 STR: 2 REA: 2 CHA: 2 INT: 3 LOG: 1 WIL: 3 MAGIC: 3
POWERS: Innate Spells: Alter Temperature, Elemental Aura (Cold), Ice Wall, Ice Sheet, Ice Bolt

Norwegian Treecat
Location: Scandinavia, Europe, North America (Domesticated)

The awakened form of the Norwegian forest cat have become as quite a surprise for their owners.

The new subspecies developed an extra set of limbs, opposable thumbs (Oh god…) and can ‘connect’ with their owners.
Attributes: As cats
Powers: Sapience (secret), Opposable Thumbs, Shiva Arms, Detect Enemies, Empathy (Owner)

Horde Rat
Location: Middle East, Australia, Asia

The horde rat have a unique way of dealing with overwhelming odds, it creates more of itself.
Attributes: As Rat
Powers: Innate Spell, Double Image

[Skyhopper Antelope[/u]
Location: African Continent

The Skyhopper antelope is one of those animals that have a ‘skipping’ movement and jumps more than is walks in graceful and powerful leaps. The skyhopper uses this ability to jump to great heights and keep track on potential dangers on the ground.

Attributes: Dog
Powers: Great Leap (6), Celerity, Freefall (6) Improved Ability (jumping: 6)

Static Mouse
Location: Worldwide

The Static Mouse is a common grey mouse with abilities similar to the electric eel.
Attributes: As Mouse
Powers: Shock Frills 5S (e)

Dracobri
Location: Tropical Climates, Zoo’s

The Dracobri is an awakened version of the Colibri bird that has turned into a miniature dragon the size of a metahuman thumb with insect wings and tremendous speed. There are at present seven known variants depending on elemental attack
Some breeders have successfully managed to breed them in captivity.

Variants:
Fire, Acid, Lightning, Ice, Water, Light, Smoke
Powers: Flight (duh), Elemental Attack F6, Movement. Dietary requirement: Sugar

Headcrab
Headcrabs are an awakened species of coconut crabs with several abilities that makes it dangerous for lone travellers and swimmers.

It is smaller than the coconut crab but hides in trees and latches on to their victim by dropping from them and inserting an injection spike in the victims neck and connecting to the cerebral cortex.

Size: Slightly larger than a hand
Attributes: 2
Abillities: Control Actions, Compulsion

The Forever Bat
Location: North America
The forever bat is an awakened version of the common vampiric bat.
For the really unlucky people falling prey to these critters it can take a long time to get back into society and get rid of possible addictions.

It lands on a target, injects a Slab like poison, paralyzing the target and then the bat, and friends can dine on the target for day, or worse, weeks as they pour sustenance and heal into them.

The longest known surviving victim was a spelunker who was found after two months – he is still addicted to magical sustenance and slab after two years of therapy.

Attributes: Bat
Powers: Sustenance (Target), Heal (Target)
Toxin: Slab
It is also known for transmitting several diseases from HMVHH to Rabies...

Patch
Location: Swamp lands, Grasslands, Forests

The Patch is a land living jellyfish that hunts by attracting insects and small mammals to land on itself and then it engulfs them.
It usually looks like a puddle of water or a very small pond. The creature have latched itself to unwary travellers who have worn inadequate footwear and digested a large part of the foot before medical help could be applied.

ATTRIBUTES: BOD: 2 AGI: 1 STR: 2 REA: 1 CHA: 1 INT: 1 LOG: 1 WIL: 2 MAGIC: 2
POWERS: Engulf, Adaptive Coloration, Elemental Attack (F4) Acid, Range: Touch.

The Irrelephant[/i]
The Irrelephant looks like any other elephant but have the ability to remain unseen
Attributes: As Elephant
Powers: Concealment

[u]King Kangaroo

The King Kangaroo is the highest known jumper among animals in the world.
Attributes: As Kangaroo
Powers: Improved Ability: Jumping 6 / Freefall 6 / Great Leap 6
Note: Double the animal effective strength for Jumping and Kicking.

Insects and smaller paracritters

Stealthroach
Location: Worldwide

The Stealthroach is natures improved version of the Periplaneta Americana. The awakened version have improved it’s ability for survival by becoming almost invisible.

This metagenic change is not without drawback as the critter becomes dual natured instead.
Physical Attributes: As Cockroach
Powers: Concealment, Dual Natured

Zoomtipedes
Location: Worldwide

This awakened variant of some of the local caterpillars have gathered some unusual abilities. They can move at tremendous speed – not without their drawbacks.
Physical Attributes: As Caterpillar
Powers: Movement
Magic: 1-3

Stone Spider
Location: Worldwide

The stone spider is a hunting spider that can take on prey far larger than itself. Due to it’s massively armoured shell it is somewhat slow. It has been known to survive being run over by trucks.
Attributes: As Common House Spider
Powers: Granite Skin (3/3), Natural Venom, Fangs

Blindbug
Location: South America, Asia, Southern part of Mexico

The blindbug is an awakened form of the common Firefly and have improved it’s mating signal into a defensive device that it can use to blind predators.
Attributes: As Fly
Powers: Flash Grenade (Centered on Blindbug)

Knockback Bug
Knockback bugs are essentially a awakened version of the ladybug, with an attitude. It have the ability to tenfold it’s mass and release it into a target of which it has bodily contact with and send them flying.

Attributes: As bug,
Powers: Inertia Strike ( Count Base STR:8 ) Knockback Distance: Target Body – Base STR
Skill: Unarmed Dice Pool 6D6

Mimic Wasp
Location: Worldwide

The mimic wasp is an insidious insect that change it’s appearance and mannerism to get close to any pray it decides is a good host to lay it’s eggs inside.
Attributes: As Wasp
Powers: Shapeshange (restricted: Insect)

Shadowbug
Location: Worldwide - well lit areas

The shadowbug is a solitary insect closely related to Moths. It has the ability to swath large areas in complete darkness and have been known to swarm during mating seasons and cover several hundred meters.

Attributes: As Fly / Magic 4 / Motion Sensor Ability
Powers: Innate Spell: Darkness

Euphoria Bug
The Euphoria Bug is a small and an awakened version of the common Green Stinkbug (Nezara viridula). Unlike its common cousin this one is rather popular as it has been proven to cause Euphoria in metahumans who are in their vicinity.

The euphoria is actually a byproduct of its real defenses which are a few magnitudes more powerful than its common counterpart and will use it against anything it regards as threat.

Medical science have started to breed these insects for use against depression but animal rights activists are worried that owners might breed these for more extreme uses.

Ability: Metahumans within 6 meters feels a sense of well being.
Innate Spell: Orgasm (used when threatened – range touch) Force 6

Greater Stinkbug
It looks exactly like its normal counterpart, but bigger. The greater stinkbug is a fist sized bug that prefers to scavenge garbage for food. If threatened it will perform like a normal stinkbug but on a greater scale.

Innate Spell: Stench F4
Amnesia Wasp
Location: Worldwide

The Amnesia Wasp have a rather unusual poison to defend itself with. For hunting the main poison is a Slab like poison that paralyze and kills other insects but merely paralyze people temporarely. The secondary effect on metahumans (and metahumans only it seems) is rather more severe. The secondary effect is a natural poison with similar effects to Láes where the afflicted victim suffers memory loss.

Attributes: As Fly, Natural Poison [Slab+Laes Effect]
Powers: Adaptive Coloration

Punch Spider
Location: Worldwide

The punch spider can be a serious annoyance and have in rare cases been a case of actual assault and requiring the victim to visit a hospital.
Attributes: Small Spider
Powers: Distance Strike [Magic 1]

Master Hunting Spider
Location: Worldwide

The master hunting spider is the master in finding food regardless of where it is found.
Attributes: As Spider
Powers: Innate Spell – Detect Food/Prey (Extended) Magic 6

Spirit Spider
Location: Worldwide where there is magic

The spirit spider is the only known spider to actually hunt spirits – usually beast and plant spirits due to their natural habitat but they are not picky.
Attributes: As Spider
Powers: Innate Spell: Mana Bind, Drain Magic, Dual Natured

Stone Ants
Location: Rocky Areas

Stone ants have started to become a pest in developed areas as much as termites have since they make their hives in either rocks and stones or, as later findings have revealed, concrete.
Attributes: As Ant
Powers: Shape Stone

Harem Spider
Location: Worldwide

The harem spider tend to live within anthills and have a perpetual aura that compels other ants to assist it – even if it means being eaten by it.
Attributes: As Spider
Powers: Innate spell: Control Pack (restricted: Ants)

David Weber Spider
Location: Worldwide

Unlike normal spiders the david weber spider does not spin a web or hunt on the ground, it levitates at a chosen spot.

It chooses a good spot, levitates itself to the most efficient location and then sustains a net spell. It not an aggressive spider but can be troublesome to get rid off since anything in the area is stuck, regardless of walls and other obstacles in the way.
Attributes: Tiny tiny spider (0) Magic Rating 4
Innate Spells: Levitate (self F4) Net (F4)

ZAP Fly
Location: Worldwide

The ZAP Fly is a bizarre twist of nature that uses electromagnetic pulses to attract partners for mating, the drawback is that those pulses, weak as they are, have the ability to really screw up signals and disrupt those parts of electronic devices that are non-optical.

The worst part is that the damn bugs are attracted by other electrical fields, both those generated by vehicles and drones and of all things, technomancers.

Attributes: As Fly
Abilities: Any device, drone, antenna, vehicle that the fly lands on is subject to a rating 4 Gremlins as long as they stay there.

Soultick
Location: Worldwide (Grassland & Forests)

The Soultick is your average bloodsucking Tick with a twist. Originating in the Carribean and have now moved to several places around the earth and can be found in most woodland and grass areas – thankfully rare inside the major sprawls. They latch onto a victim in the same way as any normal tick.

Attributes: As Tick (that is, basically nil.)
Powers: Essence Drain (Drains 1 essence every 24 hours)

Note: Several ticks will only drop the timetable for essence drain. Two Ticks will drain 1 essence in 12 hours and so on. If removed before the time is up no essence drain will occur.

Awakened Tiger Centipede
Location: Worldwide (Dark places, Caves, Underground)

The Awakened Tiger Centipede is a canny hunter that can hang from a cave ceiling by half of its legs, dangling to catch a passing bat or hapless metahuman. It grows up to half a meter long, and has a paralytic poison that slows the metabolism of its victim, allowing it to hunt creatures much larger than itself and eat them over the course of weeks.
Physical Attributes: As dog
Powers: Natural Weapon, Venom (treat as Slab, Arsenal p76)

Accidental Bug
Accidental Bugs usually hunt Zoomtipedes but have a knack of creating havoc wherever they go.
Attributes: As Bug
Powers: Accident, Magic 4 (Range 4 meters)

Esophodominate
Location: Worldwide

An Awakened parasite, the Esophodominate's life-cycle requires it's eggs to mature in the gut of a different type of creature than it normally lives inside of. When it is time to make some babies, the Esophodominate gets it's host to do stupid things until it dies horribly. The scavengers that feast upon the dead body are the fertile grounds that the eggs need. Once the scavengers have ingested the eggs, they hatch and mature. In order to survive, the new Esophodominate is passed in the stool of it's first host, and lies dormant until a suitable host gets near enough for it to influence.
Physical Attributes: Effectively none
Powers: Compulsion

The Worm that Walks
Location: Rural Areas, Cities, Tropical Climate

The Worm that Walks is, on an individual basis, no different from a normal earthworm. They become a problem when they exist in groups, and they very rarely exist in any other form. The Worm that Walks is a sentient paracritter, but only when the swarm has at least a Body of 2 (Using Biodrone swarm rules from Augmentation p155). Their mental attributes are one less than their physical attributes. There are rumors that some swarms are magically active and can disguise themselves as metahumans, infiltrating metahuman society.

Physical Attributes: the Worm that Walks has a Body of 1 when there are at least 10 members, a Body of 2 when there are 100, and +1 Body every doubling after that to a maximum of 5.

Critter Powers: All Worm swarms have Sentience (requires at least 100 members), and there have been reports of Worms manifesting a number of other powers, including Engulf, Regeneration, and Sorcery.

Metamucil Fly
Location: Tropical Climates

A strong, burrowing insect, this awakened fly lives deep in the anus converting undigested corn and peanuts into gas to feed its larvae. Symptoms of infestation include the expulsion of poop from the anus at high speeds particularly after eating corn or whole peanuts. The infected have also reported an increase in incidents of sharting. Occasionally, a large, greyish-brown larva will be expelled from the anus. If left alive, it will convert into a Metamucil Fly in one week. The only known cure for an infestation is manual removal.

Attributes: BOD: 3 AGI: 4 STR: 2 REA: 6 CHA: 3 INT: 3 LOG: 4 WIL: 3 MAGIC: 0
Powers: Conversion of corn and peanuts into gas.
Habitat: Rectal Area of victim

Warp Wasp
The warp wasp hunts magically active spiders, mainly Spirit Spiders, Punch Spiders, David Weber Spider. Fortunately for the awakened world they are solitary creatures but they do tend to go into cities at times and can create havoc by just flying by wards, spirits, magically active people etc.

Attributes: As Wasp
Metagenic Quality: Astral Hazing

Barrier Ant
The barrier ant use their collective magic to generate a protective field around their hive with only a select few entrances, limiting attacks from larger animals as they cannot get through the barrier. This ability is also used by the soldier ants to a more limited agree when defending against threats their own size

Attributes: As Ant
Powers: Barrier [Hive F4 to F6] [Ants F1]

Racing Snail
Location: Worldwide (Temperate Areas)

Unlike normal members of the Gastropoda taxonomy, the Racing Snail can move very quickly when motivated. Named after a snail from a flat-vid movie circa 1984.

Physical Attributes: None to speak of
Powers: Movement

Chaos Butterfly
Location: Asia (China)

Sightings restrict this butterfly species to China, but it's effects have been know to cause problems all over the world.

Physical Attributes: none to speak of.
Powers: Weather Control

Drillbit
The Drillbit is a nasty piece of work and should be avoided at all cost and exterminated if found.

It is a hive living insect that represents a hive in the form of a gaseous floating bladder with several of these creatures embedded in it. When the hive detects prey a focused blast of gas propels a chosen amount of bugs at their intended target.

The head of the bug is barbed and have such a musculature that it can rotate at tremendous speed at the point of impact and literally drills itself inside the victims body.

Once inside they continue to burrow straight inside the body cavity laying eggs as it go, usually between 50 to 100 of them.

The gestation period is 24 hours until the eggs hatch and the newly born starts to consume their prey and create a new nest when the victim dies, using the biomass from the victim to build the gas bladder that can restart the cycle. It is recommended to get a surviving victim to a doctor as quickly as possible.

A completely new nest takes about a week to mature.

Attributes: Fly
Special: Count as Barbed arrow if trying to dislodge a partially buried Drillbit
Damage: DV 2P / AP 0 (Flechette against armoured targets) [Range: 0-10]

Commfly
The Commfly is a very…irritating insect in the modern sprawl. Like the EMPfly it is drawn to electromagnetic fields and radio signals. The commfly have the ability to scramble and crosswire wireless signals so that senders and receivers gets mixed up. In 2067 670.000 Commlink customers got their connections completely haywire and chaos ensued. The matter is still in court.

Awakened Flora

Power Plant
Location: Worldwide

The power plant is an awakened weed that drains electrical energy through static connections to their target. Whenever a vehicle, drone or electrical appliance comes within 2 meters the plant can drain energy from the vessel. It also have the ability to store a limited amount of energy to discourage larger herbivores.

Attributes: 1
Powers: Weakness: Fire, Energy Drain (Electricity). Shock Frills (5S E). It drains about 1 hour of operation time per day.

Burning Winter Flower
Location: Arctic Climates

This is the only known flower that lives and thrives in arctic climates. Large patches of these flowers have been found on icebergs.

Attributes: None
Powers: Alter Temperature (Self), Fire Aura

Frost Moss
Location: Arctic Climates, Alaska, Northern Canada, Northern Russia

Frost Moss is a rather common moss that thrives on cold barren tundras and on ice but unfortunately makes any area they frequent a hazard.

Attributes: None
Powers: Ice Sheet (Extended)

Weber Moss
Location: Worldwide (Subterranean)
The final awakened thing that famous explorer Frank David Weber discovered. True to his calling he noted down everything he could about the critter before he expired, his body was found two months later.

Weber moss tend to cover large underground areas like cave floors or basements. They are carnivorous and simply have a Net spell active when they detect prey. They hold the target in place until it perish and then absorb the organic matter under a matter of months.

Powers: Innate Spell – Net (Force equal to M2 area of moss.)

Sliceweed
Location: Worldwide

Sliceweed have the appearance of an untended lawn with long grasslike strands.
Sliceweed is a mix between regular grass and a complex arrangement of buckytubes creating a formidable defense.

Powers: Weakness: Fire
Moving slowly in Sliceweed: No damage
Walking in Sliceweed: 4P / Impact-2
Running in Sliceweed: 8P / Impact -4

Glograss
Location: Worldwide

Glograss collect sunlight and ambient mana that it stores during the day. During the night the grass glows brightly and illuminates a large area.

Power: Innate Spell – Light (Extended) F:3

Wandergrass
Location: Worldwide
Wandergrass have the ability to move around to better pastures when there is a need and several people have woken up with an impromptu lawn sitting around their homes.

Powers: Innate Spell – Animate (self) F3

Manaweed
Location: Worldwide
Manaweeb have the ability to soak up and dissipate magic and looks like straw grass.

Powers: Arcane Arrester Area (any magic within 6 meters is halved in force)

Siberian Icebush
Location: Siberia

The Siberian icebush is designed to live in cold climates and is very seldom something palatable but for the most hardened of animals.

Power: Ice Aura, Weakness Fire

Aerial Fungus
Location: Worldwide

Aerial fungus is a fungus that can survive almost anywhere and tend to live both underground and on surface areas and tend to cover a large area. Their most quirky ability that if enough of them are collected to live in one place they tend to go airborne and take the ground with them. Some enterprising botanists have managed to make small floating islands.

Powers: Levitate (F1, +1/5M2), Rooting (6)

Grenade Fungus
Location: Temperate climate worldwide

Grenade fungus is an edible fungus the size of a closed fist that is quite delicious but somewhat hard to get your hands on, mainly because it’s preferred method of defence and procreation is to explode.

It is sensible to vibrations and too much and they will detonate themselves.

Powers: Motion Sensor, Frag Grenade (centered on fungus) Immunity: Other exploding fungus.

Barrierbloom
Location: Worldwide

Barrier bloom appears in small patches free from any other plantlife.

Powers: Barrier (Dome F2). Deterrant: Plants

Cleanwood
Location: Heavily polluted areas

This recently discovered sapling have the ability to live in the most inhospitable locations on earth. Tests have been done to see if these trees can be used to clean polluted areas and have been known to be planted close to industrial plants and factories.

Power: Clean Element [Earth, Air, Water]

Mistmoss
Location: Swamps

Mistmoss can be found in any swamp area and tend to create fogs that make the archetypical ‘london fog’ to be a slight nuisance in comparison.

Power: Mist F6

Skinwood
Location: Worldwide

Skinwood is a parasitic plant that infuses itself in a hosts skin. The host looses 1 physical box of health but gain the same abilities as the Skinwood plant. There is no known way to remove the skinwood plant from a living host today.

Powers: Bark Skin, Photometabolism, Weakness: Fire

Triffid
Location: Worldwide (Forests)

A solitary and aggressive plant - At first believed to be an animal and later classified as an awakened version of a large carnivorous plant. The Triffid multiply in speed equal to the abundance of their food supply and if kept unchecked close to civilizations they can become an actual threat to a city.

Some corporations have them in farms due to their abundant secretion of biofuels. These farms have extremely high security – to keep things inside.

For some unknown reason they always target the eyes of their victims, or at least the head with their stingers.

Weapon: Stinger [Range: 10 meters / Damage: Nova Scorpion Venom] Entangling Roots [Bind Spell: F4] Adaptive Coloration (Forest)

Attributes: As Great Cat
Weakness: Salt Water (Severe)

Piranha Plant
Location: Rainforests

The piranha plant is a collective of small flying plants with razor sharp fangs. They usually hunt small swarming insects during the night and collect sunshine during the day when they are dormant but they have been known to rip people to shreds within minutes.

Size: About the size of a thumb and swarms of 10-20 plants.
Attributes: As Fly (Str 4)
Powers: Flight

Living Rock
For those managing to actually identify this insect might actually get the perfect “pet rock”.

This is an extremely well camouflaged “critter” since animal just doesn’t fit the bill. It is basically a mobile awakened living silica construct that seems to absorb ambient mana and nourishment from the air and ground.

Attributes: It’s a rock…
Detect life spells will detect these rocks and they have been observed of moving about 1cm/hour.

Rampant Gravel
Rampant gravel is suspected to be offspring to living rocks and have actually caused deaths through a method of both excessive pummelling and smothering but they are thankfully very rare.

It functions like a living flood of these fast mobile critters who envelopes their prey and kills it and then they absorb the nourishment from the corpse as it decomposes.

In this form the silica has not yet stabilized and they can be killed by crushing them as they are as brittle as sandstone.

Attributes: 1
Powers: Engulf (Elemental effect Sand) Count as F3

I’m telling you officer, the road moved…

Deadly Grave Plant
Location: Forests

The deadly grave plant is a solitary plant that is easily detectable as it stands within a dead emty area where nothing lives except itself, exercise caution when entering its domain.

Attributes: Plant
Powers: Deadly Aura (F4), Immunity (Deadly Aura), Absorb life*
*Absorb Life sucks in nutrients from anything dead in the affected area.

Gardeners Nightmare
Locations: Temperate Climates

The gardeners nightmare is just that, a weed that is a nightmare for every gardener.
Attributes: None, Magic 4
Powers: Regenerate, Armor 2
Weakness: Fire, Cold

Firegrass
Locations: Volcano ridges (Minimum 100 Degrees Celsius)

Firegrass is a reddish glowing grass that requires tremendous amount of heat to survive and is therefore very difficult to grow in gardens.

Attributes: None (Fire Damage 4P when stepped on)
Weakness: Cold

The Arabian Sand Devil
Location: Deserts

The Arabian sand devil is another obscure carnivorous plant named after the location of which it was first discovered. It have the ability to move and does so by moving under the sand but prefers to wait for it’s prey. It usually frequents the edge of an oasis or settlement and has a keen sense for detecting vibrations of nearby prey.

It usually drags it’s prey down into the sand and suffocate it and then spends a few weeks digesting it. They are usually to small to catch a fully grown human but there are tales of immense old ones living deep in the deserts.

Native populations living with these critters usually keeps their eyes open for a depression in the sand and tend to kill the plant when found.

Attributes: As Dog (BOD -1) (STR+4) Rare Large Ones: As Horse (BOD +2 / STR +6)
Powers: Innate Spell – Bind (Touch), Adaptive Coloration (Sand)

Spirits

The Storyteller
Location: North America (Variants exist up to Greenland and down in South America)

In AmerIndian culture, words are power. This spirit, which embodies the living story, is a strong example of that principle. They seek a teller of stories with a preference for orators. After they have found such an individual, they bind themselves to the person, both preserving the idea of a storyteller and granting themselves privileges that many other spirits do not have.

They almost always appear as AmerIndians of either gender with long white hair. As they mimic the stories they tell, they often take the path of the trickster, such as coyote, or of objects to continue with the story they have devoted themselves to. They enjoy walking among men.

Attributes: BOD: F-1 AGI: F STR: F-1 REA: F CHA: F+2 INT: F+2 LOG: F+2 WIL: F MAGIC: F
Powers: Hidden Life (Restricted), Realistic Form, Mutable Form, Materialize, Sapience, Astral Form, Fey Glamor
Optional: Divining, Animal Control, Weather Control, Accident, Fear
Note: For all powers, the Storyteller must narrate the power as though telling a story. In example, when they use Control Weather, they say that the clouds build and rain falls with varying degrees of detail.

Void Wraiths
Void Wraiths are a scientific mystery for Arcana researchers in 2070 since most magical means to research them are hampered by their very nature.

Wraiths are negative mana creatures, effectively creating their own aspected domain while siphoning the ambient mana in the air around them.

They are not normally dangerous to people but they tend to disrupt magic wherever they go and Spirits have a tendency to fly into a rage and attack any Wraiths they encounter regardless of the summoners wishes.

They are essentially spirits with Astral Hazing equal to their force (Their own force is not affected by the Astral Hazing).
Unless there is a biosphere they can ‘harvest’ they will loose force at a rate of 1 per minute as they basically cannibalize themselves for food.

Combat spells will surprisingly enough work against them – it is theorized that the immediate influx of raw mana overload them and disperse them.

Naturally occurring background count will hamper them just like normal spirits since there is a lack of mana to drain in the area but it is enough for them to hang around a living being and siphon of their living energy.

A person being ‘tagged’ as food by a Wraith will lower their magic by the spirits force or essence if they have no magic.
People who have their essence lowered to zero or below will collapse as if they had taken full stun damage and the wraith will move on.

The Magic or Essence will return to full as soon as the wraith has been satisfied.

Awakened Pathogens and Viruses

Awakened Goblinitis
Awakened Goblinitis is an awakened form of genetic mutation linked to the awakening. Most people carry the genetic code for it but it takes rather extraordinary circumstances for it to manifest - usually strong magical influence or a reaction to another genetically linked disease (Human Metahuman Vampiric Virus for example).

The victim literally switches between metatypes roughly once a month, a process taking about 12 hours and leaves the person physically spent (full stun track) for an additional day.

Modifications of attributes are done from the existing natural attributes of the character but the lowest attribute that one can have is still 1. Racial maximums also apply.

Cybernetic implants are usually purged from the body whenever the person change metatype - bioware on the other hand follows the transformation and is undamaged.

This also have the added modification that cyberlimbs fall off and the entire body regenerates lost limbs in order to complete a "base template" of the metatype.

Awakened Goblinitis Extremis
This is the more severe forms that also switch through each and every metavariant and the transformations are roughly once per week.

Symptoms
One day before transformation the victim lapses into a fever and twelve hours later they fall into a deep sleep, after that the transformation begins.

There have been deaths were a normal sized metatyp have been literally crushed by their own size as they changed form within a coffin motel room into a far larger metatype thatn the room was designed for.

Medical Help
There is currently no known cure against this illness.

Common Awakened Viruses
Several common viruses have multiplied into highly resistant awakened versions of their original – most likely by infecting someone awakened and taking some of the persons attributes.

Since many viruses are getting more resistant and even immune against conventional medicines spells like Cure Disease was thought to be a boon to the medical profession.

Magicians and scientists are now researching what they believe to be the most dangerous virus ever – an awakened more aggressive version of the flu…

Attributes: As Virus
Powers: Resistance: Health Spells and Medicines equal to infection power

Human-Metahuman Vampiric Bat Virus (HMHVVB)
This new strain is a mutated HMHVV virus found in vampiric bats as carriers. Details at this moment is sketchy but they have rather extreme effects on metahumans.

HMHVVB-1 [35BP] (Affecting Dwarves, Humans and Elves)
Also known as the Man-Bat virus and transform meta-humans into half men, half bats with an appetite for flesh.

Appearance
The victim becomes clad in a thin fur cover and the face mutates into something batlike with seriously pronounced ears and pushed up nose with enlarged nostrils and fangs. Connected along their arms and their back are huge foldable batwings.

Attributes: As Ghoul
Dietary Requirements: As Ghoul
Powers: Flight, Nocturnal, Enhanced Senses (Hearing Smell), Reduced Senses (Sight), Sonar, Dual Natured, Carrier

HMHVVB-2 [50BP] (Affecting Trolls and Orcs)
Also known as the Gargoyle virus and transform trolls into heavily calcified monstrosities with an appetite for bones.

Appearance
The trolls natural dermal deposits take on an aggressive growth spurt that is extremely painful and emancipates the body as well as removing all hairgrowth and for orcs it is even more severe as they gain an explosive and painful bone growth that leaves them almost helpless for a few days. Their natural thermographic vision becomes more pronounced as their eyes starts to glow a deep red. Huge bat wings grow out of their back. Ears Athrophies and lips become thinner and fangs are elongated.

Attributes: As Fomóraig
Dietary Requirements: Fresh Calcium/Bone, 5% of body per week)
Powers: Flight, Nocturnal, Enhanced Senses (Smell, Vision), Reduced Senses (Hearing), Sonar, Dual Natured, Granite Shell, Enhanced Dermal Deposits, Carrier, Nocturnal

HMHVVB-3: The Tooth Fairies
For the few people in the world who knows about the connection this is the strain to be believed linked to Pixies turning into Tooth Fairies

Dual-Natured and concealment
They are Dual-Natured and have Concealment powers. Due to how powerful they actually are (en masse) I would say that Concealment only works on the physical plane, they still light up on the astral plane.

Infected Pixies have become a serious nuisance as they have multiplied in the darker areas of the cities. They usually only prey on solitary targets and are seldom seen by the majority of the sprawl.

Due to their unique dietary requirement they frequently inhabit metahuman cities and breed in large numbers, a side effect of their condition. There are two kinds of these, the somewhat intelligent loners who can survive on their own and usually live a solitary life and the more mindless packs.

The mindless packs are more organized as a hive and breed in large numbers and fly as swarms, thankfully these are rare and hives are often hunted down by paranormal critter exterminators.

As long as food is abundant they can share a (temporary) habitat with other infected like Ghouls, at least until food supply runs short and then they start eyeing the bones of the Ghouls.

The Bone Gnawers are considered a direct competitor to the Tooth Fairies and are usually eaten and killed on sight but curiously enough they tend to work well with infected ‘Gargoyles’.

The Transformation
Very few have realized the connection between Pixies and Tooth Fairies except of course Pixies themselves. No-one knows on the other hand how the condition came to be but the virus is a version of the Krieger strain that may have jumped species.

The transformation is, as always, traumatic and painful but unlike many of their mindless cousins they retain a certain cruel malign intelligence even though they have been reduced into something closer to a beast. Pixies calls it simply the “Shadow Curse” and very few retain their original mind and personality, becoming a twisted evil version of their original selves.

Appearance
Like the Goblin and the Gargoyle the Tooth Fairie looses almost all body fat and gains a spindly emancipated appearance with the bone structure clearly visible. Pale and hairless or with hair-like dermal spikes, (Porcupine spines) on their head. Porcelain like skin and trancelucent wings and glows in the dark.

Their teeth are sharper and more pronounced and when standing on the ground they tend to crouch more and weights less than regular pixies. Their eyes lacks pupils and seems to glow with an inner light.

Magical Tradition
About 1 out of 20 Tooth fairies have a magic rating above one and are often Shamanic Adepts or full Shamanic Magicians. No-one has ever figured out what totem they tend to follow.

Attributes and Powers
Cost: 50BP [PC Cost]
Stat Bonus: LOG-2 / CHA-2 / WIL+2
Powers: Dual-Natured, Flight, Concealment (self), Low-Light Vision, Infection (other Pixies), Enhanced Senses (Hearing, Vision), Vanishing, Uneducated.
Dietary Requirement: Living Bone Tissue & Teeth [5% of Body Weight/Week]
Allergy: Sunlight (Moderate)
Vulnerability: Fire

NPC Attributes
BOD: 2
AGI: 6
REA: 6
STR: 2
CHA: 4
INT: 3
LOG: 3
WIL: 6
Magic Rating: 4 (Concealment)
Essence: 5

Metagenic Qualities
Dermal Deposits
Granite Skin
Nocturnal
Bioluminescense
Critter Spook

Sentry Disease
The sentry disease is an awakened virus that latches on to a subjects brain stem and nerve endings. It feeds from the subjects emotions and enhances all sensory signals to the brain.

The subject gains the following abilities.
Low Light Vision
Thermographic Vision
Ultrasound
Enhanced Senses (Sight, Touch, Hearing, Smell)
Sensitive Skin

Unfortunately it also renders any existing defences moot and cancels out Sound Dampening and Flare Compensation and any other defences one might have. If the subject already have these abilities their bonuses are doubled, but so are the penalties. A whisper will sound like a shout and a touch will be like a hammerblow.

Double all negative modifiers from the above senses and double all damage modifiers.

The virus is vulnerable to Antibiotics.

Soyworm
The Soyworm is a small intestinal parasite that have been found in larger soy production facilities and have managed to spread and can be found in any food product that contains modified soy.

Usually it is not a problem as companies screen their products in order to find any contamination but this one is very resilient.

It is not usually lethal but tends to drain a body of nutrients at an alarming rate and can be dangerous if afflicted and no resources to enough food and nutrients.

Attributes: 0
Powers: Lifestyle cost increase 20% due to the need of consuming more nutrients. -1 physical attribute per week is increased diet is not followed until cured or consuming enough nutrients for at least a week to regain attribute.

This disease is easily cured by a cure disease spell at F1 or a trip to your local doctor.

Replacer
The Replacer is more of mimic as it has full control of it’s RNA and partial control over DNA. It usually starts with a small itch in one extremity, in bad cases it’s a headwound. The Replacer literally eats and replaces the tissue of the host with it’s own, even copying the memory of the host. It usually remains hidden to avoid detection and the host will not notice what is going on as he is more and more devoured by the Replacer.

Astral perception will show two astral signatures of the victim and the Replacer and a full DNA test at a hospital will also reveal traces of it. Gene Therapy and Cure Disease spells have been known to counter the Replacer and the replaced organs to revert to the correct DNA sequence of the owner. Alcoholics have been known to be more resistant to this critter.

Full absorption of the host will take Essence+Body days. In the case of an initial infection of the skull the mind of the host will be replaced within 24 hours – these cases are usually very, very hard to find in time. The most bizarre thing is that the victim will never notice and can still function regardless of the replaced brain and DNA and the Replacer will never expose itself until full DNA replacement have taken place of the entire host.

The Replacer also improves the DNA of the victim and they gain +1 to one physical or mental attribute per day of infection up to a maximum of +1 to each of these attributes. Cured victims are usually at a better health after exposure than before.

When the victim if fully taken over the Replacer will revert to it’s natural form of a blob decompose into a sponge-like form that will release new spores within a few weeks.

Attributes: None (Natural Form: Victim Body)
Weakness: Cure Disease Spells, Gene Therapy, Alcohol. Natural form have a weakness to Fire.

Leech Virus
The leech virus feeds its victim through magic and feeds itself by assimilating food from the area around it. The victim becomes gradually resistant and addicted to magical nutrition and usually dies from weakness and starvation unless treated.

Powers: Deadly Aura (As Victims Essence), Immunity (Deadly Aura), Absorb life, Nutrition

Mechacritters
Mechacritters is a more popular term for drones that has become rogue AI’s. They have the equivalent intelligence of a dog and instinctive behaviour linked to their original programming with added survival subroutines. Small habitats can be found around power sources.

It is said to be a whole AI Drone community out in the Sahara desert around a discontinued solar power experiment, drones from all over the region have made their home there.
Attributes: As original drone
Powers: As Drone +1D6 vehicle enhancements

The Great White
It is said that there was a hacker once whose personal zeppelin turned into an AI and disappeared. It is now a fully self-sustained entity that dropped completely off the grid and has not been seen since.

Attributes: As Zeppelin [AI Rating 6]
Software: All Rating 5
Autosoft: All Rating 5
Upgrades: Ruthenium Polymer Coating / Thermal Collecting Solar Cells [Works with Ruthenium Coating – Experimental] / Several Drone Bays / Signature Masking (6)
X10 Holo Projectors (Cloud Cover / Clear Sky).

GM may add whatever is fitting. The vessel is a self contained drone hive controlled by a central intelligence that more or less just wants to be left alone.

Ant Drone Hive
Ant drones are a collective hives of semi-AI’s with rudimentary intelligence to work together who yet haven’t managed to become fully fledged AI’s…yet. What marks a hive is that all of them are roughly of the same type or at least all flyers, walkers, crawlers and all of them are micro or mini drones.

After the fall of Deus the most feared are the combined symbiosis of weaponized nanohives and hunter killer hives.

Data Lice
Data lice are often a collective of hundreds of AI that collect and trade data, everything from useless bits to state secrets. They tend to congregate around datajack ports and server clusters and tap the wires for power and information.

Each drone becomes part of a network and counts as 1 point for programs that can be allocated into full programs. 10 drones could become two rating 4 programs and one rating 2 or three rating 3 programs and one rating 1, always recompiling their software depending on need. Max rating on programs is equal to the drone device rating.
Civilian: 3
Security: 4
Military: 5
Black-Ops: 6

Drone Type: Micro-Tapper Bugs

Cluster AI
A cluster AI is a combination of several feral non-sentient AI’s where each AI has a specific program rating. They can inhabit single nodes or be composed of a networking group of individual programs. They can range from insect like intelligence to that of Deus like knowledge since each AI improves the intelligence of the whole. Unlike regular AI’s, Cluster AI’s cannot use other programs than the other AI’s that are part of the cluster.

The rating of a Cluster AI is [AI Total Ratings/Number of AI’s] (Round up).
So five AI’s with rating 3-5-2-4-5 would be 19/5=3,8 rounded up to 4.
Each cluster contains the MINIMUM of one of each custom program and at least one hacking program.
Each individual part of the AI can be hunted down and taken down individually which will remove one working program from the cluster - but it might improve the average rating of the cluster itself.
Cluster AI’s will have one AI positive quality per rating point and one negative AI quality per rating point. A level 4 will thus have 4 positive qualities and 2 negative.

These AI critters can also be combined within Drone hives, usually working together or actually controlling the hive without it’s actual knowledge of their AI overlords.
Combinations of Data Lice and AI hives has become somewhat of a security risk as the AI’s siphon data from the data lice.
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eidolon
post Jul 28 2010, 05:56 PM
Post #2


ghostrider
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Needs moar flora! I freaking love the Power Plant.

And I know that some folks see "community projects" as a thread killer, but if this keeps going and you want it moved there just give one of us a shout.
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Inpu
post Jul 28 2010, 07:00 PM
Post #3


Moving Target
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Member No.: 18,807



A PDF would be awesome. I imagine to avoid clutter you will be editing in new entries into the top post?
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The Jopp
post Jul 28 2010, 07:29 PM
Post #4


Runner
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QUOTE (Inpu @ Jul 28 2010, 07:00 PM) *
A PDF would be awesome. I imagine to avoid clutter you will be editing in new entries into the top post?


Yes, all new critters and editing will be done in the first post.

Hmm, perhaps we should add a new cathegory? Flora and Fauna?
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eidolon
post Jul 28 2010, 07:45 PM
Post #5


ghostrider
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Posts: 4,196
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Here's the PDF I'm making for myself: http://www.mediafire.com/?rx7kcafjpg1ky28

I didn't necessarily put every critter from the thread(s) in it, because it's for my use and I didn't like all of them. If you want me to add anything in particular, though, just repost it in this thread.

QUOTE (The Jopp @ Jul 28 2010, 01:29 PM) *
Yes, all new critters and editing will be done in the first post.

Hmm, perhaps we should add a new cathegory? Flora and Fauna?


You already have categories full of Fauna. (IMG:style_emoticons/default/wink.gif)

But yeah, in my PDF I have the Power Plant as the (sniff, sniff) lone bit of Magical Flora so far.
Reason for edit: fix typos, add extra to avoid double post
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The Jopp
post Jul 30 2010, 11:39 AM
Post #6


Runner
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New awakened flora added.
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Inpu
post Jul 30 2010, 12:09 PM
Post #7


Moving Target
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Deer Woman

A humanoid critter that is well known in the NAN and less so in the rest of the North American continent, the Deer Woman is a shapeshifter that entices men. Their ability to change forms is imperfect, as seen by their deer eyes and the hooves they take great pains to obscure. They are surprisingly shy and will run away if their hooves are spotted before their prey gets close enough to pummel.

They are also surprisingly strong. When a victim gets close enough, they will drag them down and beat them to death with their hooves.

Deer Women are drawn to dances and cannot help but join stomp dances. They are considered a symbol of great personal transformation. Sometimes that transformation involves being beaten into hamburger, other times it is more of a metaphor. They eat Metahuman flesh, with a preference for males. These critters have become much harder to identify with the advent of SURGE.


Attributes: BOD: 3 AGI: 4 STR: 8 REA: 4 CHA: 6 INT: 4 LOG: 3 WIL: 5 MAGIC: 4
Powers: Shapechange (restricted: young woman, old woman, deer), Sapience, Influence, Mystic Armor 5
Weaknesses: Allergy tobacco (Moderate), Uneducated, Dietary Requirement (Metahuman flesh)
Note: Many Deer Women have the Adept or Magician Quality. They follow the Shaman tradition.

The Storyteller

In AmerIndian culture, words are power. This spirit, which embodies the living story, is a strong example of that principle. They seek a teller of stories with a preference for orators. After they have found such an individual, they bind themselves to the person, both preserving the idea of a storyteller and granting themselves privileges that many other spirits do not have.

They almost always appear as AmerIndians of either gender with long white hair. As they mimic the stories they tell, they often take the path of the trickster, such as coyote, or of objects to continue with the story they have devoted themselves to. They enjoy walking among men.


Attributes: BOD: F-1 AGI: F STR: F-1 REA: F CHA: F+2 INT: F+2 LOG: F+2 WIL: F MAGIC: F
Powers: Hidden Life (Restricted), Realistic Form, Mutable Form, Materialize, Sapience, Astral Form, Fey Glamor
Optional: Divining, Animal Control, Weather Control, Accident, Fear
Note: For all powers, the Storyteller must narrate the power as though telling a story. In example, when they use Control Weather, they say that the clouds build and rain falls with varying degrees of detail.
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The Jopp
post Jul 30 2010, 12:48 PM
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QUOTE (Inpu @ Jul 30 2010, 12:09 PM) *
The Storyteller


I've updated the first post with the Deer Woman but I'm not adding the the storyteller as it is a spirit and not a critter. I want to keep this list into awakened animals and creatures that are alive. Cool spirit though.
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Inpu
post Jul 30 2010, 12:55 PM
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QUOTE (The Jopp @ Jul 30 2010, 02:48 PM) *
I've updated the first post with the Deer Woman but I'm not adding the the storyteller as it is a spirit and not a critter. I want to keep this list into awakened animals and creatures that are alive. Cool spirit though.


Drat, here I was thinking you would just add a Spirit Category. (IMG:style_emoticons/default/nyahnyah.gif) Oh well. I'll keep it in mind for the future.
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Laodicea
post Jul 30 2010, 01:02 PM
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So I used the Tentacled Sewer Horror in my game last night. I wasn't really planning on using it. But one players was being slow & stupid and holding up the whole session, So I sent him to the bathroom.

He failed the perception check to hear the thing working its way through the toilet pipe. He had a decent damage resistance test. He managed to shout at the team-mate whos restroom he was using "Kurt what the hell is wrong with your toilet!?" He tried to get up and run away, but the tentacle was firmly attached. The other players heard a thud of his body slumping against the door way. Then the sucking noises started. They kicked in the door, the mage poked his head in, and power-bolted the tentacle. He's a pretty strong mage. Then tentacle exploded in a shower of blood, guts, and a mist of drugs/chemicals natural to the Sewer Horror. The teams medic rushed in and began caring for their downed comrad. Kurts roommate, who is not a member of this shadowrun team, walked out of his room toward the bathroom, looked upon the disgusting mess, and all the people in the restroom and said "oh, occupied. I see. Let me know when you're finished." Yes, that guy has the "perfect roommate" lifestlye property.
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The Jopp
post Jul 30 2010, 01:24 PM
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QUOTE (Inpu @ Jul 30 2010, 12:55 PM) *
Drat, here I was thinking you would just add a Spirit Category. (IMG:style_emoticons/default/nyahnyah.gif)


Hmm, yea, that could work too (IMG:style_emoticons/default/grinbig.gif)
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The Jopp
post Jul 30 2010, 01:38 PM
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Added spirits - also, added the "Dracobri".

EDIT: Added Sonic Cheetah
EDIT 2: Added Skyhopper Antelope
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Inpu
post Jul 30 2010, 01:55 PM
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Huzzah!
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Mesh
post Jul 30 2010, 02:44 PM
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QUOTE (The Jopp @ Jul 28 2010, 05:09 AM) *
Right, I’ve collected all the critters save one - I found the genital warts to be a bit too much stretch of the imagination…)


Man, I can't believe you excluded Awakened Genital Warts! A lot of people put a lot of effort into designing that menace. Seeing it all fall apart here and now is going to devastate a lot of dreams. That's cold, The Jopp. Cold.

Mesh
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Mesh
post Jul 30 2010, 02:46 PM
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QUOTE (Laodicea @ Jul 30 2010, 09:02 AM) *
So I used the Tentacled Sewer Horror in my game last night. I wasn't really planning on using it. But one players was being slow & stupid and holding up the whole session, So I sent him to the bathroom.

He failed the perception check to hear the thing working its way through the toilet pipe. He had a decent damage resistance test. He managed to shout at the team-mate whos restroom he was using "Kurt what the hell is wrong with your toilet!?" He tried to get up and run away, but the tentacle was firmly attached. The other players heard a thud of his body slumping against the door way. Then the sucking noises started. They kicked in the door, the mage poked his head in, and power-bolted the tentacle. He's a pretty strong mage. Then tentacle exploded in a shower of blood, guts, and a mist of drugs/chemicals natural to the Sewer Horror. The teams medic rushed in and began caring for their downed comrad. Kurts roommate, who is not a member of this shadowrun team, walked out of his room toward the bathroom, looked upon the disgusting mess, and all the people in the restroom and said "oh, occupied. I see. Let me know when you're finished." Yes, that guy has the "perfect roommate" lifestlye property.

That is nothing short of awesome. Good work, GM.

Mesh
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The Jopp
post Jul 30 2010, 02:56 PM
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QUOTE (Mesh @ Jul 30 2010, 03:44 PM) *
Man, I can't believe you excluded Awakened Genital Warts! A lot of people put a lot of effort into designing that menace. Seeing it all fall apart here and now is going to devastate a lot of dreams. That's cold, The Jopp. Cold.

Mesh


Well...warts are usually a virus infection and not a critter and they just felt a bit...overpowered. (IMG:style_emoticons/default/grinbig.gif)

But we could add another section with Awakened diseases. (IMG:style_emoticons/default/rotfl.gif)
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Laodicea
post Jul 30 2010, 03:00 PM
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QUOTE (The Jopp @ Jul 30 2010, 09:56 AM) *
Well...warts are usually a virus infection and not a critter and they just felt a bit...overpowered. (IMG:style_emoticons/default/grinbig.gif)

But we could add another section with Awakened diseases. (IMG:style_emoticons/default/rotfl.gif)



Awakened Acne.
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The Jopp
post Jul 30 2010, 03:03 PM
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QUOTE (Laodicea @ Jul 30 2010, 04:00 PM) *
Awakened Acne.


oh great, add another curse to teenagers getting into puberty.

"Im sorry son, the doctor just informed me that you have awaknened acne, it regenerates..."
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Inpu
post Jul 30 2010, 03:12 PM
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Breakdown

This awakened disease bears enough similarity to Tempo that it rather alarms some individuals. It grants an awareness of the emotions of individuals around you and, as it has the ability to look into the Astral like a Mage, occasionally switches their perception and nature. When Astrally perceiving, the disease uses its victim as bait for potential spirits to infect.

Over time it begins to wear the mind down, due to its empathetic powers expanding over time. People lose themselves when they feel the emotions of several city blocks.

The disease has the Magician quality and has a Magic score equal to the amount of Essence it has devoured from its host. It has the counterspelling and spellcasting skills. It may never use the Conjuring skill group. May be healed with Cure Disease, which it may only resist with its Magic Score. Some desperate folk attempt to contract this disease and negotiate with it if they think they are going to die in any case. Technomancers are immune.

Perhaps others could tweak this to add in the potency and whatnot? I'm not familiar with the rules surrounding disease. But it seemed an interesting idea. As you can tell, I'm all for making this a general "creature feature".
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Laodicea
post Jul 30 2010, 03:32 PM
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QUOTE (The Jopp @ Jul 30 2010, 10:03 AM) *
oh great, add another curse to teenagers getting into puberty.

"Im sorry son, the doctor just informed me that you have awaknened acne, it regenerates..."



"Sorry, Son. The only known cures are full orthoskin, dermal sheathing, or magical healing. We just don't have the money right now."

Maybe make it a SURGE negative quality instead? not sure.
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Mesh
post Jul 30 2010, 03:37 PM
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I hope Space Herpes makes this new list!

Mesh
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Laodicea
post Jul 30 2010, 03:45 PM
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QUOTE (Mesh @ Jul 30 2010, 10:37 AM) *
I hope Space Herpes makes this new list!



I almost threw up a little bit.
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Hagga
post Jul 30 2010, 04:57 PM
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Thank you for this. THey'll learn to fear the zoo, oh, yes they will. CARE BEARS OUT OF BLOODY NOWHERE.
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The Jopp
post Jul 30 2010, 07:44 PM
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QUOTE (Inpu @ Jul 30 2010, 04:12 PM) *
Breakdown


Hmm...how would this disease manifest? What kind of infection vector should it be? Would magicians be more vulnerable to it? Can counterspelling skill stop the initial infection more easily?
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Inpu
post Jul 30 2010, 08:26 PM
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See, those are the parts that I'm not terribly familiar with in regards to the rules and hence the need for tweaking. However, I would say Magicians are less vulnerable: they already use their essence, where this eats it up a little over time. Or, more appropriately, a Mage would catch it faster and be more likely to do something about it (Potentially, it could be dormant in mages as carriers). It probably transmits by bodily fluid.

As for the counterspelling, I'd say yes. A disease that saps essence would be rough, even if it is over a long period of time. As for symptoms, I'd say the color of one's eyes begins to shift, fading at first then replaced with the particular color of the Astral. Over time the person would obviously be sickly, thin and drawn even with an intake of food or drink in the late stages. Finally, death with the last essence drained. Then they would become a puddle of fluid to potentially infect others.
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