Critter List: N - R
(Select a critter's name to see its description and powers)
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Naga |
5/1 |
2 (x3) |
6 |
3 |
3 |
4 |
8Z |
4 |
4+1D6 |
5M, -1 Reach |
Nimue’s Salamander |
1 |
3 (x2) |
0 |
- |
1/2 |
2 |
6Z |
2 |
2+1D6 |
1L, -2 Reach |
Nomad |
F-3 |
F-6 (x3) |
- |
F-3 |
F-3 |
F-3 |
(7+2D6)A |
F-4 |
F+6+1D6 |
Special |
Nosferatu |
4 |
3 (x5) |
4 |
5 |
5 |
5 |
(5+2D6)Z |
4 |
4+1D6 |
Humanoid |
Nova Scorpion |
5 |
4 (x4) |
3 |
- |
3/5 |
5 |
6 |
4 |
4+1D6 |
5M |
Nutria |
1 |
3 (x3) |
1 |
- |
1/3 |
1 |
6 |
4 |
4+1D6 |
5L |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Oracle Owl |
2 |
5 (x2) |
1 |
4 |
3/6 |
3 |
6Z |
5 |
5+3D6 |
5L |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Pegasus |
9 |
4 (x6*) |
7 |
- |
2/5 |
3 |
6 |
5 |
5+1D6 |
6S, +1 Reach |
Peryton |
8 |
4 (x5*) |
7 |
- |
2/4 |
3 |
6 |
5 |
5+2D6 |
7S*, +1 Reach |
Phoenix |
3 |
5 (x4) |
4 |
- |
2/4 |
2 |
6Z |
3 |
3+1D6 |
4M |
Piasma |
11/2 |
4 (x5) |
13 |
- |
2/4 |
4 |
6 |
4 |
4+2D6 |
9D, +1 Reach |
Protean |
Sp* |
3 (x2) |
Sp* |
- |
0/2 |
2 |
4 |
2 |
2+1D6 |
Special* |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Quicksilver Mongoose |
1 |
7 (x4) |
1 |
- |
2/5 |
3 |
6 |
5 |
5+3D6 |
3L*, -1 Reach |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Reticulated Python |
8(10*) |
4 (x1) |
10(16*) |
- |
1/5 |
2(4*) |
6(6Z*) |
5 |
5+1d6 |
8M |
Road Racer |
3 |
4 (x5) |
2 |
- |
3/4 |
5 |
6 |
4 |
4+1D6* |
5L |
Rockworm |
2/1 |
4 |
2 |
- |
1/2 |
3 |
3 |
2 |
2+1D6 |
2M |
BOD |
The first number is the Body rating. The second represents armor, if any, which functions as both Ballistic and Impact armor. |
QUI |
The first number is the Quickness rating. The second is the movement multiplier for running. If the creature flies, swims, or moves in some other manner, the multiplier for such movement should be noted in its description. |
STR |
Exceptions to the standard rules regarding Strength are exceedingly rare, but will be noted in the description if they apply. |
CHA |
Only intelligent creatures capable of social interaction possess a Charisma Rating. For all other critters, Charisma is irrelevant. |
INT |
The first number is the rating used for Intelligence Tests and for resisting spells. The second number is used for Perception Tests. |
WIL |
Willpower. Very few exceptions to standard rules, if any. |
ESS |
Essence. If a capital A follows the number, the critter is a spirit, existing primarily in astral space. If a capital Z follows the number, the critter is a dual being. Critters with variable Essence have a range of ratings. |
REA |
Reaction. Used for physical attacks. |
INIT |
Calculated as Reaction plus Initiative dice as with player characters. Initiative also determines the maximum number of Combat Pool 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 notation "Humanoid" means the critter can use weapons and follows the normal combat rules for characters, inflicting (STR)M Stun unarmed damage. If the critter has a Reach bonus or penalty, it will be noted here. |
|
|
Naga
The naga is a large, 10-meter-long serpent with an enlarged, blunt head. Coloration varies but is almost always a multicolored pattern that fades toward the pale underbelly. Nagas become inactive in periods of extreme heat or cold. They eat small mammals and live in rocky crevices or human-built structures. Normally solitary, nagas may be found in groups of up to two dozen. The longest-lived specimen in captivity is 32 years old.
Nagas are far more intelligent than most reptiles. They can learn various behaviors ranging from verbal and somatic cues to sophisticated activities in a very short time. Many paranaturalist and Awakened-rights groups maintain that nagas are sentient. Their ability to cast spells tends to support this claim. Highly territorial, nagas are frequently used as guards in security details.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Naga |
5/1 |
2 (x3) |
6 |
3 |
3 |
4 |
8Z |
4 |
4+1D6 |
5M, -1 Reach |
Powers: Guard, Magical Skill (Sorcery), Venom
Weaknesses: None
Nimue’s Salamander
Mainly a land dweller, this small, tailed amphibian measures 15 centimeters, plus a 10-centimeter tail, and weighs .15 kilograms. It is black with an irregular yellow patch between its eyes, a yellow streak on its underbelly, and wide orange stripes running along its side and the dorsal surface of its tail. Nimue’s salamander is seeing increasing popularity as a guard animal due to the unique effect its presence has on magic use.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Nimue’s Salamander |
1 |
3 (x2) |
0 |
- |
1/2 |
2 |
6Z |
2 |
2+1D6 |
1L, -2 Reach |
Powers: Magic Sense. See the Notes tab for additional powers.
Weaknesses: Vulnerability (Poisons)
Nimue’s salamander also uses a special Magical Drain power: if a magician casts a spell within Essence x 2 meters of the salamander, the creature makes an Opposed Test pitting its Essence against the spellcaster’s Magic Rating. If the salamander wins, reduce the spell’s Force Rating by the number of net successes (the casting magician suffers Drain at the spell’s full Force Rating).
The salamander may then use the energy it absorbed from the spell to increase any of the following powers for 1D6 hours: Enhanced Physical Attributes (any), Magical Guard (Self Only), or Movement (Self Only). If the salamander increases all these powers, it can still drain spells, but additional drain does not provide additional increases.
Nomad
A mental parasite, the nomad is an astral being that "possesses" victims, forcing them into a homicidal rage. Once the victim kills, the nomad feeds off the dying creature’s Essence. It appears on the physical plane only when attacking, materializing as an amorphous patch of darkness about half a meter across. When assensed on the astral plane, the nomad appears as an amoeboid creature of impenetrable blackness, roughly 1.5 meters across.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Nomad |
F-3 |
F-6 (x3) |
- |
F-3 |
F-3 |
F-3 |
(7+2D6)A |
F-4 |
F+6+1D6 |
Special |
Powers: Compulsion (Special: Homicidal Mania), Essence Drain (Modified), Immunity (Normal Weapons), Materialization, Possession
Weaknesses: None
To attempt Possession, the nomad must be at melee range. Make an Opposed Test using the nomad’s Essence and the victim’s Willpower Rating. For each net success that the nomad achieves, apply 1 point of damage to the victim’s Mental Condition Monitor. When all spaces have been filled in, the character does not fall unconscious; instead, he or she is possessed by the nomad.
Every 2D6 hours, the nomad makes an Opposed Test as above. If the nomad wins, the host flies into a homicidal rage, attacking the nearest creature(s) in the most effective manner. As the nomad’s host kills other creatures, the nomad absorbs their Essence in a manner similar to the Essence Drain power. When the nomad reaches a total Essence Rating of 18, it splits into two nomads, each with an Essence Rating of 9.
If a nomad host is prevented from killing while in a homicidal rage, the rage continues for 2D6 minutes, after which the host returns (apparently) to normal. Nomad hosts can cast spells while affected by homicidal mania, but add +1 to all target numbers to reflect the distracting effects of the rage.
A nomad's Force is equal to its Essence, with a minimum of 9; there is no maximum. The GM may roll any number of dice for Essence, but 2D6 is recommended.
Astral Initiative is F+20+1D6.
Nosferatu
Nosferatu are humans infected with the Bruckner-Langer strain of HMHVV. Like vampires, they consume blood to live but need significantly less. They share vampires’ allergy to sunlight and are almost exclusively nocturnal. They also share the ability to create minions, though few of them bother to do so. Highly intelligent and more rational than the average vampire, nosferatu are frequently able to outthink their enemies.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Nosferatu |
4 |
3 (x5) |
4 |
5 |
5 |
5 |
(5+2D6)Z |
4 |
4+1D6 |
Humanoid |
Powers: Compulsion, Enhanced Physical Attributes (Body and Strength, 2x/day each, for (Essence)D6 turns), Enhanced Senses (Improved Hearing, Low-Light Vision, Thermographic Vision), Essence Drain (Permanent and Temporary), Fear, Immunity (Age, Pathogens, Poisons), Infection, Influence, Magical Skills, Regeneration
Weaknesses: Allergy (Sunlight, Severe), Essence Loss (1 point per 1D6 + 1 months)
Notes: Nosferatu begin as characters, so they retain most of the characters’ Attributes. The Attributes listed are the minimum Attributes a nosferatu can have (with the exception of Essence, which has a minimum of 7).
Nova Scorpion
Approximately 1 meter long, the nova scorpion has a gold-colored body with large pincers and a tail that ends in a large stinger. This species can be found in deserts worldwide, and is often the largest species of scorpion in any given region, being more than ten times larger than any known mundane scorpion. Because their venom is potent enough to kill a metahuman outright, local residents of the Mojave have christened them "death scorpions."
Nova scorpions are nocturnal, spending their days hiding in any convenient dark spot, and can often be found sheltering from the sun beneath untended vehicles, or inside them if an opening is available. A nova scorpion may also dig a lair in the sand and inhabit it for weeks or months at a time. Though nova scorpions are solitary, many individuals may share living space in the same area. The scorpion hunts by feeling the movement of its prey through vibrations in the ground, allowing it to sense human footfalls and the motion of vehicles as well as the movements of small rodents and other mammals which are its usual prey.
Many isolated research facilities in or near desert areas use nova scorpions as guard animals. The scorpions lack enough intelligence to be trained, but they are sufficiently active and territorial to make effective guardians when set loose at night.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Nova Scorpion |
5 |
4 (x4) |
3 |
- |
3/5 |
5 |
6 |
4 |
4+1D6 |
5M |
Powers: Concealment (Self Only), Venom
Weaknesses: None
Notes: The venom’s Damage Code is (Essence)D Physical, with an onset time of 1 hour. An antitoxin is available for 150¥ per dose.
Nova scorpion venom has recently begun to filter into the open market; the strongest dose available seems to be the brand known as Mojave Death which causes an intense physical reaction known as "the shakes." Mojave Death does 5S Physical damage. Many variants of it exist for sale, all weaker than the so-called pure version. Each dose costs 1,000 nuyen. DocWagon and most major hospitals carry antidotes to all forms of nova scorpion venom; any facility where scorpions are used as guard critters likely has a supply of antitoxin available.
Nutria
A possum-sized rodent with sharp orange teeth and a vicious disposition, nutria can be found throughout New Orleans and the surrounding area — as common as rats are elsewhere. They usually attack in packs of up to thirty, preying on other animals and even small or helpless humans and metahumans.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Nutria |
1 |
3 (x3) |
1 |
- |
1/3 |
1 |
6 |
4 |
4+1D6 |
5L |
Powers: Concealment (Self Only), Immunity (Pathogens, Poisons)
Weaknesses: None
Notes: Roll 1D6: On a result of 1, a nutria has the Pestilence power (VITAS-3).
Oracle Owl
The oracle owl stands 90 centimeters tall and weighs 6.5 kilograms. Its plumage is mostly light brown, with a patch of white on its chest. The delicate feathers on the edges of its wings make it virtually silent in flight. Its powerful talons and large, hooked beak are perfectly suited for dispatching its prey with a single strike. They defend their territory aggressively, using their powers of influence and animal control to compel other birds of prey in the area to fend off invaders.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Oracle Owl |
2 |
5 (x2*) |
1 |
4 |
3/6 |
3 |
6Z |
5 |
5+3D6 |
5L |
Powers: Animal Control (Avians), Empathy, Enhanced Senses (Improved Hearing and Smell, Low-Light Vision, Tactile Sense, Thermographic Vision), Innate Spell (Special), Magic Sense, Magical Guard (Self Only), Search, Silence (Self)
Weaknesses: Vulnerability (Poisons)
Notes: The oracle owl can use any detection spells (GM’s discretion) with its Innate Spell power. *Quickness multiplier for flying is 6.
Pegasus
This winged horse stands just under 2 meters at the shoulder and has an average wingspan of 7.5 meters. Most are white or roan-colored; a few are black. Primarily a land creature, the pegasus flies for short bursts of 10 to 20 minutes, generally to escape threats or bypass obstacles. Despite the difficulties of capturing these creatures, there is a sizable illicit market for young pegasi. They cannot interbreed with common horses.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Pegasus |
9 |
4 (x6*) |
7 |
- |
2/5 |
3 |
6 |
5 |
5+1D6 |
6S, +1 Reach |
Powers: Enhanced Reaction (3x/day for (Essence)D6 turns)
Weaknesses: Dietary Requirement (Citric acid)
Notes: *Quickness multiplier for flying is 8.
Peryton
The peryton is a winged deer, just over a 1.5 meters tall at the shoulder, with an average wingspan of 5.5 meters. Both males and females sport antlers, though the male’s set is larger. Unusual for a deer, the peryton has large incisor teeth. Omnivorous, it has been known to hunt down small or injured humans and metahumans. Perytons attack by swooping down on their prey and knocking it over with their antlers. The beast then tears at its victim with its heavy claws and sharp teeth.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Peryton |
8 |
4 (x5*) |
7 |
- |
2/4 |
3 |
6 |
5 |
5+2D6 |
7S*, +1 Reach |
Powers: Accident, Enhanced Sense (Depth Perception), Silence
Weaknesses: None
Notes: *Listed Damage Code refers to antler strike. For stomping or biting attacks, use Damage Code 4S. *Quickness multiplier for flying is 7.
Phoenix
This large bird has a 4-meter wingspan and a 2-meter-long tail, usually a glittering array of azure shades. Its crested head sports gold plumage, and its body feathers are iridescent red and purple. Phoenix feathers are prized in many parts of the world, leading to a growing industry in poaching.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Phoenix |
3 |
5 (x4) |
4 |
- |
2/4 |
2 |
6Z |
3 |
3+1D6 |
4M |
Powers: Flame Aura
Weaknesses: None
Piasma
This non-territorial carnivore descended from the black bear can reach a height of 1.5 meters at the shoulder, a length of 3 meters, and a weight of more than 600 kilograms. The piasma prefers its prey alive, but it often survives by scavenging the garbage metahumans leave behind.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Piasma |
11/2 |
4 (x5) |
13 |
- |
2/4 |
4 |
6 |
4 |
4+2D6 |
9D, +1 Reach |
Powers: Enhanced Physical Attributes (Strength or Quickness, 1x/day each, for (Essence x 2D6 turns), Enhanced Reaction, Enhanced Senses (Thermographic Vision, Wide-Band Hearing)
Weaknesses: Allergy (Sunlight, Nuisance)
Protean
Notes: Attributes noted as Sp are determined using the following special rules. Proteans that weigh less than 10 kilos have a Body Rating of 0, 1 for proteans between 10 and 40 kilos, and 2 for proteans massing more than 40 kilos. Proteans massing less than 40 kilos have Strength 0; proteans that weigh more have Strength 1.
Impact and projectile weapons do not affect the protean. At the GM’s discretion, massive and sustained automatic weapon attacks may blast the protean into numerous smaller pieces, which will attempt to reassemble. Use the protean’s Quickness Rating to determine how quickly it can accomplish this.
Engulfed individuals suffer damage as for Water Engulf, plus the effects of Corrosive Secretions. The protean adds half the mass of an engulfed creature to its own mass. If this added mass increases the protean’s bulk beyond 125 kilograms, it splits into two equal-sized proteans.
The protean can mimic the form of any creature it has engulfed within a number of minutes equal to 60 divided by the protean’s current Essence Rating.
Quicksilver Mongoose
The solitary quicksilver mongoose, a small subtropical relative of European weasels and martens, measures 1.05 meters and weighs 3.5 kilograms. Covered with gray-brown fur, this primarily nocturnal hunter relies on speed, agility and its hypnotic dancing ability to capture its prey.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Quicksilver Mongoose |
1 |
7 (x4) |
1 |
- |
2/5 |
3 |
6 |
5 |
5+3D6 |
3L*, -1 Reach |
Powers: Accident, Confusion, Desire Reflection, Hypnotic Dance, Immunity (Poisons, wholly immune to snake venom), Movement (Self Only)
Weaknesses: Dietary Requirement (Snake Venom and Hepatic Enzymes)
Notes: *Increase the Damage Code for the quicksilver mongoose's attack to 5D if the target is a snake that has been successfully hypnotized using its Hypnotic Dance power. Increase the Damage Code to 6S against any other hypnotized target.
Reticulated Python
These constrictors live in Malaysian and Philippine jungles, grow 6-10 meters long and eat most mammals. The Awakened variant may be as large as 14 meters long and 350 kilograms, with a head the size of a big shoe box.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Reticulated Python |
8(10*) |
4 (x1) |
10(16*) |
- |
1/5 |
2(4*) |
6(6Z*) |
5 |
5+1d6 |
8M |
*These statistics apply to the Awakened variant.
Powers: All reticulated pythons possess Enhanced Senses (Smell, Thermographic Vision), while the Awakened variant also benefits from Adaptive Coloration, Immunity (Pathogens, Poisons), and Search
Weaknesses: None
Notes: A successful predatory biting attack means that the python can start constricting, whether or not it did any damage. Constriction does (STR)L Stun damage every Combat Turn. Heavy armor resists this damage per normal rules, but any lighter Impact armor has no effect. The python waits until its prey's heart stops before eating. Awakened pythons can attack and hold astral forms. Physically or astrally, escaping the coils requires a Complex Action and a successful Opposed Strength Test.
Road Racer
The road racer (a larger and more colorful Awakened cousin of the mundane roadrunner) stands roughly three quarters of a meter high at the shoulder, sports alternating dark and light stripes on its upper body, a lighter-colored belly and a red topknot. A native species to the Mojave, its territory includes southern CalFree, western Pueblo, southwestern Ute and northwestern Aztlan.
The road racer is such a creature of habit that locals have claimed to set their watches by the bird because it runs along the same routes at the same time every day. Because of this predictability, the road racer has been used with some success as a messenger between locations, but this practice is not widespread since it will only run its route according to its personal schedule, regardless of the needs of a corporation or research facility. The road racer is particularly attracted to shiny objects, and is notorious for snatching anything that catches its interest. Like its smaller cousin, the roadrunner, the racer can fly only for short distances.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Road Racer |
3 |
4 (x5) |
2 |
- |
3/4 |
5 |
6 |
4 |
4+1D6* |
5L |
Powers: Concealment (Self Only), Movement (Self Only)
Weaknesses: None
Notes: *From California Free State sourcebook which did not list Initiative dice for critters. GMs should feel free to add Init dice to suit the challenge the critter is intended to provide.
Rockworm
The rockworm is a pallid, fleshy-looking worm that can reach 2 meters in length, with a mouth full of grinding teeth and horny plates that vaguely resemble a bit for drilling oil. It burrows into and digests stone, grinding the rock to dust and mixing it with corrosive saliva. If attacked, a rockworm can inflict serious injury with its mouth plates and acidic secretions.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Rockworm |
2/1 |
4 |
2 |
- |
1/2 |
3 |
3 |
2 |
2+1D6 |
2M |
Powers: Corrosive Saliva, Immunity (Pathogens, Poisons), Regeneration
Weaknesses: None
Notes: Burrowing multiplier is .25 for soft rock, .125 for hard rock.
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