Critters S
(Select a critter's name to see its description and powers)
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Saber-Tooth Cat |
5 |
5 (x4) |
5 |
- |
2/4 |
2 |
6 |
4 |
4+2D6 |
5S |
Salamander |
F+1 |
F+2 (x3) |
F-2 |
F |
F |
F |
(F)A |
F |
F+10+1D6 |
(F)S |
Sasquatch |
8 |
3 (x4) |
7 |
3 |
3 |
2 |
6Z |
4 |
4+1D6 |
Humanoid, +1 Reach |
Satyr |
2 |
4 (x5) |
2 |
- |
2/4 |
3 |
6 |
3 |
3+1D6 |
5L |
Scorpyrine |
2/1 |
5 (x2) |
1 |
- |
1/4 |
2 |
6 |
3 |
3+1D6 |
4L, -1 Reach |
Sea Leech |
5(7*) |
5(7*) (x2) |
3(8*) |
- |
1(4*) |
1(4*) |
6 |
2(8*) |
2(8*)+1D6 |
8S |
Sea Serpent (Freshwater) |
12/1 |
4 (x3) |
7 |
- |
1/3 |
3 |
6 |
3 |
3+1D6 |
5S, +1 Reach |
Sea Serpent (Saltwater) |
10/2 |
4 (x4) |
18 |
- |
1/4 |
4 |
6 |
4 |
4+1D6 |
8S, +1 Reach |
Shadowhound |
4 |
4 (x4) |
5 |
- |
2/4 |
3 |
6 |
4 |
4+3D6 |
5M |
Shapeshifter (Animal) |
A+2 |
A+1 (xA+1) |
A+2 |
5 |
3 |
3 |
8Z |
A |
A+2D6 |
(A+1)(A) |
Shapeshifter (Human) |
5 |
4 (x5) |
5 |
5 |
3 |
3 |
8Z |
4 |
4+1D6 |
Humanoid |
Shasta Deer |
6 |
8 (x3) |
6 |
- |
5/8 |
4 |
6Z |
7 |
7+2D6 |
5M, +1 Reach |
Siberian Bee |
2 |
5 (x3*) |
1 |
- |
1/3 |
2 |
6 |
5 |
5+2D6 |
4M |
Siren |
3 |
8 (x2) |
4 |
- |
3/5 |
5 |
5Z |
5 |
5+1D6 |
4M |
Slime Mold |
4 |
3 (x3) |
3 |
- |
1/3 |
3 |
6 |
2 |
2+1D6* |
- |
Specter |
F+1 |
F+2 (x3) |
F-2 |
F |
F |
F |
(F)A |
F+1 |
F+11+1D6 |
Special |
Spider-Beast |
3/1 |
4 (x3) |
2 |
- |
1/3 |
3 |
6 |
3 |
3+1D6 |
4L |
Spitting Pike |
Sp* |
5 (x4) |
Sp* |
- |
1/4 |
5 |
6 |
4 |
4+2D6 |
4M-8M* |
Sprite |
2 |
10 (x1*) |
1 |
3 |
4/4 |
4 |
6 |
7 |
7+2D6 |
1M |
Stonebinder |
2 |
4 (x4) |
1 |
- |
1/4 |
2 |
6Z |
4 |
4+1D6 |
3L |
Storm Dolphin |
4 |
6 (x5) |
3 |
4 |
3/6 |
4 |
7Z |
5 |
5+1D6 |
6L |
Stormcrow |
2 |
6 (x2) |
1 |
- |
3/4 |
3 |
6(Z*) |
4 |
4+2D6 |
3L |
Stymphalian |
3 |
4 (x3*) |
2 |
- |
2/4 |
4 |
6 |
3 |
3+1D6 |
5L* |
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. |
|
|
Saber-Tooth Cat
Almost 2 meters long in the body with a 1-meter tail, the saber-tooth cat sports two large, curved fangs that protrude from its upper jaw. These greatly enlarged canine teeth can grow up to 0.25 meter long. Hunting only when hungry, the saber-tooth is fast and powerful.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Saber-Tooth Cat |
5 |
5 (x4) |
5 |
- |
2/4 |
2 |
6 |
4 |
4+2D6 |
5S |
Powers: Enhanced Senses (Low-Light Vision, Thermographic Vision)
Weaknesses: None
Salamander
Not to be confused with the amphibian of the same name, this is a form of free-roaming fire elemental; an odd creature that resembles a fist-sized, swirling ball of flame hovering in mid-air. Salamanders appear to enjoy fire and seem completely unaffected by any form of radiant energy. They dwell primarily on the astral plane and appear to be highly intelligent.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Salamander |
F+1 |
F+2 (x3) |
F-2 |
F |
F |
F |
(F)A |
F |
F+10+1D6 |
(F)S |
Powers: Engulf, Flame Aura, Immunity (Fire), Innate Spell (Flamethrower), Guard, Magical Guard (Self Only), Materialization, Psychokinesis
Weaknesses: Vulnerability (Water)
Notes: Roll 2D6 to determine Force. Astral Initiative is F+20+1D6.
Sasquatch
This gigantic humanoid stands almost 3 meters tall and weighs 110 kilograms. It typically has black or dark brown body hair, often silver-tipped among older sasquatches. Curious and peaceful by nature, it fights only when attacked. In 2042, the sasquatch was officially recognized as a sentient species. Sasquatches are best-known for their gift of mimicry; they can imitate a variety of sounds, including the hunting calls of other creatures.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Sasquatch |
8 |
3 (x4) |
7 |
3 |
3 |
2 |
6Z |
4 |
4+1D6 |
Humanoid, +1 Reach |
Powers: Mimicry (Animal Calls). Many also have Magical Skills.
Weaknesses: None
Satyr
This goat-like creature stands just over 1 meter tall and weighs up to 55 kilograms. Both genders have short tails and shaggy hair around the loins, as well as short, hollow horns just in front of their ears; males also possess a short beard and a mane of chest fur. All four of a satyr’s limbs end in four-toed hooves, though its forefeet are less hardened. Expert climbers, satyrs can clamber up almost-sheer rock faces. They can also stand and walk erect for short distances.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Satyr |
2 |
4 (x5) |
2 |
- |
2/4 |
3 |
6 |
3 |
3+1D6 |
5L |
Powers: Accident, Concealment (Personal), Enhanced Reaction (3x/day, for (Essence)D6 turns)
Weaknesses: Vulnerability (Poisons)
Notes: Satyrs can detect even trace amounts of pollutants and possess excellent climbing skills.
Scorpyrine
This scorpion-like arachnid has a sharp, curved stinger with two large venom glands, and its back and claws are covered by black, chitinous plates. A nocturnal carnivore, the scorpyrine usually kills its prey with its powerful claws, stinging only if its prey struggles too long or is significantly larger than the scorpyrine. If provoked to attack by humans or metahumans, the scorpyrine anchors itself to its enemy with its claws and then stings the victim. Its venom is highly acidic and may contain toxins from the scorpyrine’s environment.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Scorpyrine |
2/1 |
5 (x2) |
1 |
- |
1/4 |
2 |
6 |
3 |
3+1D6 |
4L, -1 Reach |
Powers: Immunity (Fire), Venom
Weaknesses: None
Notes: Damage Code listed applies to claw attack. Use Damage Code 5S or higher for attacks using the venomous stinger. The scorpyrine can make a simultaneous claw and stinger attack on a single target per Complex Action. First conduct the claw attack; if successful, the scorpyrine has grabbed hold and can make a stinger attack at -2 to the target number. A character can shake loose by making a Quickness (4) Test. If a victim fails to shake loose, the scorpyrine gets -2 to subsequent attacks and increases the Power of its attacks by 2, until the victim gets free. At the GM’s discretion, toxic substances can increase the lethality of its natural venom.
Sea Leech
This huge freshwater leech reaches an average size of 10 meters long and 3 meters wide. The number of "mouths" through which it sucks its victims' blood ranges from one large mouth to as many as ten. Each mouth is made up of strong muscles with which it drains blood and is filled with teeth sharp enough to rip the flesh off a troll with ease. Very few sea leeches resemble each other, and the scientific community has not yet been able to determine all the forms these creatures can take. Of those observed so far, there are those that simply appear as super-massive versions of the standard North American freshwater leech, while some have tentacles, and others look vaguely (or frighteningly) metahuman in appearance, with four appendages shaped somewhat like arms and legs.
Researchers have determined very few details about the creature, but they are known to reside in the San Francisco Bay area where fresh water flows in from the Sacramento and San Joaquin rivers. Speculation over the sea leech's origins range anywhere from genetic experimentation gone wrong to theories about toxic spirits being trapped in physical form.
Most sea leeches wait to strike until a victim falls overboard or is swimming in the bay; no attack onto land or the deck of a boat has yet been reported, though an occasional sea leech with tentacles may lash its victim as he or she tries to get out of the water.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Sea Leech |
5(7*) |
5(7*) (x2) |
3(8*) |
- |
1(4*) |
1(4*) |
6 |
2(8*) |
2(8*)+1D6 |
8S |
Powers: Engulf (Water), Enhanced Physical Attribute (Strength), Movement (Self)
Weaknesses: Dietary Requirement (Salt)*, Vulnerability (Fire)
*The Attributes listed above represent the minimum, with maximum in parentheses. GMs should feel free to describe individual sea leeches as they see fit, and set the stats within the ranges above.
*GMs may wish to exchange this for Allergy (Salt, Moderate).
Once a sea leech has made a successful attack, the victim takes 1 box of Stun damage per Initiative Pass from blood loss. After the leech releases the victim, heavy bleeding continues at the rate of 1 box of Stun damage per Combat Turn until the wound is healed with a successful Biotech (10) Test or a Heal or Treat spell. If a leech dies while sucking on a victim, it remains attached after death. The victim continues to take blood-loss damage as above until the leech is removed and the wound closed.
If a character attempts to pull a victim from the leech, the character must make an Opposed Strength Test against the sea leech. If the test is successful, the victim is freed but takes 2 boxes of Stun damage for blood loss and must also make a Damage Resistance Test against the leech’s Strength Attribute. Armor does not apply to this test.
Sea Serpent
This aquatic lizard has a long tail and neck, a small, crested head and broad, paddle-shaped flippers. Normally slow-moving, it spends most of its time near the bottom of deep lakes. Though an air breather, it can remain submerged for up to three hours. If provoked, it is large enough to inflict considerable damage on its attacker.
The saltwater serpent is a larger, more streamlined version of its freshwater cousin and grows up to 25 meters long. This aggressive predator has been known to directly attack boats and ships.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Sea Serpent (Freshwater) |
12/1 |
4 (x3) |
7 |
- |
1/3 |
3 |
6 |
3 |
3+1D6 |
5S, +1 Reach |
Sea Serpent (Saltwater) |
10/2 |
4 (x4) |
18 |
- |
1/4 |
4 |
6 |
4 |
4+1D6 |
8S, +1 Reach |
Powers: Enhanced Physical Attribute (Quickness, 2x/day, for (Essence)D6 turns)
Weaknesses: None
Shadowhound
Shapeshifter
Shapeshifters appear as large, well-formed members of an animal species. They have the innate magical ability to assume a human form, which typically retains vestiges of the creature’s bestial nature. Viewing a shapeshifter in astral space reveals its true nature.
Contrary to myths, shapeshifters are not influenced by the cycles of the moon, nor are they humans able to turn into animals. They do demonstrate a moderate allergic reaction to silver. Shapeshifters follow the normal habits of their animal form most of the time (which they seem to prefer over their humanoid form). They are intelligent and capable of learning human languages and customs. Many are also able to learn and use magic.
A shapeshifter lives in its animal form in the wild. In humanoid form, it can often be found as a member of a human community.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Shapeshifter (Animal) |
A+2 |
A+1 (xA+1) |
A+2 |
5 |
3 |
3 |
8Z |
A |
A+2D6 |
(A+1)(A) |
Shapeshifter (Human) |
5 |
4 (x5) |
5 |
5 |
3 |
3 |
8Z |
4 |
4+1D6 |
Humanoid |
Powers: Enhanced Physical Attributes (in animal form), Regeneration. Some display Magical Skills.
Weaknesses: Allergy (Silver, Moderate), Vulnerability (Silver)
Notes: When a shapeshifter is in animal form, use the normal animal attributes if available (designated A), and add the modifiers. Some may have individual special abilities or restrictions (see Animal Forms tab).
All of the following forms share the same powers and weaknesses listed in the main tab unless stated otherwise.
Bear: Bear shapeshifters can be found throughout the northern hemisphere. They have excessive body hair in humanoid form and rarely display any magical skills.
Eagle: Eagle shapeshifters are found throughout Europe and North America. They have dark eyes and sharp features in humanoid form and prefer to avoid enclosed spaces. Use of Magical Skills is common, and eagle shapeshifters are particularly skilled in dealing with sky spirits (+1 die for all tests).
Fox: Fox shapeshifters are found primarily in Japan and China. They retain their fox tails in humanoid form, often covering them with long coats or robes. Magical Skills are common among fox shapeshifters, particularly Illusion and Manipulation spells.
Malakat: A dog variant found only in the Philippines, malakat feature enlarged canine teeth in human form and benefit from +1 Body and +1 Quickness on top of their animal attributes when in animal form, but they only receive +1D6 Initiative die. Reaction is 5 for both forms.
Pugot: A hog shapeshifter exclusive to the Philippine islands, the pugot exhibit extremely thick, hard fingernails when in human form. +1 Body and +1 Strength added to their animal form. Reaction is 5 for both forms.
Seal: Seal shapeshifters are found in coastal waters worldwide. They display webbed toes (and sometimes fingers) and luxuriant hair in humanoid form. Active use of Magical Skills is common for them.
Tiger: Tiger shapeshifters are found in Asia. They are fierce and powerful hunters. Catlike and/or reflective eyes are a common feature in humanoid form. Magical Skill use among them is rare.
Warek: The warek is a West African leopard shapeshifter, the most common type of shapeshifter found on the continent. Wareks have weaknesses of Allergy (Gold, Severe) and Vulnerability (Gold).
Wolf: Wolf shapeshifters are found throughout the northern hemisphere. In humanoid form they display hairy palms and prominent eyebrows that meet in the middle. Active use of Magical Skills is uncommon among wolf shapeshifters.
Shasta Deer
Shasta deer apparently only live in the deep forests near Shasta Dam and in the immediate vicinity of Mount Shasta. Physically, they greatly resemble ordinary mule deer. Adults are about 2 meters long; their color varies from reddish-brown in the summer to bluish-gray in the winter, with a white rump patch and a black-tipped tail. Males have branched antlers, rather than tines extending from a single antler. Fawns are spotted. According to rumor, they have a clear but undefined link with nature spirits; they also appear highly intelligent and seem to remember those who treat them or their fellow wild creatures well, with an innate understanding of whether any approaching metahumans are friend or foe.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Shasta Deer |
6 |
8 (x3) |
6 |
- |
5/8 |
4 |
6Z |
7 |
7+2D6 |
5M, +1 Reach |
Powers: Any given Shasta deer has up to three of the following: Aura Masking, Concealment, Empathy, Enhanced Reaction, Fading, Magic Sense, Magical Guard, Magical Skills, Movement (Self, Running only), and Silence.
Weaknesses: None
Notes: The Shasta deer are mysterious critters. They may possibly be spirits of the forest, free spirits (perhaps being held near Mount Shasta by Hestaby), shapechangers, Shamans of Shasta themselves, or they may simply be mundane deer that happen to live in a highly magical environment. Any or all of these may be true, at the GM's discretion.
Bounty: The Tir Tairngire Border Patrol has offered a bounty of 50,000 nuyen for a live Shasta deer that exhibits spirit powers. Several people have taken up the challenge, though no one has yet captured a magically active deer. Shadowrunners attempting to earn the bounty have been harassed by locals, gypsies and Shasta shamans — and on at least one occasion, killed.
Siberian Bee
Bee-keeping was historically practiced by several Siberian ethnic groups, but the practice had nearly died out when the Awakening mutated a new, larger bee with a preference for electromagnetic fields. These large bees tend to build their hives near transformers, generators and other sources of power. They are able to perform a sort of group-based electrical attack.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Siberian Bee |
2 |
5 (x3*) |
1 |
- |
1/3 |
2 |
6 |
5 |
5+2D6 |
4M |
*Quickness multiplier for flying is 5.
Powers: Enhanced Sense (Electromagnetic Field Detection), Immunity (Pathogens, Poisons), Innate Spell (Lightning Bolt, see Notes below), Venom
Weaknesses: None
Notes: A swarm of ten or more bees may take a combined Complex Action to launch a single Lightning Bolt as their use of the Innate Spell power. None of these bees may cast again for D6 turns.
Siren
A ferocious predator that feeds on terrestrial mammals, the siren resembles a small pterodactyl with a 2.5-meter wingspan. Hunting in flocks, sirens prefer to lair in caves in desolate mountainsides; a single lair will contain one or more small family groups. The siren can emit a high-pitched song to which some have attributed a hypnotic effect that makes the listener draw near.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Siren |
3 |
8 (x2) |
4 |
- |
3/5 |
5 |
5Z |
5 |
5+1D6 |
4M |
Powers: Enhanced Sense (Low-Light Vision), Hypnotic Song, Immunity (Pathogens, Poisons)
Weaknesses: None
Slime Mold
The slime mold usually spans no more than a 5 square meter area, but could likely cover up to twenty times that, under prime conditions. So far, this species has only been reported in the Mojave desert where it can be found in caves, under overhanging rocks, and in other relatively dark and moist places. It appears to go through regular cycles of drying out during the hot summer months, then rehydrating during winter when it reproduces by division.
In its dry, dormant state, it looks like a frothy white and grey fried egg, and when hydrated, it is a pale, glistening, jelly-like mass. When dry, the slime mold is harmless, remaining held in place with its Binding power until winter rains or other environmental factors provide moisture for it to absorb.
Various corporate research facilities in or near the Mojave have been known to make use of the durable slime molds to guard passageways and entry points, relying on their corrosive secretions to discourage, disable, or even kill intruders.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Slime Mold |
4 |
3 (x3) |
3 |
- |
1/3 |
3 |
6 |
2 |
2+1D6* |
- |
Powers: Binding, Corrosive Secretions, Immunity (Normal Weapons)
Weaknesses: None
Notes: Fire deals normal damage. Extreme heat and/or lack of moisture will cause the mold to dry up but will not kill it.
*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.
Specter
A specter is a hostile ghost able to affect the physical world to some degree. Specters can manifest like elementals and nature spirits, and they have various paranormal powers at their command. Many specters have some task they wish to see completed, after which they vanish forever. Other specters are driven by an apparent hatred for living things.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Specter |
F+1 |
F+2 (x3) |
F-2 |
F |
F |
F |
(F)A |
F+1 |
F+11+1D6 |
Special |
Powers: Immunity (Normal Weapons), Materialization. Other powers vary but may include: Accident, Compulsion, Confusion, Fear, Magical Skills, Noxious Breath, Paralyzing Touch (or Howl) and Psychokinesis.
Weaknesses: Some specters exhibit an allergy to certain things significant to their living selves.
Notes: The statistics above apply to the specter in manifest form. In astral form, use Force for all tests. As long as the person or object anchoring a specter to the physical world exists, the specter is immune to banishing and can only be disrupted in astral combat, returning in a number of days equal to 28 minus the specter’s Force.
Specters with domain-based powers can only use them in the particular place the specter haunts: a graveyard, old manor house, abandoned alley and so on. The minimum Force is 6; there is no maximum. Astral Initiative is F+20+1D6.
Spider-Beast
These unusual beasts, native to Amazonia, incubate inside the Brazilian kiwi fruit. They grow extremely rapidly, to an average adult length of half a meter. Their mottled brown bodies are covered with sharp spines, and each of their eight legs ends in a long, curved claw. A double set of mandibles delivers a powerful hallucinogen to anyone unlucky enough to be bitten.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Spider-Beast |
3/1 |
4 (x3) |
2 |
- |
1/3 |
3 |
6 |
3 |
3+1D6 |
4L |
Powers: Venom (special, see Notes)
Weaknesses: None
Notes: Spider-beast venom does not use the standard rules for the Venom power. Use the following instead: When a spider-beast successfully attacks a victim, roll Body dice to resist 6M Stun Damage; each box of damage is not marked off the Condition Monitor, but instead results in a +1 modifier to all target numbers due to hallucinations.
Spitting Pike
This large, freshwater fish has a powerfully muscled body and several large, sharp teeth. Complex eyes allow it to accurately estimate distances and spit its acidic saliva. A voracious carnivore, the spitting pike greedily attacks and kills more prey than it can eat and appears to enjoy tearing its victims apart even when sated. The pike is active mostly at night but will hunt whenever it is hungry. It has been known to attack humans and metahumans, blinding them with its spitting attack and then delivering a vicious bite to a vital spot when the victim stumbles into the water.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Spitting Pike |
Sp* |
5 (x4) |
Sp* |
- |
1/4 |
5 |
6 |
4 |
4+2D6 |
4M-8M* |
Powers: Corrosive Saliva*, Engulf*, Enhanced Physical Attribute (Strength, 1x/day, for (Essence)D6 turns), Enhanced Sense (Depth Perception)
Weaknesses: None
Notes: *Body and Strength (noted as Sp) are determined by the pike’s length, as is the Damage Code for its bite attack. Details on the spitting pike's Attributes and Powers are noted on the Information tab.
Attributes: A pike up to a meter long has Body and Strength 1; between 1 and 2 meters, Body and Strength 2; between 2 and 3 meters, Body 4 and Strength 3; and for every half-meter over 3 meters, add +1 Body (to a maximum of 7) and +1 Strength (to a maximum of 6). A pike up to 2 meters long does 4M damage; between 2 and 3 meters long, 5M damage; between 3 and 4 meters, 6M damage; and more than 4 meters long, 8M damage.
Powers: The pike can spit corrosive saliva up to a range of (Essence) x2 meters. To evade the spittle, the victim makes an Opposed Quickness Test using the pike’s Essence as the target number (Essence+1 if the range to the target is less than the pike’s Essence in meters). The pike can only Engulf victims already affected by its Corrosive Saliva power.
Sprite
These small humanoids fly on iridescent wings and appear to use primitive tools. They greatly resemble the fairies, pixies, and sprites of European mythology.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Sprite |
2 |
10 (x1*) |
1 |
3 |
4/4 |
4 |
6 |
7 |
7+2D6 |
1M |
*Quickness multiplier for flying is 5.
Powers: Concealment (Personal). Many also have Magical Skills.
Weaknesses: None
Stonebinder
This Awakened bat is dull gray in color, with a long, barbed tail and a wingspan just under 1 meter. Its tail is poisonous, and its saliva contains an enzyme that calcifies any living tissue it touches. The stonebinder can spit accurately to a range of more than a meter, and its saliva will penetrate almost all types of clothing.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Stonebinder |
2 |
4 (x4) |
1 |
- |
1/4 |
2 |
6Z |
4 |
4+1D6 |
3L |
Powers: Enhanced Sense (Sonar), Immunity (Poisons), Petrifying Spit, Venom
Weaknesses: Allergy (Sunlight, Moderate)
Notes: The stonebinder spits by making a Ranged Combat test. If the attack is not completely dodged, the victim is struck, suffering an effect similar to the Petrifying Gaze power, except that it is limited to one extremity or body area. The GM determines the area hit, taking into account tactical considerations, angle of attack, and so on. Normal armor does not protect against stonebinder saliva, though a full chemsuit does. A head shot is immediately fatal.
If not removed, the calcification spreads every six hours to the next adjacent body area, unless the victim makes a successful Willpower or Body (8) Test. Cyberlimbs and prosthetics are not affected and can stop calcification from spreading to other areas.
Storm Dolphin
This Awakened common dolphin averages almost 3 meters in length and weighs 60 kilograms. Hostile toward humans and metahumans, these creatures use their powers to attack small vessels, shipwreck survivors and victims of air crashes. They also use their weather-affecting powers to reduce their targets’ visibility and their electrical and biomagnetic manipulation abilities to affect navigational instruments.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Storm Dolphin |
4 |
6 (x5*) |
3 |
4 |
3/6 |
4 |
7Z |
5 |
5+1D6 |
6L |
*Quickness multiplier shown is for swimming.
Powers: Empathy, Engulf, Enhanced Physical Attribute (Body, 1x/day, for (Essence x 2D6) turns), Enhanced Sense (Sonar), Innate Spell (Lightning Bolt), Magical Guard (Self Only), Magic Sense, Movement, Weather Control
Weaknesses: None
Notes: Storm dolphins communicate by sonar. Significant man-made sonar activity within a quarter-kilometer range disrupts these communications. Increase the target numbers for storm dolphin Perception Tests by +2 if sonar equipment is operating within that range. Likewise, storm dolphins can distort sonar signals within a range of (Essence) x 20 meters using a special form of sonic projection. Increase the target number for any Success Tests made by the characters for sonar detection.
Stormcrow
The omnivorous stormcrow is a large raven with a 1.5-meter wingspan. Its plumage is glossy black, its beak sharp and powerful, and its talons long and curved. The stormcrow generally congregates in huge flocks of more than 100 individuals, though it is not uncommon to see them hunting or scavenging alone.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Stormcrow |
2 |
6 (x2) |
1 |
- |
3/4 |
3 |
6(Z*) |
4 |
4+2D6 |
3L |
Powers: Enhanced Sense (Improved Hearing), Weather Control (Flock Only)
Weaknesses: None
Notes: *When in a flock of six or more, the stormcrows become dual beings.
Stymphalian
This creature resembles a large heron, standing just under 3 meters tall. Its four-toed feet have retractable claws, and it also has a long, serrated beak. Among its gray wing feathers are red "arrow feathers," which it fires at prey from the air. The stymphalian uses the feathers to track its prey, which it knocks unconscious with its toxic breath.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Stymphalian |
3 |
4 (x3*) |
2 |
- |
2/4 |
4 |
6 |
3 |
3+1D6 |
5L* |
*Quickness multiplier for flying is 7.
Powers: Enhanced Sense (Improved Hearing), Noxious Breath
Weaknesses: Vulnerability (Sonic Attacks; Special, see Notes): Loud noise is painful to stymphalians and may even cause 3L damage as well as force them to flee (if it fails a Willpower (4) Test).
Notes: *Damage Code for melee attack (beak or claws) is 5L. Damage Code for ranged attack (arrow feathers) is 4L. Short range is 0 to the creature’s Essence, medium range goes up to twice its Essence, long range to four times its Essence, and extreme range to six times its Essence.
|
|
|
|