Critter List: T - Z
(Select a critter's name to see its description and powers)
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Talis Cat (Tabby Form) |
1 |
4 (x4) |
1 |
- |
2/4 |
4 |
6Z |
5 |
5+2D6 |
2L, -1 Reach |
Talis Cat (Cheetah Form) |
7 |
9 (x4) |
7 |
- |
2/4 |
4 |
6Z |
5 |
5+3D6 |
8L |
Thunderbird |
4 |
7 (x2*) |
8 |
- |
2/4 |
3 |
6Z |
5 |
5+1D6 |
6M |
Thunderbird, Lesser |
3 |
6 (x2*) |
3 |
- |
2/5 |
3 |
6Z |
6 |
6+1D6 |
3L |
Troglodyte |
3 |
3 (x4) |
2 |
2 |
3/4 |
3 |
6 |
3 |
3+1D6 |
Humanoid |
Tungak |
F-4 |
F (x3) |
F-4 |
F-4 |
F |
F |
(F)A |
F |
F+10+1D6 |
(F)S, +1 Reach |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Unicorn |
8 |
5 (x6) |
8 |
- |
3/4 |
4 |
9Z |
5 |
5+1D6 |
8M, +1 Reach |
Unicorn, Greater |
8 |
4 (x5) |
8 |
4 |
3/4 |
4 |
6Z |
5 |
5+2D6 |
8M, +1 Reach |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Vampire |
3 |
5 (x5) |
3 |
5 |
4 |
4 |
2D6 |
4 |
4+2D6 |
Humanoid |
Vampiric Pawn |
3 |
3 |
4 |
3 |
3 |
5 |
1D6 |
3 |
3+1D6 |
Humanoid |
Volleying Porcupine |
1 |
4 (x2) |
1 |
- |
1/3 |
4 |
6 |
3 |
3+1D6 |
3L |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Wendigo |
6 |
2 (x5) |
5 |
4 |
3 |
3 |
2D6 |
4 |
4+2D6 |
Humanoid |
Wild Minotaur |
12/4 |
3 (x5) |
11 |
- |
1/6 |
6 |
4 |
2 |
2+1D6 |
7D, +1 Reach |
Wodewose |
2 |
4 (x4) |
6 |
- |
2/4 |
3 |
6 |
4 |
4+1D6 |
3M, +1 Reach |
Woolly Mammoth |
12/4 |
5 (x5) |
12 |
- |
1/4 |
4 |
6 |
4 |
4+1D6 |
7D, +1 Reach |
Wyrd Mantis (Female) |
5/6 |
5 (x4*) |
4 |
- |
3/5 |
3 |
6 |
5 |
5+2D6 |
6M |
Wyrd Mantis (Male) |
4/4 |
4 (x4*) |
3 |
- |
2/4 |
3 |
6 |
4 |
4+2D6 |
5L |
Wyvern |
9 |
3 (x2*) |
8 |
- |
2/4 |
4 |
6Z |
4 |
4+2D6 |
9S, +1 Reach |
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. |
|
|
Talis Cat
The talis cat is a rare Awakened animal that seems to shift between two forms at will: a small house cat and a fast, powerful, big cat similar to the cheetah. In reality, the cheetah form is a powerful mask spell, although the cat does gain in physical prowess when the spell is active. Preferring urban environments, the talis cat spends daylight hours in tabby form but typically switches to its larger form at night.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Talis Cat (Tabby Form) |
1 |
4 (x4) |
1 |
- |
2/4 |
4 |
6Z |
5 |
5+2D6 |
2L, -1 Reach |
Talis Cat (Cheetah Form) |
7 |
9 (x4) |
7 |
- |
2/4 |
4 |
6Z |
5 |
5+3D6 |
8L |
Powers: Desire Reflection (Self, Cheetah Only), Enhanced Physical Attributes (Quickness, Body, and Strength; Cheetah only), Enhanced Reaction (Cheetah only), Enhanced Sense (Low-Light Vision), Innate Spell (Mask, see Notes), Movement (Self Only)
Weaknesses: None
Notes: Treat Innate Spell (Mask) as a Force 12 spell. Once the power is activated, the talis cat can use the cheetah statistics.
Thunderbird
This large, eagle-like bird has a 10-meter wingspan and weighs 100 kilograms. White feathers cover its head, neck, and tail, while the rest of its plumage ranges from gold to dark brown. Hunters and scavengers, thunderbirds are usually active during the day but occasionally also hunt at night.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Thunderbird |
4 |
7 (x2*) |
8 |
- |
2/4 |
3 |
6Z |
5 |
5+1D6 |
6M |
*Movement multiplier for flying is 5.
Powers: Innate Spell (Ball Lightning)
Weaknesses: None
Thunderbird, Lesser
A day creature, the lesser thunderbird resembles a red-brown eagle but has a wingspan of up to 3 meters. Able to generate and project an electrical field for defense, the lesser thunderbird relishes the static-charged air of electrical storms.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Thunderbird, Lesser |
3 |
6 (x2*) |
3 |
- |
2/5 |
3 |
6Z |
6 |
6+1D6 |
3L |
*Flying multiplier is 4.
Powers: Enhanced Sense (Low-Light Vision), Innate Spell (Lightning Bolt), Weather Control (Electrical Storms)
Weaknesses: None
Notes: The thunderbird’s Lightning Bolt causes a secondary effect of electrical overload and can affect any electronic equipment in the area. For all the Objects in the area of the spell, the GM rolls 2D6 against the Object's Resistance Rating minus 1. If the spell has a Damage Code of Light, no electronic equipment would be affected. If the 2D6 roll is higher than the Object Resistance Rating, the electronic equipment shorts out and permanently loses one rating level. If the rating of the piece of gear is 1, then the gear is destroyed forever. A decker using a cyberdeck affected by this secondary effect is immediately dumped. The deck also loses one MPCP Rating. The GM decides what program is affected. This effect can also affect cyberware. Make only one roll per character with cyberware. If any successes result, roll randomly to see which piece of cyberware is damaged.
At the moment of its death, the creature’s body explodes, inflicting 6L damage on anyone within 3 meters.
Troglodyte
Troglodytes are slender, omnivorous bipeds that rarely exceed a height of 1.6 meters. They have large heads and eyes and no hair. They live in loosely knit bands of up to 50 individuals and normally feed off subterranean creatures. The troglodyte’s intelligence is unknown but is at least equal to that of primates.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Troglodyte |
3 |
3 (x4) |
2 |
2 |
3/4 |
3 |
6 |
3 |
3+1D6 |
Humanoid |
Powers: Concealment, Enhanced Sense (Thermographic Vision)
Weaknesses: Allergy (Sunlight, Mild)
Tungak
Known by many different names to different ethnic groups, the tungak is commonly regarded by Siberians as a sickness spirit responsible for causing all colds, diseases, and infections.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Tungak |
F-4 |
F (x3) |
F-4 |
F-4 |
F |
F |
(F)A |
F |
F+10+1D6 |
(F)S, +1 Reach |
Powers: Blindness, Immunity (Cold, Normal Weapons, Pathogens, Poisons), Noxious Breath, Pestilence (see below), Shadow Cloak. Some tungak may have one or more of these additional powers: Confusion, Essence Drain, Venom.
Weaknesses: None
Notes: The tungak’s Pestilence power may be used to infect the target with any disease the GM desires, including VITAS-3. Roll 2D6 to determine Force. Astral Initiative is F + 20 + 1D6.
Unicorn
A unicorn resembles a horse with a single, spiral horn in the middle of its forehead and a flowing mane and tail. It stands 1.5 meters tall at the shoulder and weighs 370 kilograms. Unicorn horns are prized in many parts of the world for medicinal and magical purposes.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Unicorn |
8 |
5 (x6) |
8 |
- |
3/4 |
4 |
9Z |
5 |
5+1D6 |
8M, +1 Reach |
Powers: Immunity (Pathogens, Poisons), Magical Guard
Weaknesses: Allergy (Pollutants, Moderate)
Unicorn, Greater
The greater unicorn is larger and less delicate-looking than the standard unicorn, with a thick mane and pink-tinged hooves. Its single horn is short and thick, and its eyes have a golden cast. The greater unicorn can grow as tall as a meter and a half at the shoulder. Many shamen consider this creature’s horn ideal for making fetishes or spell foci for dealing with poisons and pathogens, which has prompted a sizable poaching industry.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Unicorn, Greater |
8 |
4 (x5) |
8 |
4 |
3/4 |
4 |
6Z |
5 |
5+2D6 |
8M, +1 Reach |
Powers: Empathy, Enhanced Physical Attribute (Quickness), Immunity (Pathogens, Poisons), Magical Guard (Self Only), Search
Weaknesses: None
Vampire
Vampires are humans and metahumans infected with HMHVV. They prey on sentient beings, absorbing the life essence of their victims along with the victim’s blood. Some vampires refuse to drain Essence from an unwilling subject; others revel in their role as hunters and killers. Vampires will become sick to their stomachs within an hour of consuming anything but blood and have particularly bad reactions to alcohol.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Vampire |
3 |
5 (x5) |
3 |
5 |
4 |
4 |
2D6 |
4 |
4+2D6 |
Humanoid |
Powers: Enhanced Physical Attributes, Enhanced Senses (Hearing, Smell, Thermographic Vision), Essence Drain, Immunity (Age, Pathogens, Poisons), Infection, Mist Form, Regeneration. Many also have Magical Skills.
Weaknesses: Allergy (Sunlight, Moderate), Essence Loss, Vulnerability (Wood)
A character who becomes infected with HMHVV and turns into a vampire uses their normal Attributes.
Many vampires display magical ability, and the transformation into a vampire sometimes unlocks a hidden magical potential. Such vampires are capable of learning and using magical skills just like a human. Vampire sorcerers are most likely the source of legends about some vampiric powers, such as turning into animals or hypnotizing victims. Some vampires have displayed magical abilities other than those possessed by standard vampires. For example, some vampires in Asia possess the power of Noxious Breath.
Although many of the legendary weaknesses of vampires are myths, they do have certain limitations. Vampires have less buoyancy than normal humans (+3 to all target numbers involving swimming). This is presumably the basis for legends of vampires being unable to cross running water. Due to the fact that a vampire who is cut off from oxygen becomes dormant until exposed to air again, water can be a daunting barrier for them to cross.
It also appears that many individual vampires across the world may suffer from a psychologically based allergy to holy objects (Moderate to Severe), but it is not a definitive characteristic. When it is present, it must relate to their own culture and beliefs.
Variant vampires exist around the world.
Sukuyan: The Caribbean sukuyan exhibits a few notable differences from standard European/North American vampires: Dietary Requirement (Salt), its allergic reaction to sunlight may be more debilitating than other vampires (at the GM's discretion) Allergy (Sunlight, Severe), and in some cases a psychologically based Allergy (Holy Objects, Moderate to Severe). Otherwise, it uses the same stats, powers and weaknesses listed in this entry.
Abat, Boroka, and Mangalok: These Philippine variants exhibit a shared vulnerability to salt and in some cases a psychologically based allergy to holy objects (Moderate to Severe). Otherwise, it uses the same stats, powers and weaknesses listed in this entry. They all prefer to eat internal organs as opposed to consuming just blood.
Amalanhig: Yet another Philippine variant but this is a blood drinker, not a consumer of internal organs, and is functionally the same as a typical European or North American vampire.
Vampiric Pawn
Most vampiric pawns are human and are almost indistinguishable from normal human beings. They depend on the blood enzymes of a vampire or a nosferatu to live. If they fail to receive a regular dose, they become lethargic, fall comatose and ultimately die. Vampires and nosferatu use pawns to perform actions they cannot, such as moving around during daylight, moving items to which the vampire is allergic, and so on.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Vampiric Pawn |
3 |
3 |
4 |
3 |
3 |
5 |
1D6 |
3 |
3+1D6 |
Humanoid |
Powers: Immunity (Age, Normal Weapons)
Weaknesses: Essence Loss (Special)
Notes: The Attributes above are for an average pawn. Because vampiric pawns were once characters, they retain those characters’ Attributes, with a minimum Strength 4, Willpower 5, and Essence 2.
Volleying Porcupine
Nocturnal and solitary, the volleying porcupine is a large rodent with a body length of 1.1 meters and a 25-centimeter tail. It weighs approximately 14 kilograms and is covered with long, slender white quills and shorter, thicker, black-and-white banded quills. Though not normally aggressive, when threatened it can spray a noxious musk as well as fire its quills short distances in an effort to drive away enemies.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Volleying Porcupine |
1 |
4 (x2) |
1 |
- |
1/3 |
4 |
6 |
3 |
3+1D6 |
3L |
Powers: Enhanced Sense (Low-Light Vision), Spraying (1/4 normal range)
Weaknesses: Dietary Requirement (Salt)
Notes: The Damage Code shown applies to melee attacks (claw, bite). In melee combat, an attacker must make a Quickness Test using the creature’s Essence as the target number to avoid getting stuck with quills. If the character rolls no successes, the quills do 6L damage. The victim resists this damage normally. Modify the target number for the Quickness Test by -1 for each point of Reach above 0 provided by the character’s melee weapons.
The porcupine can also make ranged attacks using its quills. It fires a volley of quills for each Simple Action, using taser ranges. It may also spread this volley as if it were a shotgun blast. Make a Ranged Combat Test using the critter’s Reaction; attempts to dodge the quill volley should suffer target modifiers for the spread. Quills do 6L damage out to Medium Range and 5L beyond that. Treat the quills as flechette ammunition.
Wendigo
A wendigo is an ork infected with the Human-Metahuman Vampiric Virus. It is a white-furred humanoid standing 2.5 meters tall. The nails of its hands are hardened into claw-like weapons, and the canine teeth are pronounced. They are found in forests and urban areas worldwide.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Wendigo |
6 |
2 (x5) |
5 |
4 |
3 |
3 |
2D6 |
4 |
4+2D6 |
Humanoid |
Powers: Enhanced Senses (Low-Light Vision, Visual Acuity, Hearing, Smell), Essence Drain, Fear, Immunity (Age, Pathogens, Poison), Infection, Influence, Magical Skills, Regeneration
Weaknesses: Allergy (Sunlight, Moderate), Essence Loss, Vulnerability (Ferrous Metal)
Notes: Wendigos feed on the flesh of humans and metahumans and derive psychic sustenance from their victims as well. They typically induce others to partake of a cannibalistic feast. This seems to create a psychological dependence on such food in the victim, who then aids the wendigo in spreading its habits, creating a secret society of cannibals. The members of such a group are unaware that they will ultimately become meals for the wendigo, which seems to prefer the Essence of such corrupted spirits.
Wendigos are all shamanic magicians following predatory totems such as Wolf or Shark. They use their magical skills to enhance their hunting, and some wendigos use illusion magic to disguise themselves and walk unseen among their prey.
A character who becomes infected with HMHVV and turns into a wendigo uses their normal Attributes.
Wild Minotaur
Wodewose
This arboreal carnivore uses its clawed hands and feet to feed on smaller animals. It stands roughly a meter tall, weighs up to 50 kilograms and is covered with short black fur. Living in tightly knit bands reminiscent of baboon tribes, the wodewose is ferocious if threatened but not actively territorial. Wodewoses often carry of a virus similar to VITAS-3, though they show no symptoms of that disease.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Wodewose |
2 |
4 (x4) |
6 |
- |
2/4 |
3 |
6 |
4 |
4+1D6 |
3M, +1 Reach |
Powers: Enhanced Sense (Smell), Immunity (Age, Pathogens, Poisons), Pestilence
Weaknesses: None
Woolly Mammoth
Wyrd Mantis
The wyrd mantis averages just under 2 meters in length and weighs 10 kilograms. Usually green or greenish-brown with a yellow underbelly, it can change its coloration enough to blend with forest and woodland terrain, though the change occurs slowly. Its favorite hunting technique is to camouflage itself, then leap on passing prey, grabbing the victim in its powerful, spiny forelimbs and delivering a venomous bite. The female mantis is larger and stronger than the male; as with the mundane mantis, the female devours the male during or soon after mating.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Wyrd Mantis (Female) |
5/6 |
5 (x4*) |
4 |
- |
3/5 |
3 |
6 |
5 |
5+2D6 |
6M |
Wyrd Mantis (Male) |
4/4 |
4 (x4*) |
3 |
- |
2/4 |
3 |
6 |
4 |
4+2D6 |
5L |
*Quickness multiplier for flying is 4 (short duration only; once per hour for (Essence)D6 turns).
Powers: Adaptive Coloration, Enhanced Physical Attribute (Quickness, 3x/day, for (Essence)D6 turns), Enhanced Sense (Low-Light Vision), Immunity (Poisons), Influence (Females Only), Venom
Weaknesses: None
Wyvern
A carnivorous scavenger, the North American wyvern resembles a small feathered serpent with dark brown skin. It grows up to 11 meters long, with a wingspan of 20 meters. A solitary animal, the wyvern inhabits desolate places, preferably far from metahuman habitation.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Wyvern |
9 |
3 (x2*) |
8 |
- |
2/4 |
4 |
6Z |
4 |
4+2D6 |
9S, +1 Reach |
*Movement multiplier for flying is 6.
Powers: Enhanced Sense (Low-Light Vision), Fear, Immunity (Poisons), Venom
Weaknesses: None
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