Shadowrun 3e - Critters.pdf

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CONTENTS
Regeneration 13
Search 14
Shadow Cloak 14
Silence 14
Sonic Projection 14
Spraying 14
Venom 14
Weather Control 14
Weaknesses of the Awakened 14
Allergy
Domovoi
26
Dour
26
Dragons
26
CRITTERS
4
Dzoo-noo-qua
27
How to Use this Book
5
Each-uisge
27
Dual Beings
5
Ekyelebenle
27
Spirits
5
Elemental
28
Critter Combat
5
Embracer
28
Initiative
5
Enwontzane
28
Actions
5
15
European Gargoyle
28
Critter Dice Pools
5
Dietary Requirement
15
Eyekiller
28
Cyberware for Critters
6
Essence Loss
15
FenrirWolf
29
Powers of the Awakened
6
Reduced Senses
15
Fideal
29
Accident
7
Vulnerability
15
Firedrake
29
Adaptive Coloration
7
Mutant Critters
15
Flame Jackal
29
Animal Control
7
Size Change
15
Fomorian
29
Astral Armor
8
Physical Characteristics
15
Gabriel Hound
29
Binding
8
Enhanced Attributes
and Abilities
Gargoyle
30
Blindness
8
15
Ghede Fly
30
Cold Aura
8
Paranormal Abilities
15
Ghoul
30
Compulsion
8
Creating Mutant Critters
16
Goblin
31
Concealment
8
Toxic Critters
17
Golden Boar
31
Confusion
8
Using Toxic Critters
17
Gomatia
31
Corrosive Saliva
8
AWAKENED CRITTERS
18
Gorgon
31
Corrosive Secretions
8
Critter Statistics
18
Greater Unicorn
31
Desire Reflection
9
Critters
19
Griffin
32
Dispelling
9
Aardwolf
20
Harpy
32
Empathy
9
Abrams Lobster
20
Hell Hound
32
Engulf
9
Afanc
20
Humped Horse
32
Enhanced Physical Attributes
9
Agropelter
21
Hydra Wyrm
33
Enhanced Reactions
9
Aitvaras
21
Icedrake
33
Enhanced Senses
9
Anwuma Bavole
21
Imperial Eagle
33
Essence Drain
10
Asonwu
21
Incubus
33
Essence Drain (Temporary)
10
BabaYaga
21
Jauchekafer
33
Fading
10
Bandersnatch
22
Juggernaut
33
Fear
10
Bandit
22
King Frost
33
Flame Aura
10
Banshee
22
Kludde
34
Glamour
10
Barghest
22
Knocker
34
Guard
11
Basilisk
22
Kraken
34
Hardened Armor
11
Bean Sidhe
22
Lambton Lizard
34
Hypnotic Song
11
Behemoth
23
Leshy
34
Immunity
11
Birdman
23
Lesser Thunderbird
34
Infection
11
Black Annis
23
Leviathan
35
Influence
11
Blackberry Cat
23
Loup-Garou
35
Innate Spell
11
Blood Kite
23
Mami Wata
35
Magical Guard
12
Bogie
23
Man-of-the-Woods
35
Magical Skills
12
Brocken Bow
24
Martichoras
35
Magic Sense
12
Centaur
24
Meistersinger
35
Materialization
12
Cerberus Hound
24
Merlin Hawk
36
Mimicry
12
Chimera
24
Mermaid
36
Mist Form
12
Chupacabras
24
Merrow
36
Movement
12
Cockatrice
25
Naga
36
Noxious Breath
13
Corps Cadavre
25
Nature Spirits
37
Paralyzing Touch/Howl
13
Corpselight
25
Nimue's Salamander
37
Pestilence
13
Crested Barbarian
25
Nomad
38
Petrifying Gaze
13
Devil Rat
25
Nosferatu
38
Possession
13
Devilfish
26
Nova Scorpion
38
Psychokinesis
13
2
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Nutria
38
CREDITS
Art & Production Staff
Art Director
Jim Nelson Graphic Design
and Layout
Jim Nelson & Fred Hooper
Cover Illustration
Dave DeVries
Illustrations
Fred Hooper
Jeff Laubenstein
Jim Nelson
Mark Nelson
Ron Spencer
Oracle Owl
39
Pegasus
39
Written and Compiled by
Robert Boyle
Stephen Kenson
Michael Mulvihill
Peryton
39
Phoenix
39
Piasma
39
Protean
39
Quicksilver Mongoose
40
Original Paranormal Animals and
Powers by
Rob Boyle, Jennifer Brandes, Bob Charrette,
Tom Dowd, Nigel Findley, Chris Hepler,
Paul Hume, Steve Kenson, Lori Methany,
Mike Mulvihill, Carl Sargent, Brian Schoner,
and Jordan Weisman
Rockworm
40
Saber-tooth Cat
40
Salamander
40
Sasquatch
40
Satyr
41
Scorpyrine
41
Sea Leech
41
SHADOWRUN® is a Registered Trademark of FASA
Corporation. Critters™ is a Trademark of FASA
Corporation. Copyright © 1998 FASA Corporation. All
Rights Reserved. Printed in the U. S. A.
Published by FASA Corporation
1100 W. Cermak Road • Suite B305
Chicago, IL 60608
Sea Serpent
42
Shadowrun Line Developer
Michael Mulvihill
Shadowhound
42
Shapeshifter
42
Shasta Deer
43
Editorial Staff
Editorial Director
Donna Ippolito
Managing Editor
Sharon Turner Mulvihill
Associate Editor
Diane Piron-Gelman
Assistant Editors
Robert Boyle
Tara Gallagher
Siberian Bee
43
Siberian Firebird
43
Siren
43
FASA Corporation can be reached on America Online (E.
Mail— FASAInfo (BattleTech, Shadowrun. General
Information) or FASAArt (Art Comments)) in the Online
Gaming area (Keyword "Gaming"). Via InterNet use <AOL
Account Name>@AOL.COM, but please, no list or server
subscriptions. Thanks!
Specter
44
Spider-Beast
44
Spitting Pike
44
Sprite
44
Stonebinder
44
Visit FASA on the World Wide Web at
http://www.FASA.com
Storm Dolphin
45
Stormcrow
45
Stymphalian
45
Editing
Sharon Turner Mulvihill
Diane Piron-Gelman
Talis Cat
45
Thunderbird
45
Troglodyte
46
Tungak
46
Unicorn
46
Vampire
46
Vampiric Pawn
46
Volleying Porcupine
47
Wendigo
47
Wild Minotaur
48
Wodewose
48
Woolly Mammoth
48
Wyrd Mantis
48
48
Wyvern
3
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E
arth is home to an almost limitless variety of animals. Even in the trying times of the
late twentieth and early twenty-first centuries, new species continued to be
discovered while others slipped into extinction. During the Awakening, Homo
sapiens was not the only species to undergo Unexplained Genetic Expression (UGE).
Animals all over the world began to show the effects of the return of magic, some giving
birth to changeling offspring while others transformed into creatures from myth and legend.
Griffins, harpies, hell hounds and even dragons populate the world of the twenty-first
century.
The explosion of novel and variant life forms led to the development of several new
fields of scientific study, often combined under the general heading of "paranaturalism."
Paranaturalists specialize in species identified after 2000 A.D., and many further focus on
aspects of the field such as parabiology, parasociology (especially among the various
metahuman and officially recognized sentient species), and paranatural biotechnology. Some
researchers have even begun examining the fossil record for evidence of paraspecies.
Most paraspecies seem to be a particular expression of DNA in the presence of high
levels of magical energy. In these species, one generation gives birth to paraspecies young
but remains unaffected itself. In time, the natural species will vanish, replaced completely by
the paraspecies. In certain cases, all or part of the natural species undergoes a transformation
as the rising tide of magic reaches a specific threshold. Unless the whole species changes en
masse, the natural species continues (as in the human species), but will sometimes produce
individuals of the paraspecies at later births. Occasionally, an apparently normal individual of
such a species will express paranormal traits or capabilities at the species' equivalent of
puberty.
A few species consistently produce young that resemble the original natural species
but undergo UGE at "puberty." Most such individuals are hostile and vicious as a result of
the transformation.
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SPIRITS
Some paranormal beings live only on the astral plane and
have no physical body. These beings are collectively known as
spirits. Some spirits have the ability (if not the inclination) to
form a material body for themselves in the physical world using
the Materialization power (p. 12). A spirit in astral form acts
and is treated much like an astrally projecting character. A spirit
it in material form is treated like a dual being (see above). For
more information on spirits and their interaction with astral
space, consult the Magic chapter, p. 188 of SR3.
HOW TO USE THIS BOOK
This book provides a comprehensive listing of creatures that
appeared in previous Shadowrun products, including a brief
description of each critter and its game statistics. In addition, this
section covers the various rules needed to run critters in the game
and gives a complete listing and explanation of all critter powers.
Critters make an exciting addition to any campaign, whether
serving as guard animals or appearing in random encounters
throughout the urban or rural jungle. As a result of smuggling
operations, the requirements of research facilities and
experimentation (both legal and illegal), any critter can be found
anywhere in the world. Having a wyrd mantis attack a team of
runners on the streets of downtown Seattle might seem like a
stretch, but it provides a perfectly plausible starting point for a
shadowrun to disrupt a smuggling operation funded by a group
of bug spirits experimenting with using the wyrd mantis as
hosts.
After the gamemaster chooses a critter to incorporate into
his scenario or campaign, he should review its powers and out-
line how the creature might use them in various encounters.
Keep in mind that, unlike characters, critters are born with their
powers and use them in the most efficient and deadly fashion
necessary, especially in a life-or-death struggle. Next, the
gamemaster should craft a "plan of attack" against the creature,
then review the combat rules for critters, making sure to apply
the correct dice pools and karma (p. 6). After that—it's time to
let the chips fall where they may!
CRITTER COMBAT
Characters are likely to encounter critters under hostile or
dangerous circumstances, most often as watch animals for cor-
porations. Whether critters are trained to attack or are simply
defending their young or their territory, critters that attack a
runner team use the standard combat rules presented on pp. 100-
129 of SR3, except as noted here.
INITIATIVE
Each critter description includes that creature's Initiative dice.
Determine Initiative dice for other critters according to the standard
Initiative rules. To calculate a critter's Initiative Score, roll the
Initiative dice and add the result to the animal's Reaction.
Dual beings that engage in astral combat use their standard
Initiative.
Astrally projecting critters add 20 to their Initiative Score.
DUAL BEINGS
Most paranormal animals are able to manipulate and channel
mana to fuel their various powers. Some creatures are so in tune
with the flow of mana that the astral plane is open to them at all
times; they coexist on the astral and physical planes. These critters
have the ability to perceive and interact with the astral plane in the
same way as characters using astral perception (see Astral
Perception, p. 171 in SR3).
Unlike magical characters, a dual being is always astrally
aware. Such critters' natural state is to be continually aware of both
the physical and astral planes, so they cannot "turn off their
connection to the astral plane. This means that dual critters are
able to act on either plane at any time. It also means they can be
affected from both the physical and astral planes at any time.
Because continuous astral perception is their normal state, dual
beings do not suffer the +2 target modifier for non-magical
activity while using astral perception.
Dual beings with magical skills are capable of astral pro-
jection. They can separate their astral bodies from their physical
bodies, just as do full magicians. In this case, the being's physical
body sinks into a trance, but the free-roaming astral form can
move about astral space. Their astral form's Attributes are based
on their Mental Attributes, in the same way as for astrally
projecting characters.
The various powers of dual beings can affect both physical and
astral targets, much like spells (see Spell Targeting in SR3, p. 181).
Only mana-based powers that affect the mind or spirit rather than
the physical body can affect astral forms.
ACTIONS
Sentient creatures may perform the same actions as player
characters, assuming they have the physical or paranormal means
to do so. The gamemaster may need to make a judgment call on a
critter's abilities based on the published information about the
critter.
Critters make Damage Resistance Tests normally.
CRITTER DICE POOLS
Critters have dice pools the same as characters and non-
player characters. However, creatures may apply only Karma Pool
dice to tests made to use their powers.
Combat Pool
Critters engaged in combat may use Combat Pool dice. The
Combat Pool is calculated the same as for a character: Quickness
+ Intelligence + Willpower, divided by 2 (round down). For
creatures with separate Intelligence Ratings, use the rating to
the right of the slash (the one normally used for Perception) for
this equation. All standard rules for Combat Pool use apply to
critters (see Using Dice Pools, p. 104 in SR3). Critters can use a
number of Combat Pool dice equal to their Reaction for attacks.
Dual beings may use the Combat Pool for astral combat (in addi-
tion to their normal physical Attributes), unless they are astrally
projecting (see Astral Combat Pool, below).
Astral Combat Pool
Astrally projecting critters may use an Astral Combat Pool.
This pool functions according to the standard Astral Combat
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