CrittersDracoforms• Typical dragons have 12 Essence, while Great Dragons have 24 Essence. This gives them maximum Magic attributes of 24 and 48, respectively. Dragons are also smaller than they are in canon. A typical adult dragon is 50’ from snout to tail (roughly the size of a
Spinosaurus) and weighs 10 tons. Great Dragons are twice that size.
REASON: If all dragons really were “Super Genius Godzillas,” they’d already be ruling the world without opposition, and their “devious Machiavellian plotting” would be completely unnecessary. (If you’re a kaiju that can casually wipe cities off the map with a snap of your fingers, you just walk in and take over because no one can stop you.) This at least bumps their power levels down a little.
• The Leviathans were nearly extinct by the end of the Fourth Age, due both to infighting and conflicts with other dragons and metahuman empires. The last remaining one, known simply as “The Sea Dragon” in canon Shadowrun books, did go into hibernation with a large clutch of eggs, which would have allowed her to restore the race of Leviathans in the Sixth World. Fortunately for everyone else, she and all of her eggs were destroyed in an accidental act of down cycle dragon hunting due to her unfortunate choice of hibernation location – a remote island in the South Pacific that would later be known as Bikini Atoll.
REASON: The Sea Dragon is an
incredibly disruptive element to the campaign setting. She hates
everyone, effectively controls 71% of the planet, and tries to kill everyone who dares to trespass in “her” domain. Worse, she’s breeding more of her kind. This effectively makes her something of an “Honorary Horror,” with the Scourge getting an early start, at least in the oceans. She simply had to go.
• There are no drakes. Ignore all references to them in canon and assume that any of them that played a big part in historical events (like Ryan Mercury) were really just Adepts or Magicians with some special training or spells gifted to them by their draconic masters. (Perhaps being trained in the Draconic magical tradition and then being gifted with a dragon scale amulet that allowed them access to a custom
Shapechange spell would let them fake being a “weredragon” when they needed to. That’s the kind of thing a dragon might give a trusted servant.)
REASON: You can’t play a dragon. Get over it.
Immortal ElvesThese elves have an Essence of 12, just like dragons. (Which is appropriate, because they
are part dragon.) This means that their maximum Magic attribute is 24.
GhoulsCritter Template•
Physical Attributes: Body +4, Reaction +2, Strength +3
•
Mental Attributes: Charisma -2, Logic -1, Willpower +2
•
Powers: Armor +1 (cumulative with natural dermal armor), Dual Natured, Enhanced Senses (Hearing, Smell), Immunity (Pathogens, Toxins), Infection, Natural Weapon (Bite: DV (STR+1)P, AP -1, -1 Reach), Natural Weapon (Claws: DV (STR+1)P, AP -1), Sapience
•
Weaknesses: Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh, 1 lb. per night), Reduced Senses (Blind; -6 dice modifier to all tests involving purely physical sight)
•
Notes: The victim’s skin becomes rough and takes on a grayish tone, while all body and facial hair soon falls out. The fingers elongate, and the fingernails become claws. The teeth become sharper and more prominent. Their eyes film over with thick white cataracts as they lose their sight, but their senses of hearing and smell become hyperactive. Ghoul characters can overcome their Reduced Senses by taking cybereyes (though they will lose their Astral Sight by doing so). Ghouls can only easily digest raw meat; cooked meat makes them sick and causes nausea (see p. 254, SR4A) within an hour when they consume most other foods, especially cooked foods.
HMHGV Taxonomy•
Group: Group VIII (Magically Active Viruses)
•
Order: none
•
Family: Nachzehriviridae
•
Genus: Draugarivirus
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Species: Human-Metahuman Ghoul Virus
Viral Infection Mechanics•
Vector: Injection
•
Penetration: -3
•
Power: 5
Etymology NotesKrieger is clearly a German name, so I chose German terminology/folklore for this virus (assuming that this is what he would have chosen/suggested). The Nachzehrer is a German vampire / mostly ghoul which feasts upon the dead. The Draugr is a Nordic/German predatory revenant, which also served as the inspiration for Tolkien’s Barrow Wights.
Critter Design NotesTo avoid a “Ghoul Apocalypse” scenario that would make George Romero envious, ghouls have been made less infectious. This is otherwise a mix of SR4 and SR5 specs for ghouls.
Horrors• The Horrors can’t cross over to Earth this early in the mana cycle, except in zones of
very high mana, which they would then be unable to leave. They could
try, but it would be like a human leaving a space station without a pressure suit; the result is a rather messy death.
REASON: This maintains compatibility with the Earthdawn setting. If Horrors can exist just fine in a world not even a century past the Awakening, then they wouldn’t have been forced back home due to lack of mana just past the peak of the mana cycle, which is what happened in the Earthdawn setting. Accordingly, they really
can’t come to Earth when the mana level is
this low.
• Horrors can’t just Mark people from the astral plane, they must materialize within LOS of the target to use their Marking power. This is treated as a Mana spell attack, and the victim resists with Willpower + Countermagic (if any) or Charisma (if they don’t have Counterspelling). Raw magic is still a flare to them on the astral plane, and is very likely to immediately attract their attention, but they have to exit the astral plane and materialize on Earth to actually attack the magician who made it.
REASON: Attacking targets on the material plane while you’re on the astral plane is called Grounding, and that’s disallowed.
EXCEPTION: An astrally perceiving (or otherwise dual-natured) magician
is fair game for being marked by a Horror in astral space.
• The “Horror Invasion Cycle” starts with the “little guys” who can exist on Earth at comparatively lower mana levels, then the greater Horrors start appearing as the mana levels reaches the peak of the curve. These greater spirits are also the first to be forced home as it starts to fall and the “little guys” are the last to go. So actually, it’s the lesser Horrors that have the most time on Earth during the Scourge.
Imports from Other RPGsThese creatures from other RPGs seem appropriate to add to the Sixth World.
From D&D• Phantoms (AD&D Monstrous Manual, p. 287)
From GURPS Creatures of the Night• Darklings, pp. 27 – 29.
• Dread Blossoms, pp. 33 – 34.
• Gallows Trees, pp. 44 – 45.
• Greendreads, pp. 47 – 48.
• Lodgers, pp. 61 – 63.
• Lune Fish, pp. 66 – 67.
• Mazeworms, pp. 72 – 73.
Invae (Insect Spirits)• While the Horrors (above) can’t cross over to Earth this early in the mana cycle, the Invae can exist on Earth this early in the mana cycle if they can find a way to get to Earth.
REASON: The Insect Spirits are arguably too integral to the Shadowrun setting to get rid of.
• Ignore the canon species of Invae. There are ones that make hives like bees or wasps and those that make burrows like ants, but they only superficially resemble those insects.
REASON: The Invae are
aliens. Any resemblance to bugs native to Earth should be coincidental. This also means that Insect totems are available for PCs, as those aren’t inherently toxic/evil.
Ordinary Critters• No Ordinary Critters are currently revised.
ParacrittersPowers• Immunity to Normal Weapons does not exist. Any Critter with this power in canon has some combination of Armor / Hardened Armor / Mystic Armor / Hardened Mystic Armor instead.
• All paracritters are dual-natured.
• For creatures that are harmed by sunlight, reflected light works perfectly fine for this. Though it’s the GM’s call if this effectiveness is reduced due to using a poorly-reflective surface.
Paraviruses• An important addition to the
Baltimore Classification is “Group VIII: Magically Active Viruses,” which is used for all Awakened viruses.
• All Awakened viruses to date have been proven to be mutually exclusive. If you’ve contracted one of them you can’t catch or be a carrier for the others.
• HMHVV and HMHGV are similar, but distinct, Awakened viruses. The Human-Metahuman Vampiric Virus transforms its victims into vampires, while the Human-Metahuman Ghoul Virus transforms its victims into ghouls. See the “Ghouls” entry above, and the “Vampires” entry below for more details.
REASON: The official taxonomy for HMHVV badly needed correction to actual medical standards, and the increasing number of weird HMHVV creatures has gotten completely out of hand in canon. Also, making
all of them dual-natured makes it easier to keep the filthy creatures out by setting up astral wards.
• VITAS is also caused by an Awakened virus. This is one of the reasons it’s so nasty, but its weakness is that it’s especially vulnerable to magical healing spells. Its designation is HMHAV.
Group: Group VIII (Magically Active Viruses)
Order: none
Family: Allergiviridae
Genus: Histamivirus
Species: Human-Metahuman Anaphylaxis Virus
Infection Mechanics: Vector Inhalation, Penetration 0, Power 10
NOTES: This deadly virus wiped out a good chunk of the world’s population, exhibiting paranormal infectious ability and lethality on par with Ebola. The symptoms it inflicts are codified as VITAS (Virally-Induced Toxic Allergy Syndrome). Magical healing is the most effective treatment (a +4 bonus to the Disease Resistance Test).
ShiftersThere are no shifters. Ignore all references to them in canon and assume that any of them that appeared in canon were either magicians with shapeshifting spells or paracritters with some sort of illusion powers.
REASON: They’re just one more complication in a setting already awash in exotic creatures. If you want to play the
Wolfman or something like that you can configure a Unique Changeling build (with the GM’s approval).
Spirits• Spirits get one Critter Power per point of Force (in addition to their free powers of Astral Form, Sapience, Materialization/Possession, and Hardened Armor when Materialized).
• A spirit’s Force rating is used as the default value for all of their attributes.
• Spirits can’t receive cyberware implants, but they can perceive AR just fine and are capable of using any non-cyberware modern electronics.
• A spirit in astral space who manifests on Earth can be seen and heard normally by anyone, as well as recorded on video, etc.
• Materialized spirits have the typical full five senses that a human/animal does.
• Materialized spirits can eat food, and it just vanishes when they dematerialize.
• During the peak of the mana cycle (the Scourge), spirits with Evanescence (this includes the Horrors) have it nullified for the duration.
• Spirits of various types have the following innate powers:
- Air Spirits: Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search.
- Beast Spirits: Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience.
- Earth Spirits: Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search.
- Fire Spirits: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience.
- Guardian Spirits: Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience.
- Guidance Spirits: Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, Shadow Cloak.
- Plant Spirits: Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence.
- Spirits of Man: Accident, Astral Form, Concealment, Confusion, Enhanced Senses (Low-Light, Thermographic Vision), Guard, Influence, Materialization, Sapience, Search.
- Task Spirits: Accident, Astral Form, Binding, Materialization, Movement, Sapience, Search.
- Water Spirits: Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search.
- Watchers: Astral Form, Search. SPECIAL NOTE: Watchers are not subject to the diminishing dice pool rule for Extended Tests (SR4, pp. 64-65); “a cumulative -1 dice modifier to each test after the first.”
- Tulpa: These are referred to as “Thought Forms” in SR4 Digital Grimoire, pp. 4-5. They’re unique among summonable spirits in that they can be custom-designed by the Psionicist (subject to GM’s approval). They’re also Materialization spirits, not Possession spirits.
- Ghosts: These have powers that are highly-customized due to who they were in life and the circumstances of their death (GM’s call).
• Spirits have 2x formulas:
- True Formula: This is their true name, and knowing it grants a summoner the means to enforce their will on the spirit.
- Calling Formula: This formula can be used in summoning rituals for the spirit, but grants no power over it to the summoner. It’s essentially the spirit’s astral commcode, and like any commcode they can (with a bit of effort and spending 1 KP) change it to a new one if they’re getting too many unwanted calls.
Synthetic Intelligences• True AIs are huge data constructs, and only three have been confirmed to exist – Deus, Megaera, and Mirage. The “little AIs” introduced in SR4 Emergence do not exist.
REASON: Yet
another exotic creature. There’s no way that a true AI isn’t going to be a huge data construct, and probably one requiring specialized hardware as well. So, you can’t play one of these.
VampiresCritter Template•
Attributes: +2 to all Physical and Mental attributes
•
Powers: Compulsion, Dual Natured, Enhanced Senses (Hearing, Low-light Vision, Smell, Thermographic Vision), Fear, Immunity (Age, Pathogens, Toxins), Infection, Influence, Magician, Mist Form, Natural Weapon (Bite: (STR+1)P, AP -1, -1 Reach), Regeneration, Sapience, Other (+1 initiative die, +1 to all movement rates)
•
Weaknesses: Allergy (Sunlight, Severe), Dietary Requirement (Metahuman Blood, 1 pint per night), Induced Dormancy (Lack of Air, (Body) Minutes), Vulnerability (Wood)
•
Notes: The victim’s skin becomes paler and their lateral incisors become more pronounced. If not Awakened as a Magician before their infection, they become one afterwards. Vampires are exclusively hemovores and can consume only blood. Any other food makes them sick and causes nausea (see p. 245, SR4) within an hour when they consume most other foods; this is especially true if they consume alcohol, in which case the nausea kicks in within 15 minutes. Damage taken from sunlight is not healed by their Regeneration power, nor is damage from wooden weapons.
HMHVV Taxonomy•
Group: Group VIII (Magically Active Viruses)
•
Order: none
•
Family: Vryolakiviridae
•
Genus: Strigoivirus
•
Species: Human-Metahuman Vampiric Virus
Viral Infection Mechanics•
Vector: Special
•
Penetration: Special
•
Power: Special
•
Notes: If the vampire drains a victim of all boxes of Physical Damage, it might infect them with HMHVV. Make an Opposed Test, rolling the vampire’s Magic + Charisma versus the victim’s Body + Willpower. If the vampire wins, its victim becomes infected. If the victim wins, they die. An infected victim enters into a near-death state for 24 hours, then awakens with an overwhelming hunger to drain blood from the first metahuman unlucky enough to encounter them.
Etymology NotesBased on their names, the researchers who isolated this virus aren’t themselves Greek or Eastern European, so I assume that they were just by people with a Classical education. At any rate, I tried to try to stay close to Greek terminology/folklore for this virus. The Greek vampire, the Vyrolakas, is the classic corporeal vampire of Greek and Eastern European folklore. The Strigoi is a Roman/Romanian vampire.
Critter Design NotesThis is a mix of SR4 and SR5 specs for both vampires and nosferatu. Also, having vampires being allergic to wood was just really,
really stupid. A vampire’s attacking you? No worries, just poke him with a stick and it’ll burn him like acid. That was changed to a Vulnerability instead (see SR4 Running Wild, p. 219).