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You probably noticed that the stuff
at the top is missing. I decided it may have been a tad munch, and besides
I hadn't managed to use the concept in my game. Hope you don't mind.
*These three articles were lifted from
a post on Compuserve, a post which I had to copy by hand from a hardcopy.
My friend no longer has the file, nor does he know who posted it. I do not
have access to Compuserve. Any imperfections, errors, etc. are mine. I apologize
in advance. If you can give me information on who posted it or who wrote
it, please let me know. Thanx.
The changeling is sometimes confused
with a shapeshifter, because of abilities similar to, but far more flexible
than, those of shapeshifters. The changeling is capable of mimicking an object
physically, but it cannot reproduce a working copy of an object with complex
moving parts, nor can it copy an object chemically. Changelings cannot use
cyberware or bioware, not can they mimic the function of such a device. Noticing
a changeling requires a Perception test with a target of 10, but this does
not apply to a astrally perceiving mage or shaman, as changelings cannot
mask their auras any better than anyone else. Some have speculated that the
changeling may be a mutant expression of HMHVV, similar to the virus that
created Nosferatu, Banshee, Fomorian, Goblin and Wendigo races, but possibly
affecting the shapeshifters. Shapeshifters deny this. HMHVV cannot affect
shapeshifters. Most changelings are evil.
Powers: regeneration, engulf(like water
w/o elemental effects), essence drain
The Balrog is one of the bigger nasties
in the Awakened world. Balrogs are often cave-dwellers, and have a strong
affinity for fire-effect magicks. While a majority of Balrogs are evil, many
Balrogs are more or less neutral. Nearly all carry a hatred for elves, just
as elves carry one for them. Balrogs are terrible foes and terrific allies.
Tir Tairngire offers a bounty for their heads. Balrogs have large, bat-like
wings, and stony skin. They are occasionally mistaken for trolls, Fomorians,
and the occasional dragon. Some have speculated that Balrogs may be holdovers
from the last age of Magic, like dragons. Few Balrogs currently inhabit the
world
Magic Capability: Innate, many are magically
active, usually following the shamanic tradition. Common totems include Wyrm,
Gator, Wolf, occasionally Bear. (Basically anything large and powerful.)
Young: Unknown. Close study of these
creatures is difficult, and willing volunteers are rare.
Habits: Often nocturnal and rarely use
cyberware, though urban specimens have been known to use bioware and headware,
occasionally spurs or razors, sometimes cyberguns.
Powers: Engulf(fire), Thermographic
vision, Flame aura, Hardened Armor
Weaknesses: Allergy-Silver(Severe) some
show: Allergy-Elven Things(Severe)
The Quicklings are about the fastest
little $#!%#@&'s that you'll ever see. They stand about two feet tall,
and often remain totally, or near completely, invisible. Their origins are
unknown, their motives unclear. Quicklings lack direction, rarely acting
on their own, usually responding to the commands of another. Quicklings require
great concentration to effect invisibility or flight. While in flight, Quicklings
may not respond to anything without stopping. While invisible a Quickling
may not fly, but can do anything else, but at a disadvantage which increases
the chance of their discovery. Quicklings lose their invisibility or flight
should they lose concentration or become unconscious.
Magic Capability: Unknown due to little
observation. The abilities that they display show some potential,
though.
Young: unknown
Habits: unknown
Powers: Confusion, Accident, Flight,
Invisibility
Weakness: None
Source: NAGEE 6, The Petting Zoo
- [email protected]
[Taken from Salan Ultha's _Unmasking
the Demons_, 1468 AD]
A creature of ancient and mysterious
origins, the result of a magical experiment gone horribly wrong. The energies
that were part of the spell created a void of energy on the astral plane,
while creating a life on the material plane. These creatures must feed on
the magic force of others in order to survive. Although such a creature would
typically feed on life-force, as a vampire, the energies involved mutated
the creature, changing its requirements from life-force, to magic. The first
meal the newly created creature consumed were the magicians that created
it.
Lonesti have no essence. In order to
survive, the magic they steal from others is slowly leaked from the prime
plane, where it is stored in their physical form, to the astral plane. This
allows creatures that are capable of astral perception to easily recognize
Lonesti by merely perceiving them on the astral plane.
The manner by which these creatures
feed is unknown. What is known is that the creatures are basically humanoid.
Also, observations have shown that when the creatures have consumed the double
the magic to be found in one human they 'give birth'. This process is similar
to the reproduction process of bacteria.
Lonesti transfer memories genetically,
so the memories possessed by the first, are possessed by all who currently
exist. This may account for the incredibly intelligent nature of these creatures,
whose IQ would easily reach the genius level. All can speak an ancient and
dead language, giving rise to the speculation that this is the original tongue
of the magicians that originally created the Lonesti.
All are extreme megalomaniacs, to the
point that they will gladly perform genocide on mundaners. They regard magicians
as food, and all other races as tools to obtain that food. They are without
any sense of morality or humanity whatsoever.
Their greatest strength, other than
the ability to drain magic, is their immunity to mana based spells, and all
combat spells. This is due to the utter lack of an astral form. All creatures
have an astral form, even mundaners. The absence of one in the case of the
Lonesti disallows the use of mana based spells which must have an astral
form to complete the link to the physical plane.
* Only combat spells and mana spells.
Physical spells and damaging manipulations are exempt from this.
>>>>>[So there
you go... This Salan dude isn't found in any of the bases, and there was
no info in any public library. Its all I could get, hope it
helps...]<<<<<
-- Null Cipher
(17:53:22/05-30-50)
>>>>>[GM NOTE:
In 2011 there were only 3 of them that awoke out of 21 that had hidden in
order to prevent the annihilation of the entire race. By 2050 there are 11.
If either the Elves or the greater Dragons discover that some still live,
they will spend every available resource to hunt the Lonesti down and kill
them all.]<<<<<
All new races are newly awakened or
previously unknown forms of metahumanity (a term which does not include
vampires).
Source: inspired from **&*
The kinders are short, impish, child-like,
and very elvish. The kinder is a branch off of the elven race, sometimes
confused with halflings and children, but distinguished by their elven
appearance. Kinders are notorious thieves, finding it almost impossible to
resist stealing objects that they find beautiful, and if they cannot steal
it, they will often trade things far beyond its worth for it. Kinders must
make a Willpower test with a target of 8, however, as a comfort, skill tests
for thievery receive a +2 dice bonus, even without the skill itself. Kinders
often get annoying. This is also treated as a skill test with a rating of
the character's Charisma and a target of the subject's willpower. The subject
can resist. Kinders do not fear death and it is impossible to really surprise
them (though they can pretend for their friends). Any penalties an ambush
would impose are thus considered null and void.
Powers: lowlight vision
Weaknesses: see above
(homo sapiens daemonis)
Source: Unknown
Identification: Gargoyles are an imposing
2.1 meters in height, very large, although still smaller than a troll. Average
weight is 80 kilograms. Their stone grey skin is smooth around the arm and
leg muscles, growing harder and more rocky around the chest, abdomen, head
and neck areas. Certain gargoyles of Middle Eastern descent are reddish-brown
in color, though most conform to the grey pattern. Gargoyles have no hair
at all, and their braincase is much enlarged over the human one. In some,
the skull has two distinct little horns, about one to three centimeters long,
though in most this feature does not manifest itself. The eyes are teardrop
shaped, with the pointed end of the drop facing in towards the boned nose.
The mouth is wider on the face than on most other races, and the teeth are
considerably sharper. The ears are small, and nearly invisible on the head.
Gargoyles have large bat wings which can be folded up against their backs
for protection. The skull has 39 teeth. Gargoyle women have two mammae.
Habits: Most of the documented sightings
of gargoyles come from the area of Denver, where the mountains provide adequate
cover for the creatures during the day. Some reside in the upped stories
of abandoned buildings, typically leaving only at night to gather food. They
live in groups of about ten individuals, one-half of which are female. The
typical life span is about 70 years, though individual gargoyles claim to
have lived as long as 500 years (this is, of course, unconfirmed). Their
breeding season is unrestricted and gestation is 300 days.
Young: Usually one. Birth weight is
4.1 percent of mother's weight. Suckling time is more than 15 months. All
newborns are gargoyles.
Commentary: The eyes of a gargoyle are
similar to those of the trolls, with the ability to see heat, making their
night activity nearly unrestricted. Their wings are not vestigial, though
they may fly only slowly, and in areas where there are many obstructions,
like a city, hardly at all. Their clawed hands are strong grasping organs.
They probably scare the hell out of everyone else, who see a classical demon
staring back at them.
Game information: +2 Body, +1 Quickness,
+1 Strength, -1 Charisma, Dermal Armor (1), +2 severity for allergy reactions,
Bite or stab in combat (4M4), Thermographic vision
(homo sapiens angellis)
Source: Unknown
Identification: The typical Dyenne,
or "angel", is approximately 1.9 meters in height. They weigh 55 pounds,
including their wings. Most look much like elves, though the pointed are
absent, and their backs sprout feathered wings. The wings vary in color with
the individual's hair and skin color, with blacks tending to have brown or
coppery wings, and the palest of Europeans having reddish or pure white wings.
Though thin, their real secret to having such light weight is their birdlike
hollow bones. Head hair is usually very fine.
Habits and Habitats: Dyenne are active
most often during the day, though they are capable of functioning at night,
as well. They are vegetarian. Generally, they live in small communities of
ten or so individuals, half of which will be women. Dyenne can expect to
live eighty years, though certain individuals claim to have lived as long
as 600 years (though, of course, this is highly unlikely). The breeding season
is unrestricted, and gestation is 320 days.
Young: Almost always one. Birth weight
is 6.2 percent of the mother's weight. Sucking time is over 16 months.
Commentary: Dyenne fly faster than
gargoyles, though not much so, and their wings do not fold back into their
body like the "demon"'s wings do. They have nearly human eyes.
Game info: -1 Body, +1 Quickness, +2
Charisma, Wings (they can fly slightly faster than gargoyles), look like
angels to many humans
(homo sapiens felinis)
Source: Unknown
Identification: Grrzl, or "Cats" stand
about 1.6 meters tall and weigh about 60 kilograms. Grrzl are covered with
a fine fur, which ranges in color from bleach white to jet black. The skull
has 32 teeth, generally more pointed than those of their human stock. Ears
are slightly pointed, but not to the extent of elves. Eyes are light reflective,
causing a shining effect at night. Women have two mammae.
Habits: Grrzl are generally nocturnal,
but operate in both daylight and night equally well. Cats aren't exclusively
carnivorous, but prefer meat and fish to vegetables. They live in small family
groups, pairs of adults, or alone. Grrzl life expectancy is about 90 years.
Their breeding season is unrestricted, with a gestation period of about 305
days.
Young: Almost always one but twins are
not unheard of. Birth weight is 5.3 percent of mother's weight. Suckling
time is just over 16 months.
Commentary: Grrzl eyes are heavily endowed
with rod structures, allowing them to see in darkness better than homo
sapiens. Also, they have retractable claws equivalent to Retractable
razors.
Game Info: +1 Body, +4 Quickness, -1
Strength, +1 Intelligence, -1 Willpower, Retractable Razors, Low-Light
vision
Source: NERPS: Shadowlore
Homo Sapiens Waerlous
ALSO KNOWN AS:
Appearance:
Warrows appear to be human children
of ages 8-10 yrs. Hair and eye color vary as it does in humans. The childish
facial features of this race disarm most people. Most individuals have displayed
the most uncanny ability to persuade adults of all races with their
charm.
Gestation period is 8 months. Newborns
are typically 16 inches long and 5 lbs. in weight, but are very healthy.
Unlike other races, any individual who changes into a Warrow does so between
the ages of 6 and 8. Warrows also seem to develop quicker mentally than their
other racial counterparts. The reasons for this are not understood at the
present.
Legally in UCAS and North America, Warrows
are termed Dwarves. The general population sees them as Dwarves or small
human children even though their appearance and mannerisms can be vastly
different.
by JP ([email protected])
*Character ally spirits start with immunity
to normal weapons and manifestation as their innate abilities (they may choose
inhabiting in place of these two, though I can't see why). They will always
receive sorcery at no cost, aside from their three base Free Spirit
powers.
**Because ally attributes are handled
differently than other spirits (which equal their force in astral space and
receive modifiers when manifest), a player assigns his six attributes from
the points listed for the chosen priority. Since raising an ally's force
rating has no direct effect on their attributes (as it would with other spirit
types), a player may raise them by paying karma like a non-spirit character.
An ally has no racial maximum on their attributes, though attributes may
not be raised higher than 1.5 times it's current force.
***Spirits with the sorcery power receive
it at a skill level equal to their force. This may be raised as any other
skill, though it may not exceed six at character creation.
For reasons of balance, it is suggested
that GMs limit the number of PC critters/spirits to one or maybe two. This
does not include metahuman races submitted on the Internet (minotaur, ogre,
gargoyle, etc) because they are primarily to be used as races and not
critters.
Feel free to make any changes you wish
to this set of character requirements.
Critter characters of all types are
required to make Race their first Priority (even if using the More Metahumans
rule) and only receive one Karma point (they get lots of other bonuses anyway).
If all members of the character's race are described as being magically active,
Magic should then be Priority B, or C if the GM wishes to allow an adept.
(Physads & Physical magicians are at the GMs discretion) The character's
Essence is as listed, making a dice roll where indicated. To find Racial
modifiers, subtract 3 from each Attribute (except Essence and Reaction).
Find Reaction by estimating Reaction normally for the Critter's stats as
listed. Then subtract this from the listed Reaction. Critters also receive
any listed bonuses for Initiative. To better reflect the rules, maximums
should be figured by multiplying the figures in the table by 2 (again, this
doesn't apply to Essence). For Attributes which did not receive a modification
(were listed as 3 on the table) the maximum is automatically six. Reaction
is figured normally, accounting for any modifiers. For better balance, it
may be advisable for extremely large creatures to divide racial modifiers
by 2 (for example: dragons). Critter Characters are required to take any
and all of the weaknesses listed for their "race" without any bonuses. Critters
listed as dual beings have automatic access to the astral plane, but to bypass
the normal restrictions on the astral movement of dual beings, they should
be required to be full mages/shamans or shamanic adepts to astrally project
normally. In this case, powers should be applied at the GM's discretion.
Such characters may be attacked upon the astral plane at any time. Critter
characters (unless the "critter" is actually a form of (meta)humanity) should
be required to use clonal or forced growth limb replacements should the need
arise.
Changeling
Balrog
Quickling
Lonesti
- NAGEE 6
Kinder
Gargoyles*
Dyenne*
Grrzl*
Ogre - replaced by Ogre in
Shadowrun Companion
Halfling
Minotaur - replaced by Minotaur
in Shadowrun Companion
Character Requirements
Critters
Spirits
Character Creation
New Critters
Changeling
B Q S C I W E R
Changeling 2 6 4 5 4 4 2D6 7
Initiative: 2D6
Weaknesses: essence loss, Allergy-Silver(Severe), Vulnerability(Fire)
Balrog
B Q S C I W E R
Balrog 7/2 2x4 5 1 4 6 12 3
Quickling
B Q S C I W E R
Quickling 1 17x6 1 1 10 1 8 13
Initiative: 3D6
Lonesti
Powers:
Weaknesses:
New Races
Kinder
B: -1
Q: +2
S:
C: +2
I: +2
W: -2
Gargoyles
Dyenne
Grrzl
Halfling
MODIFIERS
Identification
Young
Notes
Rules and requirements
Requirements For Critters
Spirits As
Player Characters
improved, changed and edited by JSJ ([email protected])
Rules for character creation
1. Must be a free spirit.
2. May be any type of spirit (ally, elemental, nature) and motivation (animus,
guardian, player, etc.). Note: elementals and nature spirits must follow
the appropriate magical traditions and totems.
3. NO cyberware...Duh!
4. Spirits start with one karma pool point.
5. Spirits may not accumulate karma through normal PC methods, but may take
it from willing characters according to rules on page 76 of Grimoire II.
6. The spirit's first two priorities must be Race then Magic (in that
order).
7. The force of a character depends upon their Attributes Priority: C=4,
D=3, E=2.
8. Player characters start with no (0) Spirit Energy.
9. Each Spirit starts with any abilities inherent to their type plus up to
three Free Spirit powers. Consult the chart on page 83 of Grimoire II, under
the heading of the appropriate spirit type. For each power, they must pay
half the die roll number listed in Force Points (rounded up). If a range
of numbers is given, use the lowest number. The spirit may acquire up to
three additional powers for the roll number times 1,000 in nuyen in addition
to the Force Points.
10. Should the character be banished, he/she is effectively dead.
11. No player character spirit may conjure.
12. The player must create a "true name" for his/her spirit.
13. Spirits may join magical groups, but they may not be initiated.
Character Creation
All articles at The Shapeshifter's Lair are copyright by their
original author(s). Shadowrun is a Registered Trademark of FASA Corporation.
Original Shadowrun material Copyright 1994 by FASA Corporation. All Rights
Reserved. Used without permission. Any use of FASA Corporation's copyrighted
material or trademarks in this file should not be viewed as a challenge to
those copyrights or trademarks.
John Pederson, [email protected] or
[email protected]