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Critters
Critters

Time Elementals
These powerful spirits are never seen in the physical realm and rarely in astral space. They have the power to bend time to their will. They have used this ability to gain nearly infinite knowledge and power. They have literally had infinite amounts of time to grow in force and are second in power only to the Dweller on the Thresh Hold. No character could ever even hope to make one even break a sweat in combat and would probably be destroyed in the past before they had the chance to make that mistake anyway. Time elementals only associate with other beings when they feel the need and the meetings are brief and to the point. The Time elementals always know what to say to get what they want and they know when not to bother. (After all they have seen every possible out come) Time elementals are never surprised and always try to work buy changing the past to suit the present (or future) and they don't really care about anything (including their own already guaranteed agendas)


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Hornet Spirits
This is a predatory insect spirit which resembles and behaves like a hornet. Hornet spirits tend to avoid humans
whenever possible and they follow their fellow insect spirits with a voracious appetite. Hornet spirits are very
aggressive toward other beings and will normally react violently to an unwanted presence. While hornet spirits normally act alone, it is not unheard of for them to work in groups to take down particularly lucrative (or appetizing) targets. Hornet shamans tend to act similar to their totem and rarely associate with others, although alliances do pop up from time to time. (And they usually dissolve just as quickly as they started) Hornet shamans never summon more than one hornet spirit at once. If the spirit goes free (and the shaman survives) or is disrupted, the shaman may summon another hornet spirit.

Body: F+2
Quickness: F+2 x 3
Strength: F+2
Charisma: F-4
Intelligence: F
Willpower: F
Essence: F
Reaction: F+1
Initiative: R+10+1D6 (R+20+1D6 astral)


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Toxic Insect Spirits
These Bug spirits are spawned from the most pesticide ridden hives in the world and do not suffer any weakness to pesticide. (Some even seem to like the poisons) They also gain the power of engulf (pesticide) which causes (force) D damage. These powers are in addition to their already existing powers.

Powers
immunity (pesticide)
engulf (pesticide)[(force) D]


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Strain 3X
Imagine if you took a magical bacterium and gave it the mental capacity of a human. Now imagine that it not only ate magic but flesh as well. Now give it the ability to change into any form it wanted and to manifest physically. Finally,
make it immune to magical attacks and you have Strain 3X. Strain 3X is the FAB strain that fought back. It began propagating and then devouring everything in its path. Strain 3X Drains the essence of it's, victims to increase its force. It also devours the bodies of its victims to feed its hunger. Strain 3X is nearly immune to physical attacks and can regenerate any damage it takes. Only complete destruction of the bacterium can destroy it. Strain 3X is vulnerable
to fire and will avoid things capable of producing, or armed with fire. (Such as creatures with flame aura of projection
abilities or mages armed with fire spells) Unfortunately, it isn't always possible to tell if an object can produce fire or not so Strain 3X will follow it's "meal" until is learns otherwise. Fire also has the effect of preventing Strain 3X from fading back into astral space. Strain 3X is completely immune to other forms of the bacteria. Spells directed at Strain 3X have no effect other than to increase its force. This does not include physical manipulation spells or fire based combat spells. Strain 3X may ooze through doors because it is gelatinous in physical form.

Body: F
Quickness: Fx3
Strength: F
Charisma: F
Intelligence: F
Willpower: F
Essence: F
Reaction: F
Initiative: R+10+1D6 (R+20+1D6 astral)
  
Powers
Essence Drain, regeneration, immunity to normal weapons, immunity to toxins, immunity to pathogens, manifestation, human form (any metahuman/animal), aura masking, engulf (force M stun), magic sense.

Weaknesses
vulnerability (fire), Severe allergy (fire), fire prevents Strain 3X from entering or leaving astral space.


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Armidon
Armidons are large, heavy paracritters who's name derives from the hardened armor plating which covers their bodies. Armidons are herbivores and are generally unagressive unless they perceive a threat. They tend to travel in herds of 25-35 although lone males are not unheard of. Their armor makes them immune to all but the heaviest of weapons and also offers similar protection against magic. Armidons aren't stupid and they tend to understand that a dead enemy can't hurt them. Armidon's are covered with sharp spikes that do deadly damage and posses an innate magical sense that allows them to detect magically active people or things or places. Armidons have demonstrated the abilities of Thermal vision, immunity to toxins, immunity to pathogens, and regeneration.

Body/Armor- 20/20
Quickness-8
Strength-45
Charisma-2
Intelligence-4
Willpower-6
Reaction-6
Essence-12
Initiative: D6

Powers
Hardened Armor
Enhanced Senses (Thermographic vision, magical detection)
Immunity to Toxins
Immunity to Pathogens
Regeneration


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Sabertooth Shifter
The sabertooth shifter is a special type of shapeshifter. It shows signs of the decease HMHVV and has some learning ability. It has the power to shift to human form and learn how to speak and even use human devices. But these are limited. It seems to need essence from other living beings.

Body: 10
Quickness: 8x6
Strength: 14+ E
Charisma: 0
Intelligence: 8
Willpower: 7
Essence: 3D6
Reaction: 8
Initiative: 8+3D6
Attacks: Claws (Str)S, Jaws (Str+1)D

Powers
Regeneration
Enhanced senses (Hearing, smell, low light vision)
Human form
Essence Drain

Weaknesses
Essence loss
Vulnerability (Silver, severe)



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Cyber Security Panther
The cyberneticly enhanced panther has been used to help insure the
security of the most important corporate and government R&D labs and
storage areas. Although it's primary use is security, it has also seen limited
use in riot suppression and has even been employed in the urban fighting in
eastern Europe. The panther is usually black, to ensure better stealth.

Body - 5 (9)
Quickness - 5 x 5 (8 x 5)
Strength - 5 (8)
Charisma -1
Intelligence - 6
Willpower - 4
Essence - 0.05
Reaction - 10
Initiative 10 + 3D6
Attacks 10D, rolling 11 dice to attack (NOTE: The panther has a base attack
of 9S. The muscle augmentation increases the power by one. The Dicote
increases to damage code by one)

Cyberware:
Titanium Bone Lacing
Reaction Enhancer level 4
Cyberears with :Spatial Recognizer
Balance Augmentation
Hearing Amplification
Sound Damper
Cybereyes with: Thermo/Low light vision
Optical Magnification level 2
Dermal Sheathing level 1
Titanium Jaw Replacement with Dicoted teeth. (Increases the damage level of
all attacks by one)

Bioware:
Muscle Augmentation level 4
Enhanced Articulation
Synthacardium level 2
Cerebral Booster level 2
Pain Editor
Reflex Recorder (+1 dice for attacks)
By: Mist

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Blood Ghouls
The only known place that a blood ghoul can be found is in Aztlan or Amazonia. Ghouls in these areas have been changed due to the high concentration of magic. All blood ghouls are ether mages or shamans. They have the same vulnerabilities as normal ghouls. Although these ghouls have a tendency to be much more aggressive than the normal ghoul.

Attributes
Body: 5
Quickness: 4 x 3
Strength: 5
Charisma: 4
Intelligence: 5
Willpower: 4
Essence: 1D6
Magic: 3
Reaction: 4
Initiative: 4 + 2D6
Threat Rtg: 2

Skills
**Blood ghouls have a tendency to have these skills:
Sorcery: 4
Magic theory: 2
Enchanting: 4
**All other skills are up to the GM.

Spells
**Blood ghouls have a tendency to have these spells:
Fireball: 2
Catfall: 2
Improved invisibility: 2
**All other spells are up to the GM.

Powers
Enhanced senses (Smell, hearing)

Weaknesses
Allergy (Sunlight, moderate)
Reduced senses (Sight)


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Aqustos
The Aqustos are a new race found in Amazonia. They seem to be related to shapeshifters in some ways. They are about as large as an ork and have the strength of a troll. They show very good eyesight and hearing. Though they are very large, they look very elvish, but are not related to them in any way. They show the ability to shapeshift and regenerate psychical damage. When the first species was discovered, it fought its captors viciously and without mercy. It finally had to be shot, thought managed to come out of the fight relatively unhurt due to its natural armor. They use their human form to got into the cities of Amazonia, but for some reason never leave the country. They are duel natured beings.

Body: 8
Quickness: 7
Strength: 10
Charisma: 0
Intelligence: 8
Willpower: 7
Essence: 6
Reaction: 7
Attacks: Special**

Powers
Enhanced senses (Low-light vision, Thermographic vision, hearing, smell)
Shapeshift (Lion, tiger, bear, Roc)
Regeneration

Weaknesses
Allergy (Silver, severe)
Vulnerability (Silver)

**Attacks
Human: Humanoid
Lion: 10S, +1 reach
Tiger: 10S, +1 reach
Bear: 9S, +1 reach
Roc: 9D, +2 reach


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Tetravis
The tetravis is a very strange creature to say the very least. It hatches from eggs in clutches of about four. The creatures can even co-exist by joining together to form one creature. The creatures add all of their stats together when they come together. When separated, each creature is about the size of a human, when joined they are the size of a troll. The tetravis is a herbivore and is generally unaggressive. However, it will peruse it’s enemies until they are dead or out of it’s territory. A tetravis will only peruse things when provoked and when it is left alone, it is generally passive. Tetravi are extremely curious and this is sometimes mistaken for aggression Although a tetravis may cause severe property damage at times, encounters with metahumans are usually not fatal or even resulting in serious injury. Deadly tetravis attacks are rare but not unheard of. However, these attacks have been almost exclusively on people who have continually provoked them. Some examples of this are hunters and poachers, as well as forest workers who became a danger to their homes (like slash and burn farmers or corporate lumberjacks). The tetravis is elusive, often appearing suddenly, and then disappearing just the same. Little else is known about the tetravis, but it is rumored to be extremely intelligent.

Body: 4/4 (16/16)
Quickness: 4 (16)
Strength: 4 (16)
Intelligence: 4 (16)
Charisma: 4 (16)
Willpower: 4 (16)
Reaction: 4 (16)
Essence: 6 (24)
Initiative: 4+1D6 (16+4D6)
CP: 6 (24)
Attacks: Single (4L), Joined (16D), Venom (8D)




Powers
Regeneration
Personal concealment
Immunity to toxins
Immunity to pathogens
Hardened armor
Astral sight
Fear
Thermographic vision
Low-light vision
Echo-location (like bats have)
Enhanced smell
Wide-band hearing


By: Deathmonger

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Dark Ones
The Dark Ones are shrouded in mystery. Their presence in known only to a select few and most of those few wish they didn't know. They work for their own means and often use metahumanity to do their bidding. Although they usually use other people, Dark Ones are not helpless. They are very strong and smart. Those foolish enough to face off against one have doomed themselves for eternity.

Body: 8
Quickness: 6 x 5
Strength: 10
Charisma: 5
Intelligence: 5
Willpower: 7
Reaction: 6+3D6
Magic: 10

Dark Ones don't use physical weapons. Instead, they rely on their powerful magic. The GM must give a Dark One at least 3 spells at a maximum of force 10.
Any other skills the Dark Ones have is up to the GM.


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Cyber Eagle
The cyber eagles are used in spy runs. These birds fly high in the air and use the cameras and vision magnification in their cybereyes to spy on other corporate buildings. Radar cannot detect them because they are too small to be picked up. It is also a perfect way to have someone killed with stealth and speed.

Cyber Eagle
Body- 2
Quickness- 4(6) x 2
Strength- 2(4)
Charisma- 2
Intelligence- 6
Willpower- 3
Essence- 0.5
Reaction- 6
Initiative- 6+1D6
Attacks 4S
Note: Flying multiplier is 6.

Cyberware
Cybereyes with: Flare Compensation
Low-light vision
Thermographic vision
Vision Magnification electronic 3
Camera
Protective covers
Cyberears with: Damper
Hearing amplification
Recorder
Select sound filter lev 5
Memory 100 Mp
Muscle Replacement lev 2
Dikote Cybertalons with: Fingertip needles (GM's discretion on which toxins to use)


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Lesser Dragons
Lesser Dragons are small dragons. They are normally about the size of a minivan. Six major types of lesser Dragons have been observed worldwide. They are grouped by color and abilities. They are as follows:

Blue - Is immune to electricity and is capable of projecting lightening bolts that do 10D and
are resisted with one half-impact armor.

Black - Immune to toxins and any form of acid. Also has been known to spit acid up to 30 meters.
Acid does 10M and is resisted with one half-impact armor.

Red - Immune to most forms of fire. Can spit fire up to 30 feet. Fire does 8M and is resisted as normal for fire.

White - is immune to cold temperatures and can freeze objects up to 30 feet away with a blast of
cold that does 10D and is resisted with impact armor.

Green - is immune to toxins and can produce a cloud of gas that is 20 Feet in diameter. Gas
does 10D stun.

Silver - Unlike most lesser dragons, silvers are only about the size of a large dog, however they are much faster than most lesser dragons. They can project a beam of light that does 15M, and is resisted using normal laser rules.

Lesser Dragons, with the exception of silver, are all about the same size and have attributes as listed below.

Attributes (except silver)
Body- 11/5
Quickness- 6
Strength- 20
Charisma- 3
Intelligence- 6
Willpower- 6
Essence- (8)
Attacks: 10M, +1 Reach

Attributes (Silver)
Body- 3
Quickness- 12
Strength- 6
Charisma- 3
Intelligence- 6
Willpower- 6
Essence- (8)
Initiative- +3D6

Powers: Human Form, Flight, Enhanced Senses (smell, Thermographic vision,), Hardened armor, Animal control (Reptiles)

Other

Wing Damage is determined by a roll of 1D6.
On a 1 or 2 right wing is hit, 3 or 4 hit the body, and 5 or 6 hits the left wing. Wings have their own damage meter. The Dragon cannot fly when a wing has sustained a serious wound or more. A deadly wound is considered to have blown the wing off completely. A lost wing is a serious wound on the dragon's damage meter.

Note: The above applies during flight only.

By: Deathmonger

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Razorbeast
The razorbeast is self aware, has a keen memory, excellent senses, and is able to learn. The razorbeast cannot talk but is able to learn other forms of communication (i.e.: sign language). Razorbeasts are sometimes kept as pets when they are young but they are self reliant and self dependant. It is able to take care of itself from birth. Wild razorbeasts hunt in packs of four and is easily underestimated with it's chirps and squeals, like a small rodent or bird. The razorbeast is a very powerful beast with massive limbs and a crushing tail. It also has powerful jaws and dagger-like teeth.

Body: 20/8
Quickness: 18 x 3
Strength: 15
Charisma: -
Intelligence: 8
Willpower: 7
Essence: 6
Reaction: 13
Attacks: 8D

Powers: Improved senses (Hearing and smell).

By: Ash

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Cyber K-9
The cyber K-9 was created for the guarding of high security installations. It only obeys two people: its owner and its trainer. If anyone else orders it to do something, they die. On a side note, they have so much cyber in them, they are naturally unstable and can go off on anybody at any time.

Body: 6(10)/8
Quickness: 6(11) x 4
Strength: 6(11)
Charisma: -
Intelligence: 4(5)
Willpower: 3(4)
Essence: 0.5
Reaction: 5(16)
Initiative: 16+4D6
Attacks: 8S

Cyberware
Cyber torso w/ 8 points Hardened armor
Cyber skull w/ 8 points Hardened armor
(Delta) Titanium bone lacing
(Delta) Wired reflexes lev. 3

Bioware
(Cultured) Muscle augmentation lev. 4
(Cultured) Suprathyroid gland
(Cultured) Cerebral booster
Pain editor
(Cultured) Enhanced articulation
Symbiots lev. 3

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Arnova
A new and very deadly species of spider. The Arnova is very powerful and cunning, sneaking up on prey and killing them without warning. The webs they spin are among some of the strongest things in the world. They show signs that they are able to learn. The also can change to a human form to better hunt their prey. They drain essence in order to survive. They grow to be 4 ft tall and 4 ft long.

Body: 8/10
Quickness: 15 x 2
Strength: 8
Charisma: -
Intelligence: 10
Willpower: 10
Essence: 15
Reaction: 12
Initiative: 12+4D6
Attacks: 8M

Powers
Venom
Human Form
Regeneration
Essence Drain
Essence Loss
Telepathy

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