Critter Powers
- Accident: roll Focus+Magic against the target’s Spot to cause an accident; this can be applied to up to 2×(Focus+Magic) targets with one roll. This normally creates an advantage; on a success with style, it inflicts stress. (SR5 p394)
- Adaptive Coloration: can use Sneak+Magic for stealth and avoiding being spotted. (Howling Shadows p188)
- Agony: consequences inflicted by the critter get free invokes every round. (Howling Shadows p188)
- Animal Control: control a number of nonsapient (and usually mundane) large critters equal to 2×(Prod+Magic) or 10×(Prod+Magic) small ones. (SR5 p394)
- Armor: the creature has extra blue dice equal to its Magic Edge. (SR5 p394)
- Astral Form: the creature only exists on the astral plane and can only be affected by mana spells and astral attacks, and it can only affect beings present on the astral. It can manifest to visibility. (SR5 p394)
- Binding: the creature can stick one thing to another, such as with webbing, glue, or gecko feet. The difficulty of breaking the binding is the creature’s Focus+Magic. (SR5 p395)
- Brachiation: the critter can move at a normal foot pace as long as there are handholds available. (Howling Shadows p188)
- Compulsion: roll Prod+Magic against the target’s Focus to make it take the compelled action. (SR5 p395)
- Confusion: roll Focus+Magic against the target’s Focus to make it Confused. (SR5 p395)
- Concealment: adds Magic the difficulty of noticing the creature, or up to 2×(Focus+Magic) panhuman-sized ones or 10×(Focus+Magic) small ones. (SR5 p395)
- Corrosive Secretions: adds Magic to the red dice of attacks.
- Corrosive Spit: spit with Hit+Magic, up to 2×(Body+Magic) m, for Magic red dice of acid damage. (SR5 p395)
- Create Alchera: the critter can materialize a small alchera. (Howling Shadows p189)
- Darkness: the critter can reduce illumination in a sphere in LOS. (Howling Shadows p189)
- Deathlock: the difficulty of healing consequences inflicted by this critter is increased by 2. (Howling Shadows p190)
- Desire Reflection: roll Con+Magic against the target’s Focus+Magic; on a success, the target experiences a full-sensory illusion of something they strongly desire and are Entranced. (Street Grimoire p194)
- Dive Attack: swooping or dropping on a target adds one red die per two meters of dive or fall. (Howling Shadows p190)
- Dragonspeech: broadcast conversational telepathy. (SR5 p395)
- Dual Natured: present in both physical and astral worlds at the same time; since they are accustomed to perceiving both worlds at the same time, they do not have the distraction penalties of regular astral perception. (SR5 p395) Sapient dual natured beings who make a Great (4) Focus+Magic test can briefly become mundane if they need to slip through a ward or evade an astral scan, but such concentration adds a +1 penalty to all actions. It is safe to do this for as many minutes in a day as the being has Magic upgrades (so six minutes at +2). If they lose concentration, they automatically reconnect to the astral. (Forbidden Arcana p36)
- Elemental Attack: ranged attack with red dice equal to Magic. Earth, air, fire, water, pollution, radiation. (SR5 p396, Street Grimoire p195)
- Empathy: the critter can adds its Magic to its social skills (Con, Face, Heart, Prod). (Howling Shadows p190)
- Energy Aura: the critter adds red dice equal to its Magic to its melee attacks, and anyone attacking it resists physical stress of the critter’s Focus+Magic (with the same red dice) with Bod. (SR5 p396, Howling Shadows p190)
- Energy Drain: drains life energy from a victim (or magical energy from a focus), which can be in the form of karma, Essence, lifespan, or Magic. Karma drain looks like a Bad Luck consequence, which can be negated by spending karma. Magic and Essence drain happen with extreme consequences; draining Essence only works with a subdued or cooperating target. Critters with Essence Drain add their victim’s Chrome to their rolls. (SR5 p396, Street Grimoire p194, Howling Shadows p190)
- Engulf: as a melee attack, the critter draws the target into itself. Escaping requires beating the critter in a contest of Bod. At the top of each round when engulfed, the target takes the critter’s Focus+Magic as stress against their Bod. Elemental Engulfs include Air (asphyxiation, ignores armor, negated by breathing apparatus), Earth (crushing), Fire (burning), and Water (drowning and pressure, ignores most armor). (SR5 p396)
- Enhanced Senses: an exotic sense, or +1 to a regular sense. (SR5 p396)
- Entropic Aura: inanimate objects decay at 10× normal rates near the critter. (Howling Shadows p190)
- : the critter has only one consequence, which can absorb two stress. (Howling Shadows p191)
- Fear: in a Focus+Magic vs Focus contest, creates Terror that causes panicked flight or (if cornered) cowering. When the target leaves the critter’s line of sight or wins the Focus contest, the aspect turns to Afraid, making them unable to face the critter directly. Winning the Focus contest a second time clears the aspect. (SR5 p397)
- Fey Glamour: all creatures within (Focus+Magic)×50m see the environment the creatures wishes them to see if they can’t beat the critter’s Con+Magic with their Focus. (Howling Shadows p191)
- Flay Touch: the critter inflicts consequences that reflect removing patches of skin. (Howling Shadows p191)
- Fragile: the critter’s consequences are smaller and fewer. (Howling Shadows p192)
- Gestalt Consciousness: the critter forms a subconscious group mind with others of its type, or engages in emergent behavior that can create the perception of one. (Howling Shadows p192)
- Gills: the critter can breathe underwater. (Howling Shadows p192)
- Guard: the critter can protect against normal environmental accidents and hazards, as well as the Accident power. (It can also turn
failure with style
into a simple failure if that was plausibly a botch.) A number of creatures can be protected equal to the critter’s 2×(Focus+Magic). With a spirit, each accident prevented counts as a service. (SR5 p397)
- Hardened Armor: directly reduces stress from incoming attacks. (SR5 p397)
- Hardened Mystic Armor: as Hardened Armor, but protects against astral attacks like mana bolts. (SR5 p397)
- Immunity: Hardened Armor equal to Bod+Magic against the attack type. Immunity to Age means never getting old. Immunity to Normal Weapons protects against nonmagical attacks, with the exception of any substance to which the critter has an Allergy. (SR5 p397)
- Infection: melee attacks that pass the critter’s disease can result in consequences such as Fever, Carrier, or a change in High Concept. (SR5 p398)
- Influence: the critter plants a suggestion in the target’s mind. If a Face+Magic vs. Focus test succeeds, the target gains an aspect representing their belief in the suggestion as if it were their own idea. They get a new Focus check to clear the aspect if confronted with the wrongness of the suggestion (and can tag aspects created by particularly eloquent arguments and demonstrations). (SR5 p398)
- Innate Ritual: the critter can cast a ritual intuitively. (Howling Shadows p193)
- Innate Spell: the critter can cast a spell intuitively, using the usual stats for casting it and handling Drain with Focus+Magic. (SR5 p398)
- Magic Sense: the critter is aware of magic and spells in its vicinity. (Howling Shadows p193)
- Magical Guard: the critter can engage in counterspelling, dispelling, and spell defense like a sorcerer. (Howling Shadows p193, Street Grimoire p196)
- Manipulate Magic: the critter can transfer energy into or away from a ritual or preparation. (Howling Shadows p193)
- Mimicry: roll Con+Magic to imitate sounds, such as speech or hunting calls. (SR5 p398)
- Mist Form: Turning into mist form takes a full action and brings along any bonded foci, whether or not they’re active. Movement in mist form is, at most, a fast walk, and can be affected by breezes. In mist form, the critter has Immunity to Normal Weapons, but reverts instantly if attacked with something to which it has an Allergy. (SR5 p398)
- Movement: the critter manipulates circumstances in its domain to improve or degrade movement scales, sometimes by providing intuitive guidance. On a success, they make things one category better or worse (e.g.: a trudge improves to unimpeded walking or degrades to a slog); on a success with style, they make things two categories better or worse (e.g.: a trudge to running or being completely mired). This takes different forms in different domains, such as a sea spirit giving favorable currents to a boat, a swamp spirit turning floating logs and the occasional alligator into a live game of Frogger, a city spirit arranging gaps in traffic and strings of green lights, or a forest spirit guiding the target’s every step to a tree root and evading patches of dense undergrowth. (SR5 p399)
- Mystic Armor: as Armor, but applies to attacks on the astral plane such as Mana Bolt. (SR5 p399)
- Natural Weapon: built-in red dice on a melee attack. The red dice apply on the astral plane for dual-natured beings. (SR5 p399)
- Noxious Breath: inflicts Nausea in a cone out to (Body+Magic) m; a success with style, or followup attack on the same target, inflicts stress as well. Ignores armor, but stopped by breathing apparatus. (SR5 p399)
- Paralyzing Howl: the critter rolls Prod+Magic against the Focus of anyone within its zone or an adjacent one. On a success, targets are Spooked; on a success with style, they are Paralyzed. (SR5 p399)
- Paralyzing Touch: the critter rolls Hit+Magic against the target’s Move to touch them; on success, apply the target’s roll to their Focus instead, and if the attack is now a success, they are Spooked, and if a success with style, Paralyzed. (SR5 p400)
- Petrification: the critter rolls Focus+Magic against the target’s Focus. On a success, the target is inconvenienced by Calcification. On a success with style, they are Petrified by turning into a limestone statue, and extra shifts beyond that inflict stress. The effect lapses when the critter stops sustaining it; permanent petrification only occurs if a character is Taken Out by petrification stress. (SR5 p400)
- Poisonous: the critter contains a toxin comparable to Venom. (Parabotany p44)
- Psychokinesis: functionally an invisible hand with Bod and Move equal to the critter’s Focus+Magic. (SR5 p400)
- Regeneration: You have three extra conditions that absorb physical damage: Bleeding/Bruised (2), Sliced/Crushed (4), Impaled/Broken (6). Every round, roll Bod+Magic and clear conditions up to that amount; any left over shifts carry over to the next round. Magical attacks (weapon foci, combat spells, Killing Hands, critter powers, etc.), spellcasting drain, and damage to the brain and spinal cord go directly to your regular consequences. Wounds caused by an allergic substance only regenerate once they are no longer in contact with that substance (so damage from silver weapons will heal up only after being cleaned). Critters with Regeneration cannot have chrome; their body will eject it rather than accept it. (SR5 p400)
- Sapience: the critter is self-aware and capable of making considered decisions. (SR5 p400)
- Search: the critter can attempt to locate a target within its domain. This is a challenge. If any step in the challenge succeeds with style, it generates a boost that can be used on subsequent steps:
- Visualization: the critter (or the summoner of a spirit with the Search power) rolls Focus+Magic to create a visualization of the target of the search. The difficulty is +2 if they have never assensed the target.
- Casting the Net: the critter rolls Recon+Magic, resonating the visualization across their domain; this is metaphysically similar to ritual magic using a material link. The difficulty of this is the Focus+Magic (or object resistance) of the target (or Mediocre (0) if the target wants to be found; a target can roll Focus to create advantages for the searcher, such as Prayer for Help). If they are under the Concealment power, the difficulty increases by the concealer’s Magic. If they are behind an astral barrier, the difficulty increases by the Force of the barrier. Anyone in the domain who is astrally perceiving and beats the critter’s Sneak+Magic knows that someone is searching for something; on a success with style, they have an impression of what is being searched for. This step takes on the order of ten minutes for a domain the size of a neighborhood and several hours for a domain the size of a large mountain or forest.
- Lock On: the critter rolls Recon+Magic, with the same modifiers as in Casting the Net, but against the target’s Sneak+Magic. Once they have a lock, they can pursue the target until the target leaves the domain breaks the lock with Concealment, traversing an astral barrier, or changing their astral signature. If the target is astrally perceiving and beats the critter’s Sneak+Magic, they know someone has a lock on them.
(SR5 p400)
- Secretion/Substance Extrusion (Anticoagulant): physical consequences that draw blood get a free invoke every round until bandaged or otherwise treated; further Blood Loss consequences occur as time elapses. (Howling Shadows p193)
- Secretion/Substance Extrusion (Silk/Webbing): the critter can create silk and webbing with unnatural speed, creating twice the length of its body in a single action. (Howling Shadows p194)
- Toughness: adds a physical consequence. (Howling Shadows p194)
- Vanishing: the critter’s physical and astral forms vanish, without any interference from barriers. Some critters can reappear; others vanish on death. (Howling Shadows p194)
- Venom: on a success with style in melee combat using the appropriately envenomed weapon (fangs, stinger), the target is Poisoned. This may be as simple as
the aspect gets a free invoke every round
, or as complex as the poison is represented by the Bronze Rule
. (SR5 p401)
- Venom (Arcane Inhibitor): on a success with style in melee combat, the target’s Magic is reduced by venom. (Howling Shadows p194)
- Vestigial Wings: +2 to jumping and resisting falling damage. (Howling Shadows p194)
- Wall Walking: the critter can walk on walls at normal movement rates. (Howling Shadows p194)
- Weather Control: over the course of hours, the critter can manipulate the local weather within local parameters. It cannot microtarget weather changes directly (that requires other powers), but can facilitate them (Elemental Attack can be used with thunderstorms and hailstorms, Accident can be used with all manner of inclement weather). (SR5 p401)
Spirit Powers
For simplicity, most spirits simply have a Force. If they need more detailed statting out, that is their Focus+Magic, and their other skills probably match it (so an elemental’s Hit+Magic is also usually equal to their Force).
- Alienate: this is the bad form of Concealment, where the critter’s Magic is added to the difficulty of everything done by or to the target. (Howling Shadows p188)
- Anaphylaxis: inflicts consequences like Sneezing Fit, Migraine, Anaphylactic Shock. Most commonly found in toxic spirits, though some plant spirits can do it as well. (Street Grimoire p193)
- Astral Gateway: the spirit can create an astral gateway. (Street Grimoire p194)
- Astral Venom: when the spirit is dismissed, disrupted, breaks free, or otherwise departs service, the summoner takes a mental consequence as big as the spirit’s Magic rating. (Howling Shadows p188)
- Aura Masking: the spirit can mask its aura, much like the Masking metamagic. It is still obviously an astral entity unless it is inhabiting or possessing a vessel, or materialized with Realistic Form and has cut itself off from the astral. (Street Grimoire p194)
- Banishing Resistance: for purposes of banishing, treat the spirit as having an extra number of services equal to twice its Focus+Magic. This refreshes at dawn and dusk. (Street Grimoire p194) A banished Free Spirit can return from its native metaplane at the next new moon, (Street Wyrd p59)
- Control Focus: a spirit possessing a focus can temporarily increase or decrease its efficacy. (Howling Shadows p188)
- Deathly Aura: the spirit’s vicinity experiences increased entropy, including a temperature drop, faster decay, withering of plants, and insects and mice simply die. Larger creatures need to beat the spirit’s Force with their Focus or flee until they are out of sight. (Street Grimoire p194)
- Devouring: the spirit breaks down crops, wood, vegetation, and most non-living objects, possibly deriving sustenance from the act, and can regurgitate them in construction. (Street Grimoire p194)
- Divining: much like the Divination metamagic, but using Empathy+Magic to read the portents. Usually requires being in a special place, rather than a lodge and a ritual. (Street Grimoire p194)
- Endowment: the spirit can share one of its powers with the target, for a number of targets up to its Force. (Street Grimoire p195)
- Inhabitation: instead of materializing or possessing a vessel, a spirit with Inhabitation merges with it, becoming a Dual-Natured being. It cannot vacate its host or be banished, though if the vessel is slain in combat, the spirit is disrupted back to its home plane. (Street Grimoire p195)
- Ghost Chain: the spirit’s connection to a physical object makes them harder to banish when near it. (Howling Shadows p192)
- Haunt: the spirit forms a connection with a place, gradually increasing its background count and gaining power over the environment as if they were sustaining Mass Animate. (Howling Shadows p192)
- Materialization: when materialized, spirits have Immunity to Normal Weapons. Materialization and dematerialization each take a full action. (SR5 p398)
- Mind Link: the spirit can maintain a telepathic link with a number of targets equal to twice its Force. When multiple people are in the mind link, they can communicate directly. (Street Grimoire p196, Howling Shadows p193)
- Mutagen: requires Possession. The spirit can reversibly transform the body it inhabits. (Street Grimoire p196)
- Pestilence: the spirit can infect targets with a nonmagical disease, or a whole area with a magical one that inflicts nausea, paralysis, and hemorrhagic death. (Street Grimoire p197, Howling Shadows p193)
- Possession: the spirit can take over a being or object. (Street Grimoire p197)
- Pounce: on a success with style when making a running, leaping attack on a target, the target is Knocked Down. (Howling Shadows p193)
- Quake: the spirit can create a seismic disturbance spanning multiple kilometers. (Street Grimoire p197)
- Realistic Form: the spirit can pass for mundane to non-astral senses; a panhuman would have a heartbeat and respiration, and a non-Matrix appliance could function when plugged in to the wall. (Street Grimoire p198)
- Reinforcement: the spirit can strengthen the resistance of natural and constructed materials, as a permanent transformation. (Street Grimoire p198)
- Sense Link: when within Force×100m of each other, the spirit and the target can share sensory impressions and emotions and simple commands; if one is damaged, the other takes stun consequences. (Street Grimoire p198)
- Shadow Cloak: the spirit can envelop itself in darkness, making appear to be a Shadow. (Street Grimoire p198)
- Silence: the spirit can surround itself with a sphere that muffles sound. (Street Grimoire p199)
- Sonic Projection: creates a deafening, distracting noise in the zone, rolling Force against Focus (plus Chrome, Tech, or Magic if those are supplying sound dampening). (Street Grimoire p199)
- Storm: Creates an elemental storm 200×Force m in radius. (Street Grimoire p199)
Spirits can also have Accident, Desire Reflection, Search.
Free Spirit Powers
- Astral Projection: a spirit with the Inhabitation power can astrally project for up to Force×2 hours. (Street Grimoire p204)
- Mutable Form: requires Materialization. The spirit can look different every time they materialize, instead of having a set form. Their aura is unchanged. If they have Realistic Form, they can add their Magic Edge to Con tests to disguise themselves. (Street Grimoire p205)
- Personal Domain: the spirit leaves its mark on an area at most 10,000m² per point of Focus+Magic, gradually increasing the aspected background count to its (Focus+Magic)÷2. (Street Grimoire p205)
- Regeneration: the spirit’s materialized form, or its inhabited or possessed vessel, has Regeneration. If this is used as a form of healing for others, it transforms consequences from physical (e.g.: Sucking Chest Wound) to psychological (e.g.: Persistent Nightmares). (Street Grimoire p205)
- Spirit Pact: the spirit can enter into at least one type of pact. (Street Grimoire p205)
Greater Powers
These are rare and powerful; free spirits should have at most one of them.
- Hidden Life: the spirit can place its life force in a creature or object, which gains Immunity to Normal Weapons and Immunity to Age. While its life force is hidden there, even with a copy of its formula, it can only be banished for a year, and cannot be destroyed. If the vessel is destroyed, the life force returns to the spirit, which then becomes vulnerable. (Howling Shadows p192, Street Grimoire p205)
- Energy Drain (Karma): (Street Grimoire p205)
- Vessel Trading: requires Possession. The spirit can evict the previous occupant of its vessel and leave it roaming the astral plane or stuff it in its previous vessel. Even with a living vessel, they cannot control it, though they will not die like they would if stranded on the astral plane. (Street Grimoire p205)
- Wealth: Once per day, the spirit can create a Great value of mineral alchemical reagents, usually in the form of precious metals or gems. Once per month, they’re real, and permanently carry the spirit’s astral signature; the rest of the time, they transform into dirt or other worthless substances at dawn or dusk. Either way, the spirit is apparently violating the conservation of matter; the spirits are mum about how they do this. (Street Grimoire p205)
Weaknesses
- Allergy: this is often a metaphysical allergy, not merely an immune reaction. Allergies increase the amount of damage done when attacking with the substance.
- Mild: (+): contact causes distraction like Runny Nose with a free invoke in each scene
- Moderate: (++) contact causes intense pain like Migraine with a free invoke in each round.
- Severe: (+++) contact causes pain and damage that skips the stress track and goes straight to consequences: Mild after two minutes, Moderate after another four, and so on. The pain aspect gets a free invoke every time the critter gets an action.
- Extreme: (++++) full anaphylactic shock. As Severe, but physical consequences happen twice as fast, and they have a +1 difficulty to all actions.
(SR5 p401)
- Dietary Requirement: unless otherwise specified, the critter needs one meal per day of the specified substance; without it, it will weaken and eventually die. (SR5 p401)
- Essence Loss: the critter needs to feed through Essence Drain at least once per month; some critter powers may take a week off that time. Losing too much Essence can reduce Magic. (SR5 p401)
- Induced Dormancy: under certain conditions, the critter enters a coma-like state. When the conditions are removed, it can revive in about a minute. (SR5 p401)
- Reduced Senses: reduced senses typically have half the normal range or effectiveness. (SR5 p401)
- Uneducated: the critter, while sapient, has at most rudimentary grasp of reading, writing, and arithmetic, and is unacquainted with topics outside of its environment. (SR5 p401)
- Vulnerability: all attacks using the relevant substance cause 1 extra stress, bypass immunities, and the consequences cannot be healed through Heal spells or Regeneration. If a critter is vulnerable to its own power (such as a basilisk to Petrification), add +1 when turning its power against it. (SR5 p401)
Mammals
- Aardvark: (Running Wild p95)
- North American Aardwolf (Proteles novalis): an Awakened african aardwolf, possibly descended from escaped specimens from the San Diego Zoo. Concealment (Self), Natural Weapon (Bite). (Running Wild p111, Paranormal Animals of North America p18)
- Blink Sloth (Bradypus hermes): a toxic Awakened brown-throated sloth that showed up in 2075 in the wake of toxic dumping along the Amazon river. 1.2m, 56kg, aggro index 5.0. Slow as a sloth until it attacks, at which point it is lightning-fast. Armor (4), Brachiation, Enhanced Senses (Hearing, Smell), Immunity (Toxins), Natural Weapon (Claws/Bite: +++), Reduced Senses (Sight). (Howling Shadows p94)
- Brucha (Erinaceus ferris): an Awakened hedgehog, 50cm long, 30cm at the shoulder, with quills containing so much iron that they are literally rust-red and a tetanus risk. The quills can puncture a tire. Enhanced Senses (Smell), Natural Weapon (Bite/Quill). (Parazoology 2 p9)
- Elephant: Armor (6), Enhanced Senses (Low Frequency), Natural Weapon (Tusk: +++++). (Howling Shadows p41, Running Wild p94)
- Kludde: a shapeshifting creature that can switch between the forms of a large black raven, a black domestic cat, and a large black dog (60kg) with vestigial bat-like wings. Blinding, Desire Reflection, Dual Natured, Enhanced Senses (Low-Light Vision), Magic Sense, Magical Guard (Self Only), Psychokinesis, Shift, Allergy (Sunlight, Mild); canine form: Enhanced Senses (Smell), Fear, Natural Weapon (Bite); raven form: Hypnotic (Audio). (Parazoology 2 p18, Paranormal Animals of Europe p66)
- Squiddoth (Loxodonta barskii): a mutant elephant discovered in Central Africa in 2071, with four toothy tentacles around its mouth. (Parazoology p29)
- Woolly Mammoth (Mammuthus primigenius): 5m at the shoulder, 7000kg, 5m tusks. Some have been trained and employed for military use in Yakut, but this species is not domesticated. Armor (5/7), Enhanced Senses (Low-Light Vision), Immunity (Cold, Illusions), Movement (Self ), Natural Weapon (Tusks), Regeneration. (Running Wild p139, Target: Smuggler Havens p99)
Canids
- African Wild Dog: Enhanced Senses (Smell), Natural Weapon (Bite) (Running Wild p92)
- Artnwerre (Canis lupus arwegares dingo): an Awakened dingo, 75cm, 30kg. Enhanced Senses (Hearing, Smell), Immunity (Fire), Search, Mind Link (Artnwerre, Dingo) (Running Wild p112)
- Barghest (Canis inferni): an Awakened English Mastiff, 85cm at the shoulder, 170kg, with fur that is pure white or black, sharp spines protruding on its back, eyes that glow red even in pitch darkness, and luminescent bacteria in its saliva that make its teeth glow. Great (+4): Hit; Good (+3) Prod, Spot, Move; Fair (+2) Magic. Armor, Dual Natured, Enhanced Senses (Hearing, Smell, Sonar), Fear, Immunity (Barghest Howls), Natural Weapon (Bite: ++), Paralyzing Howl (SR5 p403) They are more dangerous than mundane feral dogs, but can be domesticated by people with strong enough Focus to resist their powers and accommodate their nocturnal natures.
- Blood Dog: a dog, wolf, or coyote that has undergone a peculiar mutation that makes it live off blood rather than meat; they have grooved fangs and altered digestive systems. They are almost hairless. Most can’t get enough nourishment and are constantly hungry and thus taking risks; it seems to transmit through other canines consuming the remains. They are primarily found in eastern North America. Adrenaline Surge, Celerity, Fangs, Dietary Requirement (Blood). (Running Wild p163)
- Bogie (Canis auspicii): a canine resembling an oversized rottweiler with small
horns
that act as ultrasound sensors; 125cm at the shoulder, 95kg. They hunt in small packs in the plains and forests of central and northwestern North America. Animal Control (Mundane Dogs), Accident, Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Motion Detection, Smell), Fear, Movement (Self), Allergy (Horseradish, Moderate), Allergy (Wolfsbane, Moderate). (Running Wild p141, Paranormal Animals of North America p34)
- Cerberus Hound (Canis cerberi): a three-headed canine, 1.2m long, 120kg, aggro index 7.8. Found in Greece, Bulgaria, and southern Balkan states. Armor (4), Concealment (Self), Corrosive Spit, Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Smell, Thermographic Vision), Fear, Immunity (Cold, Fire), Movement (Self), Natural Weapon (Bite: +), Search, Toughness (6). (Howling Shadows p56, Running Wild p135, Paranormal Animals of Europe p28)
- Dog (Canis lupus familiaris): Enhanced Senses (Hearing, Smell), Natural Weapon (Claws/Bite: +) (SR5 p402, Running Wild p92)
- Fenrir Wolf (Canis lupus aesiri): an Awakened grey wolf, 2m long, 200kg, aggro index 7.3. Armor (6), Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard (Self), Natural Weapon (Bite/Claws: +++). (Howling Shadows p61, Running Wild p143, Paranormal Animals of Europe p42)
- Flame Jackal (Canis igni): an Awakened golden jackal, 90cm with a 40cm tail, 18kg, capable of generating a flaming aura. Largely cowards, but they’ll use their auras to frighten other creatures away from a kill they want to steal. Flame Projection (Aura), Immunity to Fire. (Paranormal Animals of Europe p44)
- Fox: Enhanced Senses (Smell), Natural Weapon (Bite) (Running Wild p96)
- Gabriel Hound (Canis mutabilis): an Awakened dog, 1m at the shoulder, 75kg. Their faces have an uncanny humanlike appearance, and they can cast illusions to appear as panhumans moving on all fours. Compulsion (Immobility), Concealment (Self), Dual Natured, Enhanced Senses (Thermographic Vision), Movement, Innate Spell (Mask, Self Only), Natural Weapon (Claws/Bite). (Running Wild p153, Paranormal Animals of North America p66)
- Hell Hound (Canis tartari): an Awakened German Shepherd, 90cm at the shoulder, 145kg, with coats black as coal and red-rimmed eyes. The base breed only dates to 1899, which has paranaturalists puzzled. They are pack-hunting predators, able to breathe fire to burn down thickets to flush out prey, and can be domesticated; they are popular as security animals. Armor 2, Dual Natured, Elemental Attack (Fire), Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Immunity to Fire, Natural Weapon (Bite: ++). Fair (+2) Hit, Spot, Sneak, Move, Recon, Prod. Average (+1) Magic. (SR5 p405)
- Parrot Fox (Vulpes mimos): an Awakened red fox, 30cm at the shoulder, 110cm including 30–40cm of tail, 4–6kg. They can mimic sounds they’ve only heard once, and use this to lure prey. Enhanced Senses (Low-Light), Mimicry, Natural Weapon (Bite), Fragile 1. (Parazoology 2 p23)
- Radhound (Canis radium): the result of a strain of the rabies virus propagating in radioactive areas. Aggro index varies from 1.2 in dangerously high radiation areas to 9.2 with no radiation; under high radiation, they are very friendly and smart, but they can’t stay there for long even with regeneration. Radhounds constantly look like their flesh is peeling away. Beneath this outer layer of decay, the radhound is constantly regenerating new tissue. Armor (4), Enhanced Senses (Hearing, Low-Light Vision, Smell), Immunity (Pathogens), Mutagen, Natural Weapon (Claws: +, +++ with Mutagen power), Regeneration, Dietary Requirement (Radiation). (Howling Shadows p100)
- Rhodesian Razorback: shows up about a third of the time in purebred Rhodesian Ridgebacks. They’re larger than their mundane progenitors. The back has thick, hollow spines that stick into the underbellies of creatures and break off, and the blood drains profusely through them. Agony, Armor (6), Deathlock, Enhanced Senses (Low-Light Vision, Smell), Natural Weapon (Bite +), Natural Weapon (Spines ++), Toughness (4). (Better Than Bad p99, 100)
- Shadowhound (Canis umbrae): an Awakened mix of large dog breeds, 1.2m at the shoulder, 60kg, aggro index 7.7, with superb camouflage at night; they are found in woods and urban wastelands around the world. There are conflicting reports that they are hostile to panhumanity and that they protect them. Armor (2), Enhanced Senses (Low-Light Vision), Natural Weapon (Claws: ++), Shadow Cloak, Silence, Allergy (Sunlight, Severe). (Howling Shadows p72, Running Wild p156, Paranormal Animals of North America p144)
- Storm Wolf (Canis atmos): Awakened wolves, 1.5m long, 50–80kg. Rare outside pockets of the Czech Republic. Natural Weapon (Claws/Bite), Shadow Cloak, Storm. (Parazoology 2 p27)
- Wolf (Canis lupus): Enhanced Senses (Hearing, Smell), Natural Weapon (Claws/Bite: ++) (SR5 p403)
Cervids
- Killdeer (Odocoileus praedor): an Awakened white-tailed deer with a jaw more like a wolf or coyote and very sharp antlers. 1.4m, 122kg, aggro index 7.7. Armor (4), Enhanced Senses (Hearing), Immunity (Toxins), Natural Weapon (Antlers: ++), Natural Weapon (Bite: +++), Toughness (3). (Howling Shadows p97)
- Peryton (Cervos insolens): a 1.5m winged omnivorous deer (5.5m wingspan), 150kg, aggro index 6.7. Found in southern and east-central Europe. Accident, Armor (4), Enhanced Senses (Vision Magnification), Natural Weapon (Antlers: ++), Natural Weapon (Kick: +++), Silence, Fragile (2). (Howling Shadows p71, Paranormal Animals of Europe p80)
- Spidermoose (Alces arachnes): a toxic eight-legged omnivorous moose, 2.3m, 367 kg, aggro index 7.5. Armor (4), Binding, Enhanced Senses (Hearing, Low-Light Vision, Smell), Immunity (Toxins), Natural Weapon (Claws/Bite: +++), Substance Extrusion (Silk), Wall Walking (Howling Shadows p105)
Cetaceans
- Blue Whale: Armor (2/4), Enhanced Senses (Sonar) (Running Wild p89)
- Dolphin: Armor (2), Enhanced Senses (Sonar) (Howling Shadows p42, Running Wild p89)
- Ghost Dolphin (Delphinus spectre): an Awakened Indo-Pacific humpback dolphin, 2–3m long, 190kg. They travel with mundane dolphins and the occasional moon dolphin. Accident, Enhanced Senses (Sonar), Innate Spell (Mist), Mist Form, Search (Parazoology p14, Runner Havens p51)
- Leviathan Whale (Orcinus immanis): an Awakened orca, 19–22m long. They mimic the calls of other whales, to attract prey and discourage attackers. Enhanced Senses (Sonar), Mimicry. (Paranormal Animals of North America p108)
- Meistersinger (Megaptera palestrina): an Awakened humpback whale, 26.4m long, 55,000kg. They are sapient (though this is not legally acknowledged), but you have to learn to talk to them; they won’t make an effort to learn panhuman tongues. They consider themselves the guardians of the sea and will attack beings that disrupt its balance. Animal Control (Fish, Aquatic Mammals), Armor (20), Compulsion, Dual Natured, Engulf (Water), Enhanced Senses (Sonar), Fear, Immunity (Normal Weapons), Influence, Magic Sense, Mind Link, Natural Weapon (Breach: +++++++), Sapience, Search, Sonic Projection, Toughness (10), Uneducated. (Howling Shadows p66, Running Wild p123, Paranormal Animals of Europe p76)
- Moon Dolphin (Delphinus luna): an extremely rare dolphin, 3.5m, 200kg. Known for projecting illusory terrain in the South China Sea and North Pacific Ocean; they travel with mundane dolphins and the occasional ghost dolphin. Astral Projection, Enhanced Senses (Sonar), Fey Glamour. (Parazoology p16)
- Orca: Armor 4, Enhanced Senses (Sonar), Natural Weapon (Bite: ++++) (Howling Shadows p43)
- Sea Wolf (Orcinus lupum): an orca with considerable exposure to toxic petrochemicals. Binding, Energy Aura (Cold), Enhanced Senses (Hearing, Smell, Sonar), Fear (Howl), Movement, Mutagen, Natural Weapon (Bite). (Parazoology p27)
- Storm Dolphin: (Delphinus periculosis): an Awakened short-beaked common dolphin, 3m long, 75kg. They are hostile toward much of panhumanity, attacking oil rigs, ships, and harbors. Dual Natured, Engulf (Water), Elemental Attack (Electricity), Enhanced Senses (Sonar), Magical Guard (Self), Magic Sense, Mind Link, Movement, Sapience, Weather Control, Uneducated. (Running Wild p125, Paranormal Animals of Europe p98)
- Unicorn Fish (Monodon novalis): an Awakened narwhal, 4m, 1500kg, with a 2m horn that grows from its head rather than being a tusk. Dual Natured, Enhanced Senses (Sonar), Immunity (Pathogens), Magical Guard, Natural Weapon (Horn). (Running Wild p126, Paranormal Animals of North America p168)
Chiropterans
- Anwuma Bavole (Nycteris avehomo): an Awakened large slit-faced bat, 60cm long with a 2m wingspan, 2kg. Fish-eaters. Enhanced Senses (Low-Light Vision, Sonar), Gestalt Consciousness, Sonic Projection, Fragile (1). (Running Wild p127, Feral Cities p111, Cyberpirates p154)
- Birdman (Eptesicus avehomo): an Awakened big brown bat, 60cm with a 2m wingspan, 1kg. They are curious about panhuman activity, and are only harmful when people spook and get into physical conflict with them; loud noises repel them. Enhanced Senses (Hearing, Echolocation), Pestilence (Malaria), Sonic Projection, Allergy (Sunlight, Mild), Fragile (1). (Running Wild p140, Paranormal Animals of North America p28)
- Harpy (Harpyria gregaria): an Awakened brown bat, 1.2m long with a 1m tail, 40kg, aggro index 1.2 (8.8 when defending nesting areas). Armor (2), Dual Natured, Enhanced Senses (Low-Light Vision), Immunity (Pathogens), Natural Weapon (Claws: +), Pestilence (VITAS-3 and more). (Howling Shadows p63, Running Wild p103, SR1 p200)
- Neogargoyle (Myotis lucifugus calicdae): a little brown bat affected by chemicals that treat plascrete. They develop calcium deposits like troll dermal armor, lose the ability to fly, become trapped on the building where they live, grow long claws that can break through sheetrock and into ventilation shafts, and go prowling for food. Their armor increases over their life until they become unable to move. Armor (6), Enhanced Senses (Echolocation, Smell), Gestalt Consciousness, Natural Weapon (Claws/Bite), Fragile (3), Reduced Senses (Sight). (Howling Shadows p99, Running Wild p165)
- Stonebinder (Myotis saxi): an Awakened little brown bat with a 70cm wingspan and a 35cm barbed tail; they can spit an Awakened enzyme that turns its target to stone. Dual Natured, Enhanced Senses (Echolocation), Gestalt Consciousness, Immunity (Toxins), Petrification, Venom (Physical Damage), Allergy (Sunlight, Severe), Fragile (2). (Running Wild p106, Paranormal Animals of North America p152)
Cingulates
- Greater Armadillo (Dasypus major): one Awakened form of the nine-banded armadillo, 120cm with a 50cm tail, 90kg. The long, sharp claws are used for digging (and can pry into the cement-hard termite towers that dot west Texas), but are dangerous in battle as well... and the creature is so colossally stupid that it seems to decide at random when to curl into a ball or attack. Armor (6/8), Enhanced Senses (Smell), Immunity (Toxins), Natural Weapon (Claws), Reduced Senses (Vision). (Running Wild p109, Paranormal Animals of North America p74)
- Juggernaut (Dasypus praegrandis): another Awakened form of the nine-banded armadillo, about the size of a coach bus, 16.5–20m in length, 7,500+ kg, aggro index 2.5 (9.9 on a rampage). Enhanced Senses (Hearing, Smell, Motion Detection), Fear, Hardened Armor (18), Immunity (Cold, Fire, Pathogens, Toxins), Natural Weapon (Claws: +++++++++), Toughness (12), Reduced Senses (Sight). (Howling Shadows p65, Running Wild p120, Paranormal Animals of North America p92)
Felids
- Blackberry Cat (Felis nigra): an Awakened European wildcat, possibly with some intermingling with domestic felines, 15kg with a floofy tail; in Southern Europe, they’re black with tawny tones at the tips of the fur; in Northern Europe, they’re snow white with dark tips. They are not above using their Influence powers on panhumans, and some have been at the center of cults. Adaptive Coloration, Dual Natured, Enhanced Senses (Low-Light Vision), Influence, Innate Spell (Combat Sense, Phantasm), Movement (Self), Natural Weapon (Claws), Psychokinesis, Addiction (Catnip, Mild), Fragile (1). (Running Wild p152, Paranormal Animals of Europe p18)
- Bobcat: Natural Weapon (Claws/Bite) (Running Wild p96)
- Cactus Cat (Cactacae feladae): an Awakened bobcat, 100cm long, 55cm at the shoulder, 20kg, with brown and/or green coloration, fur made mostly of thorns, and larger barbed quills on its head. They can photosynthesize while waiting to pounce on their prey. First discovered in 2063. Natural Weapon (Claws/Bite), Thorns, Quills, Photo Metabolism, High Pain Tolerance 1. (Parazoology p28)
- Cheetah: Natural Weapon (Claws/Bite) (Running Wild p92)
- Conway’s Cheetah (Acinonyx conway): A six-legged cheetah found in proximity to iridium mines in Azania, despite the last wild African cheetah having been spotted in 2032. 1.98m, 92kg, aggro index 3.4. Armor (6), Enhanced Senses (Hearing, Smell, Motion Detection), Immunity (Radiation, Toxins), Movement (Self), Natural Weapon (Claws/Bite: ++), Pounce (must Run, successful attack causes Knockdown). (Howling Shadows p94)
- Domestic Cat: Domesticated, Enhanced Senses (Low Light), Fragile (2) (Howling Shadows p44, Running Wild p96)
- Great Cat: Natural Weapon (Claws/Bite: ++). (SR5 p402)
- Martichoras: an Awakened lion found in forests in the northern half of North America, possibly as a result of zoo escapes. 2.1m long, 54cm at the shoulder, 178kg, aggro index 3.2–8.4. Armor (6), Enhanced Senses (Low-Light Vision), Natural Weapon (Bite/Claws: ++), Venom (Disorientation, Physical Damage, Nausea), Allergy (Pollution, Mild). (Howling Shadows p65, Running Wild p145, Paranormal Animals of North America p106)
- Mist Lynx (Lynx caligae): an Awakened Canada lynx, 140cm, 35kg. They assume mist form when sneaking up on prey, reforming right on top of them. Dual Natured, Enhanced Senses (Low-Light Vision), Mist Form, Natural Weapon (Claws/Bite). (Running Wild p138, Paranormal Animals of North America p114)
- Night Jaguar: 0.7m at the shoulder, 150kg. It lures prey with Desire Reflection and then attacks. Desire Reflection, Enhanced Senses (Low-light Vision, Thermographic Vision), Allergy (sunlight, mild). (Shadows of Latin America p138)
- Razorcat: Felines of all sorts, exposed to massive long-term doses of radiation in toxic zones, can turn into highly aggressive razorcats (aggro index 8.9). Armor (6 (4)), Energy Aura (Radiation), Enhanced Senses (Hearing, Low-Light Vision, Smell), Immunity (Toxins), Natural Weapon (Claws), Toughness (2). (Howling Shadows p102)
- Saber-Tooth Cat (Felis novalis): an Awakened puma, 2m long, 120kg, with 25cm fangs. Enhanced Senses (Low-Light Vision, Thermographic Vision), Natural Weapon (Bite: ++). (Running Wild p105, Paranormal Animals of North America p142)
- Talis Cat (Felis mutabilis): an Awakened domestic tabby that can turn into a tabby-striped cheetah, 135cm and 70–90cm at the shoulder, 40–70kg, when hunting. This is a mana illusion, but apparently necessary for the cat to trigger its powers. If adopted as kittens, they are as domesticated as any other housecat— which means that cramming one into a cat carrier to take to the vet might require unusual measures. Astral Mask, Dual-Natured, Enhanced Senses (Low Light Vision), Movement (Self Only), Shift. (Parazoology 2 p32, Paranormal Animals of North America p158)
- Water Tiger: a South American leopard-like cat with a yellow coat spotted or striped with black, also known as as maipolina (French Guiana) or yaquaru (Patagonia). (Shadows of Latin America p140)
- African Zipper: Omnivores that eat bugs, small mammals, and lizards. They can run up vertical surfaces for short distances. Native to southern Africa. Enhanced Senses (Low-Light Vision, Hearing), Movement, Natural Weapon (Bite), Fragile (4). (Better Than Bad p98, 100)
- Gun Bunny: the troll of rabbits, with dermal deposits and horns. The horns are used to ram trees and shake loose fruits. Native to southern Africa. Armor (6), Enhanced Senses (Low-Light Vision, Hearing), Natural Weapon (Horns: ++), Toughness 4. (Better Than Bad p98, 100)
- Jackalope (Crisensus bavaricus): aka the wolpertinger. A rabbit with 8cm antlers. Natural Weapon (Horns), Fragile 2. (Parazoology p30)
- Rabbit: (Running Wild p95)
- Sir Monty’s Hare: slightly larger and stronger than a mundane rabbit, with an extended jaw, sharp foreclaws, and hooked claws on its hindlimbs that can be used to eviscerate prey. The teeth are razor-sharp with bite pressure comprable to a large canine, and it can leap 20m. Deathlock, Enhanced Senses (Low-Light Vision, Hearing), Natural Weapon (Claws/Teeth: ++), Pounce, Toughness (4). Native to southern Africa. (Better Than Bad p99, 100)
Marsupials
- Bunyip (Diprodon ignota): a 3m long, 2m at the shoulder, 2700kg marsupial bear. Adaptive Coloration, Enhanced Senses (Hearing, Smell, Taste), Fear, Innate Spell (Dreams), Natural Weapon (Claws/Bite), Regeneration, Venom (Phototoxin), Allergy (Pollution, Severe). (Parazoology p8)
- Drop Bear (Phascolarctos hemolus): an Awakened koala, jet-black, 80cm long, 12kg, aggro index 8.0. Adaptive Coloration, Armor (2), Immunity (Pathogens, Toxins), Natural Weapons (Claw/Bite), Carrier (HMHVV-II), Dietary Requirement (Eucalyptus). (Howling Shadows 60)
- Kangaroo: (Running Wild p95)
- Metaroo: an Awakened red kangaroo, 2m, 90kg. They are highly sensitive to magical anomalies and spook from them. Animal Control (Kangaroos), Magic Sense, Movement (Self). (Running Wild p114)
- Novopossum (Didelphis ericae): an Awakened common opossum, 75cm with a 45cm tail, 6kg. Their favorite food is the metapede, an armored millipede that rolls itself into a 25cm ball when threatened, and the novopossum’s acidic saliva can melt through the exoskeleton. It does not
play possum
; it hisses as a warning, then spits its acidic saliva. Corrosive Spit, Enhanced Senses (Low-Light Vision), Immunity (Pathogens), Allergy (Sunlight, Mild), Fragile (2). (Running Wild p146, Paranormal Animals of North America p124)
- Tasmanian Tiger (Thylacinus cynocephalus): every thylacine cloned from old remains in 2006 vanished in early 2012, having developed the ability to assume mist form. Accident, Concealment (Self), Mist Form. (Running Wild p132)
- Wombrick (Vombatus pradae ursinus): an Awakened wombat. 2m, 400kg wombats. (Running Wild p115)
Mustelids
- Bulldog Stoat (Mustela stalinii): an Awakened stoat, 1m with a 40cm tail, 6kg. They usually go after smaller prey, but will attack livestock and even panhumans. Concealment (Personal), Enhanced Physical Attributes (Quickness, twice per day, for [Essence]D6 turns), Immunity to Pathogens, Immunity to Poisons. (Parazoology p7, Paranormal Animals of Europe p22)
- Century Ferret (Mustela millenniae): a ferret that can grow up to 2m (including tail). Dual Natured, Enhanced Physical Attributes (Quickness, once per day, for (Essence)D6 turns), Enhanced Senses (Improved Hearing and Smell, Low-Light Vision, Thermographic Vision), Mana Detection, Allergy (Mana, Mild). (Parazoology p10, Paranormal Animals of North America p40)
- Dakkaryne (Lutra ederis): a toxic Eurasian otter, 1m, 10kg. They arose after Eurasian otters were bred to be more resistant to toxins and then released into the wild in 2045. Corrosive Secretion, Engulf (Sludge), Immunity (Pathogens, Toxins), Natural Weapon (Bite), Dietary Requirement (Dioxins, trace only), Fragile 1. (Running Wild p166, Paranormal Animals of Europe p34)
- Electric Marten (Martes ampere): a rare mustelid first seen in 2065. Enhanced Senses (electrosense, radar), Innate Spell (Interference), Innate Spell (Lightning Bolt), Natural Weapon (Bite). (Parazoology p11)
- Ferret: Natural Weapon (Bite), Fragile (1). (Howling Shadows p45, Running Wild p96)
- Greater Wolverine (Gulo impii): an Awakened wolverine, 2m long, 110kg, aggro index 9.6. Animal Control (Wolverines, Badgers), Enhanced Senses (Smell), Armor (6), Natural Weapon (Claws: DV 8P, AP —), Reduced Senses (Vision). (Howling Shadows p77, Running Wild p151, Paranormal Animals of North America p78)
- Ice Snake: an Awakened weasel, over a meter in length, found in Arctic regions. The northern Tsimshian call them
land otters
. They can pull their paws close to their body and move like snakes, or bring them out and tunnel through snowpack. They lair and travel beneath the snow, and live and hunt in packs of 3–5 adults and several offspring, and have no fear of panhumans. Enhanced Senses (Low-Light Vision), Immunity (Cold). (Target: Wastelands p55, 124)
- Putrimart (Mustela putorius magnus): an Awakened European polecat, 90cm with a 40cm tail, 8kg. Commonly harvested for their musk and fur. It takes weeks to wash off the stench of a full foulmart attack. Concealment (Personal), Spraying (Special, ¼ normal range). (Parazoology p12, Paranormal Animals of Europe p48)
- Pit Badger (Meles dire): an Awakened European badger, 1.7m long, 60cm at the shoulder, 40–50kg. They hunt in groups of up to six, and are not afraid of panhumans. Accident, Concealment, Enhanced Senses (Smell, Low-Light Vision), Immunity (Toxins), Natural Weapon (Claws/Bite). (Parazoology 2 p24)
- Quicksilver Mongoose (Herpestes illustris): an Awakened ichneumon with a 1m body, and 80cm tail, 3–4 kg. They domesticate well, but are illegal in many jurisdictions because they can devastate the local wildlife. It fulfills its dietary need for snake venom by performing a hypnotic dance on them, though the dance works on all observers. Accident, Confusion, Desire Reflection, Immunity (Toxins), Movement (Self), Natural Weapon (Bite), Dietary Requirement (Snake Venom). (Running Wild p131, Paranormal Animals of Europe p84)
- Skunk: (Running Wild p95)
- Wolverine: Natural Weapon (Bite) (Running Wild p96)
Pinnipeds
- Amikuk (Mirounga shiva): an Awakened northern elephant seal, 3–5m long, 2000–5000kg, with four arms. Shiva Arms, Elongated Arms, Greasy Skin, Mild Allergy (sunlight). (Parazoology p23)
- Bahari (Trichechus baharii): an Awakened West African manatee, 4m, 600kg, carnivorous. They are not sapient, and they use their panhuman forms both to travel on land and lure panhumans into the water as prey. Aura Masking, Compulsion, Dual Natured, Innate Spell (Shapechange (panhuman form)), Natural Weapon (Bite/claw) (Parazoology 2 p6, Feral Cities p111)
- Fiji Mermaid (Merhomo forsteri): an Awakened Australasian fur seal, 100cm, 150kg. Enhanced Senses (Hearing), Natural Weapon (Claws). (Parazoology 2 p12)
- Mermaid (Merhomo illecebrae): an Awakened California sea lion, 210 cm long, 350kg, with a long flowing mane of hair and front flippers replaced by arms with four-fingered webbed and clawed hands. Enhanced Senses (Hearing), Natural Weapon (Claws), Dietary Requirement (Mercury). (Running Wild p123, Paranormal Animals of North America p110) The mami wata is a West African variant, selectively bred by pirates to be a bit faster and smarter, but only 150cm long. (Cyberpirates p155)
- Merrow (Merhomo marina): an Awakened pinniped, 3m long, 500kg. Those who take the time to get to know them recognize merrow as sapient, though they are not legally acknowledged, and their insular nature makes it difficult to attempt to establish communication. They are found in saltwater seas and oceans worldwide, and large colonies in the the North, Celtic, and Sargasso Seas, and in the Great Barrier Reef. Armor 2, Dual Natured, Enhanced Senses (Low-Light Vision), Sapience, Uneducated. (Howling Shadows p68, SR4 p300, SR1 p184)
- Sea Lion: Armor (2), Natural Weapon (Bite: +). (Howling Shadows p42, Running Wild p89)
Primates
- Agropelter (Pithecocephalus hermestes): an Awakened rhesus macaque, 91 cm tall, 22kg, aggro index 7.0. Brachiation, Enhanced Senses (Hearing, Low-Light Vision, Smell), Natural Weapon (Claws). Endemic in the forests of northwestern North America after an activist group released them from a lab in Portland, Oregon in the 2020s. (Howling Shadows p53, Running Wild p140, Paranormal Animals of North America p20)
- Asonwu (Chlorocebus voltae): an Awakened tantalus monkey, 80cm, 7kg. They live in packs of up to 50 adults and execute coordinate attacks on targets as large as elephants. Enhanced Senses (Hearing, Low-Light Vision, Smell), Gestalt Consciousness, Natural Weapon (Claws/Bite), Pestilence (Disorientation, Shakes). (Running Wild p130, Feral Cities p111, Cyberpirates p154)
- Baboon: (Running Wild p94)
- Black Annis (Mandrillus annisae): believed to be an Awakened mandrill, but found only in central and southern North America with no counterparts in Africa. 1.7m, 75kg, aggro index 8.9. A carnivorous solitary hunter. Armor (4), Dual Natured, Enhanced Senses (Low-Light Vision), Fear, Natural Weapon (Bite/Claws: +++), Toughness (3), Allergy (Sunlight, Mild). (Howling Shadows p55, Running Wild p141, Paranormal Animals of North America p30)
- Blood Monkey (Ateles sanguine): an Awakened brown spider monkey with deep crimson fur and a thirst for blood, 75cm tall, 9.4kg, aggro index 8.6. Armor (2), Brachiation, Confusion, Enhanced Senses (Smell [Blood], low-light vision), Natural Weapon (Claw: +), Paralyzing Touch, Secretion (Anti-coagulant), Wall Walking, Dietary Requirement (Blood), Fragile (2). (Howling Shadows p30)
- Chimpanzee: Brachiation, Natural Weapon (Bite: +) (Howling Shadows p40)
- Crested Barbarian (Macaca cristatus): an omnivorous Awakened Barbary macaque, 160cm tall, 95kg, with thick brown fur, orange-tinted skin, and a vestigial tail. Enhanced Senses (Low-Light Vision, Smell), Fear, Pestilence (comparable to VITAS-3), Natural Weapon (Bite). They have spread into southern Spain and Portugal, and are commonly used in research labs, especially for antiviral research. (Running Wild p102, Paranormal Animals of Europe p32)
- Dour (Pan malifici): officially classified as Awakened chimpanzees, 125cm, 70kg, with a human-like facial structure; there were not enough chimps in North America before the Awakening to account for their numbers and genetic diversity. They are sapient tool-users who can make pits and deadfalls. Enhanced Senses (Low-Light Vision), Sapience, Allergy (Sunlight, Mild), Uneducated. (Running Wild p133, Paranormal Animals of North America p54)
- Embracer (Gorilla rubicundi): officially classified as Awakened mountain gorillas, which were critically endangered even in Africa before the Awakening and are now extinct, so it is perplexing that there are so many in mountainous and hilly (preferably volcanic) areas in North America. 190cm, 220kg, hairless, red-skinned, with small horns. They are omnivorous, but prefer meat, and are able to hunt fast-moving prey by using their Binding power to slow them down; their power resonates with the mountains to make every step feel like the target is in deep, sucking mud, allowing the embracer to catch up, squeeze the target to death, and then tear into it with sharp teeth. The largest population is at Mount St. Helens, followed by Yellowstone and the Liard Hot Springs and Mount Baker. Unlike gorillas, they do not move around every day and are territorial. Their troops spread out more than regular gorillas and they are often mistaken for solitary, but they exhibit coordinated hunting behavior when prey like a mountain goat is available. Binding, Corrosive Secretions, Dual Natured, Immunity (Fire), Allergy (Cold, Mild). (Running Wild p102, Paranormal Animals of North America p58) Embracers can be tasked as guards in volcano bases. (Harlequin p130) Magic +2, Wilds +1; Bod +3, Hit +2, Move +2, Sneak +2, Spot +2, Focus +2, Prod +1, Scrounge +1. Squeeze: +++ (+++ with corrosive secretions).
- Green monkey: (Running Wild p94)
- Gargoyle (Gargoyle saxi): 2m tall, 200kg, aggro index 7.3. Study is difficult because gargoyles calcify at death. Armor (15), Concealment (Self), Dual Natured, Enhanced Senses (Low-Light Vision), Natural Weapon (Bite/Claws: +++), Noxious Breath, Toughness (3), Allergy (Sunlight, Mild), Vulnerability (Iron). (Howling Shadows p61, Running Wild p153, Paranormal Animals of North America p68)
- Jenny Haniver (Cebus aquata): an Awakened tufted capuchin, 50cm, 1kg. They are hairless and primarily aquatic, but can emerge from the water for up to half an hour to steal food from boats and houses. Fragile 1, Gills, Natural Weapon (Bite). (Parazoology 2 p16)
- Leshy (Incola silvestris): an unusual Awakened primate with some genetic resemblance to an old world monkey, but no clear progenitor species nor explanation for their worldwide distribution. They are humanoid forest-dwellers, 150cm, 60kg, with green-hued moss-like hair, dark complexions, and wear clothing made of leaves and moss; they are vegetarian and highly territorial. Their verbal communication, if it is a full language, is undeciphered. Confusion, Dual Natured, Sapience, Uneducated. 20% are magicians and commonly summon forest spirits and cast healing and illusion spells. (Running Wild p145, SR1 p184)
- Mouse Lemur: (Running Wild p95)
- Munchkin (Simiidiabolus hibernicus): a red-brown furred hominid, 90cm tall. They use tools and may have a rudimentary language. DNA analysis shows many stretches identical to Geoffroy’s spider monkey, but with far more variation than Awakened species usually have with their progenitor species. Enhanced Senses (Thermographic Vision), Natural Weapon (Claws), Dietary Requirement (Molybdenum). (Running Wild p138, Paranormal Animals of North America p116) They can be trained as servants and to speak human languages, exhibiting low to below-average human-scale intelligence. (Harlequin p131)
- Ozian Baboon: an Awakened chacma baboon, 1.1m long, 20.3 kg, aggro index 6.2–8.9. They are known for lifting their prey into the air and dropping them from a height, sometimes with entire troops cooperating to lift large prey. Armor (2), Enhanced Senses (Low-Light Vision, Smell), Innate Spell (Levitate), Natural Weapon (Claws: +), Fragile (2). (Howling Shadows p69)
- Temu (Chlorocebus custos): an Awakened vervet monkey, 80cm and 7kg, indistinguishable from its progenitor species until assensed. Some security firms attempt to use them to provide warnings of astral activity, but the beasts are mischievous and enjoy raising a ruckus. Enhanced Senses (Hearing, Low-Light Vision, Smell), Magic Sense, Natural Weapon (Claws/Bite). (Running Wild p130)
- Troglodyte (Pan speluncae): officially classified as Awakened chimpanzees, though there were not enough chimps in North America before the Awakening to account for their numbers and genetic diversity. 1.6m tall, 45 kg, aggro index 0.2. They have their own language, and are uninterested in joining civilization; they are content to live in subterranean areas in western North America, drink fermented lichen, and live their lives away from the bustle of panhumanity. Concealment, Enhanced Senses (Thermographic Vision), Sapience, Allergy (Sunlight, Moderate), Uneducated. (Howling Shadows p75, Running Wild p134, Paranormal Animals of North America p166)
- Woodwose (Cebus wodewosnis): an Awakened capuchin monkey, 1m, 50kg. While immune to diseases themselves, they are carriers for a number, including one similar to VITAS-3, making it difficult to study their apparent lack of aging after adulthood. Enhanced Senses (Smell), Immunity (Age, Pathogens, Toxins), Pestilence (VITAS-3). (Running Wild p150, Paranormal Animals of North America p172)
Procyonids
- Bandit (Procyon latri): an Awakened raccoon, 1m long, 19.6 kg, aggro index 2.1. Accomplished thieves, tool-users on a par with crows, with a habit of pilfering anything from optical chips to submachine guns. Armor (1), Enhanced Senses (Hearing, Low-Light Vision, Smell). Found in central and northern North America, as well as Germany, Japan, and Azerbaijan. (Howling Shadows p54, Running Wild p151, Paranormal Animals of North America p24)
- Montauk (Procyon latri geminus): a mutant version of the bandit, 1.1m long, 19.6 kg, aggro index 7.8, covered in short black hair but nearly hairless on the ears and tail, with a beak-like muzzle containing rows of sharp teeth. Found along the northeast coast of North America. Accident, Animal Control, Armor (4), Enhanced Senses (Hearing, Low-Light Vision, Smell), Natural Weapon (Claws/Bite), Venom (Malaise, Physical Damage), Allergy (Sunlight, Mild). (Howling Shadows p99, Parazoology 2 p35)
- Raccoon: Enhanced Senses (Touch), Natural Weapon (Bite), Fragile (1). (Howling Shadows p46, Running Wild p96)
Rodents
- Angel Squirrel (Glaucomys teli radium): a radiation-induced mutation of the bombardier that concentrates radioactive material as a way of generating a lethal aura. Armor (1), Binding, Enhanced Senses (Hearing, Smell), Natural Weapon (Bite: +), Energy Aura (Radiation), Fragile (6). (Howling Shadows p93)
- Burrowing Beaver (Castor efforderis): in Europe, both the imported North American beaver and native Eurasian beaver have Awakened into these 1.4m long, 40kg creatures with 70cm tails. They build lodges given opportunity, but dig burrows when deforestation prevents this. Their tunnel complexes can extend for kilometers, and they attack invaders in packs. Concealment (Personal), Enhanced Movement, Enhanced Senses (Improved Smell, Sonar). (Parazoology p9, Paranormal Animals of Europe p24)
- Beaver: (Running Wild p95)
- Bombardier (Glaucomys teli): an Awakened southern flying squirrel. 0.6 meters long, and, during birthing season, fond of dive-bombing trespassers near their nests and dropping nuts and other small objects on them. They use psychokinesis to steal food. Enhanced Senses (Smell), Psychokinesis. (Parazoology 2 p7, Paranormal Animals of North America p36)
- Devil Rat (Rattus diabolis): Awakened black rats, hairless and a meter in length from nose to tip of tail, 3–4kg. Good (+3): Hit. Fair (+2): Sneak, Spot, Move. Average (+1): Magic. Their Street is +1 with a squad of half a dozen, +2 with a pack of thirty, +3 with a massive swarm. Animal Control (Ordinary Rats), Concealment (Self Only), Dual Natured, Immunity (Toxins and Pathogens), Natural Weapon (Bite: +), Infection, Allergy (Sunlight, Mild). They are nocturnal pack hunters— though active round the clock in sewers and other dark places— and hunting packs often have thirty or more; they will prey on small panhumans, and every Barrens in the world says to post a watch to make sure they don’t go after sleeping adults. Devil rats are clever enough to avoid most traps and immune to most poisons, so they are an endemic problem in cities worldwide. They commonly carry a wide variety of mammalian diseases and their bite is notoriously septic. After making a kill, a pack will sit back on their haunches and emit a high-pitched howl. (SR5 p404, Feral Cities p111, Paranormal Animals of North America p50)
- Demon Rat (Rattus diabolis novo): The larger, furrier, smarter, and nastier cousin of the devil rat, first seen in 2061. 0.9m long with a 1m tail; 5kg, aggro index 10. Animal Control (Devil Rats, Rats), Armor (2), Concealment, Corrosive Spit, Enhanced Senses (Low-Light Vision), Gestalt Consciousness, Immunity (Pathogens, Toxins), Natural Weapon (Claws), Allergy (Sunlight, Moderate). Beta variant: Add Pestilence; Gamma variant: Add Regeneration; Epsilon variant: Elemental Attack (Electricity) (Howling Shadows p58, Running Wild p152, Year of the Comet p36, 143)
- Glow Rat (Rattus diabolis radium): when devil rats breed in a radioactive environment, you get glow rats. 1.1m, 4.3kg, aggro index 5.8. They have all the abilities of devil rat, plus the ability to projectile vomit a concoction of stomach acid and water-insoluble radioactive phlegm. Animal Control (Mundane Rodents), Armor (2), Concealment (Self Only), Corrosive Spit, Enhanced Senses (Low-Light Vision), Immunity (Toxins), Natural Weapon (Claws), Venom (Agony, Nausea, Disorientation, Stun Damage), Allergy (Sunlight, Mild). (Howling Shadows p95)
- Hamster: (Running Wild p93)
- Porcupine: Natural Weapon (Quills) (Running Wild p95)
- Rat: Enhanced Senses (Smell), Gestalt Consciousness, Natural Weapon (Bite), Fragile (3). (Howling Shadows p46, Running Wild p93)
- Volleying Porcupine (Hystrix sagittarius): an Awakened crested porcupine, 1.1m long, 14kg, aggro index 1.4. Armor (1), Enhanced Senses (Low-Light Vision), Natural Ranged Weapon (Quills), Natural Weapon (Bite: DV 2P, AP –), Noxious Breath (from anal glands). The quills are barbed and often filthy. (Howling Shadows p76, Running Wild p150, Paranormal Animals of Europe p106)
- Vorpal Beaver (Castor lewiscarrollae): 40kg mutant beavers, with long claws and a sharp, saw-edged tail. Natural Weapon (Tail/Claws/Bite), Dermal Alteration, Claws. (Parazoology p31)
- Antelope: (Running Wild p92)
- Bayard (Equus maximus): an Awakened Mongolian wild horse, 550kg, 2.2m at the shoulder, with three-toed feet, and tremendously fast. They can be domesticated, but are difficult to train. Bayard/horse crossbreeds are infertile and lack Awakened powers, but they are almost as fast as the bayards. Animal Control (Equines), Empathy (LOS), Movement, Mist Form (Adults Only), Noxious Breath, Natural Weapon (Kick), Sonic Projection (Stallions Only). (Parazoology p5, Paranormal Animals of Europe p14)
- Boar: Armor (4), Enhanced Senses (Smell), Natural Weapon (Bite/Tusk ++). (Howling Shadows p39, Running Wild p90)
- Bison: (Running Wild p94)
- Borax Burro (Equus asinus magnus): a toxic wild ass, 1.5m at the shoulder, 150kg. They increase desertification by eating everything they can find and leaving acidic residue behind to deter growth. Corrosive Saliva, Devouring, Natural Weapon (Bite). (Running Wild p165, California Free State p144)
- Camel: (Running Wild p94)
- Chalico (Chalicotherium goldfussi): an equine mutation that gives rise to an extinct cousin to horses; it is not inheritable. Natural Weapon (Claws). (Running Wild p163)
- Cow: (Running Wild p94)
- Each Uisge (Equus aquaticus): Binding, Compulsion, Enhanced Senses (Low-Light Vision, Sonar), Movement (Self), Natural Weapon (Claws/Bite), Dietary Requirement (Metahuman Flesh), Allergy (Liver, Severe). (Running Wild p107, Paranormal Animals of Europe p38)
- Ghazu Horse (Equus ferus bedouii): an Awakened Arabian horse, 150–160cm tall, 475kg. Dual Natured, Empathy, Guard, Magic Guard, Magic Sense, Movement (Self Only), Natural Weapon (Kick). (Parazoology p13)
- Giant Boar (Sus scrofa loeffensis): an Awakened wild boar, 1.5m at the shoulder, 2.4m long, 400kg, 12cm tusks, 5cm horned crest. First seen in 2062 in the AGS. Immunity (Pathogens, Toxins), Natural Weapon (Tusk), Regeneration. (Parazoology 2 p14)
- Giraffe: Armor (2), Natural Weapon (Kick: +++). (Howling Shadows p41, Running Wild p94)
- Golden Boar (Sus aureus): an Awakened wild boar, 2.2m long, 1m at the shoulder, 170kg. The coat is grey-brown overlaid with red-brown, but the four tusks are metallic gold in color, storing metals like copper, iron, zinc, manganese, tungsten, and cadmium from the environment; they are tough and highly enchantable. Concealment (Self), Dual Natured, Magical Guard (Self), Natural Weapon (Bite), Regeneration. (Running Wild p144, Paranormal Animals of Europe p54)
- Grandfather Elk (Alces alces vetustus): an Awakened subspecies of elk; only the alpha male is physically distinct from the progenitor species, with horns spreading 2m with a dozen points and weighing 25kg and long white fur from the sides of the muzzle and chin down to the neck; 2m at the shoulder, 240cm long, 330kg. Shed antlers are prized for enchanters, alchemists, and other crafts. Animal Control (Elk), Dual Natured, Fear, Mind Link, Enhanced Senses (Thermographic Vision), Immunity (Age), Magical Guard, Natural Weapon (Horns). (Running Wild p136, Paranormal Animals of Europe p58)
- Hellcow (Bos malus): since 2061, the result of a prion disease that affects a cow’s offspring. 1.78m, 1310kg, aggro index 7.8. Eats everything in sight, including everything from metal tools to its own mother, until full, with the aid of an incredibly corrosive saliva that they can spit. Armor (10), Corrosive Spit, Immunity (Pathogens, Toxins), Reduced Senses (Smell). (Howling Shadows p96, Running Wild p163)
- Hippopotamus: Natural Weapon (Bite) (Running Wild p94)
- Horse (Equus ferus caballus): Natural Weapon (Kick: +++). (SR5 p402)
- Humped Horse (Equus dromedaries): a 2m, 900kg horse with twin humps like a Bactrian camel. They can carry 300kg loads for extended journeys, but are never truly domesticated. Their fur changes color to match the terrain, and they spit huge gobs of sticky mucus in battle. Adaptive Coloration, Animal Control (Equines), Binding, Guard, Movement (Self). (Running Wild p138, Target: Smuggler Havens p100)
- Karkadann (Diceros kartajan): an Awakened black rhinoceros (after the progenitor species was restored from extinction in 2008 to satisfy the market demand for black rhino horn), 250cm at the shoulder, 350cm long, 1000kg. Armor (2/4), Magic Guard, Natural Weapon (Horn). (Parazoology 2 p17)
- Kiwig (Sus ursadae): an Awakened warty pig, 250cm long, 1m at the shoulder, 200kg. It is carnivorous, with a bear-like muzzle and boar-like tusks. Enhanced Senses (Thermographic Vision, Smell), Natural Weapon (Bite). (Running Wild p129, Cyberpirates p150)
- Moose: Natural Weapon (Horns) (Running Wild p93)
- New Boar (Sus singularis): an Awakened wild boar, 1.7m long, 1.1m at the shoulder, 200kg. Highly territorial and very dumb. Enhanced Physical Attributes (Strength, once per day, for (Essence×3)D6 turns), Enhanced Senses (Improved Hearing and Smell). (Paranormal Animals of North America p118)
- Pegasus (Equus volatilis amplus): 1.8m at the shoulder with an 8m wingspan, 350kg, aggro index 2.8. Gene typing has yet to establish a precursor species; pegasi are found in south central Europe. Armor (4), Natural Weapon (Wing Buffet: ++ and Knockdown), Natural Weapon (Kick: +++), Dietary Requirement (Fruit), Fragile (2). (Howling Shadows p70, Running Wild p120, Paranormal Animals of Europe p78)
- Pig: (Running Wild p95)
- Rhinoceros: (Running Wild p94)
- Sabgarifya (Farasi Bahari) (Equus ferus sabgarii): aquatic horses found on coastlines around the Indian Ocean. 150–160cm at the shoulder, 500kg. Elemental Attack (Water), Gills, Innate Spell (Oxygenate), Movement, Natural Weapon (Kick); Gliding over water as per the adept power. (Parazoology p18)
- Shasta Deer (Odocoileus shasta californicus): an Awakened mule deer. Aura Masking, Concealment, Fading, Magic Guard, Natural Weapon (Horns), and three of: Empathy, Innate Spell (Clout), Innate Spell (Detect Enemies), Magic Sense, Silence. (Parazoology 2 p26, California Free State p147)
- Sheep: (Running Wild p95)
- Snow Moose (Alces natisis): an Awakened moose, 2.5m at the shoulder, with a 1.6m antler spread, 670kg, with white fur and gray hackles on the back of the neck that darken to coal-black in spring and summer. Dual-Natured, Enhanced Senses (Low-Light Vision), Immunity (Cold), Natural Weapon (Horns), Silence, Traceless Walk. (Parazoology p20, Paranormal Animals of North America p148)
- Tachypus (Antilocapra celeriter): an Awakened pronghorn, 0.7m at the shoulder, 45kg, and carnivorous, able to run up to 120kph in short sprints. They hunt jackrabbits and other small mammals, including their unAwakened brethren. Dual-Natured, Movement, Natural Weapon (Horns: DV 3P, AP –1), Natural Weapon (Bite/Claw). (Paranormal Animals of North America p156)
- Greater unicorn (Unicornus magnus): an Awakened horse 1.7m at the shoulder (17 hands) Keeps to its own kind, unlike common unicorns, forming herds of up to 30. Dual Natured, Empathy, Enhanced Physical Attributes (Quickness). Immunity to Pathogens. Immunity to Poisons, Magical Resistance, Search. (Paranormal Animals of North America p76)
- Unicorn (Unicornus validus): An Awakened horse 1.52m at the shoulder (15 hands), 450kg, aggro index 1.2. They interbreed freely with mundane wild horses, and can have any equine coat pattern; a small percentage of mundane horses give birth to unicorns, and only about a third of unicorn offspring develop into unicorns. Armor (4), Dual Natured, Immunity (Pathogens), Magical Guard, Natural Weapon (Horn: ++), Natural Weapon (Kick: +++), Allergy (Pollutants, Severe). (Howling Shadows p76, Running Wild p121, SR1 p188)
- White Back Tapir: an Awakened tapir, 1.4m at the shoulder, 500kg, and aggressive toward humans. (Shadows of Latin America p139)
- White Buffalo (Bison bison blanc): an Awakened plains bison, 3m at the shoulder, 5.3m long, 1300kg, towering over the unAwakened bison in the herd. Their offspring seldom inherit the white coat or Awakened abilities, but they do inherit the size. Animal Control (Buffalo), Enhanced Senses (Hearing, Smell), Immunity (Pathogens), Search, Allergy (Pollutants, Severe). (Running Wild p121, Paranormal Animals of North America p170)
- Wild Minotaur (Aurochs atrox): an Awakened aurochs (the progenitor species went extinct in 1627, but they have the genes sequenced), 360cm long, 2m at the shoulder, 850kg. A nocturnal carnivore that looks like an ox with a primate face; it normally eats goats and sheep, but its preferred diet is humans (though it will eat metahumans if they’re convenient). Only males have been found in the wild. Concealment (Self ), Confusion, Enhanced Senses (Low-Light Vision, Thermographic Vision), Immunity (Illusions), Natural Weapon (Bite/Horns). (Running Wild p135, Paranormal Animals of Europe p108)
- Wild Satyr (Capra satyrus): an Awakened wild goat. They use primitive tools and communicate through whistles, sometimes walk upright, and have been known to crush fruit in a bowl-shaped rock or hollow, regurgitate recently-eaten fruit into the mixture, wait for it to ferment, and have a drunken revel. Accident, Concealment (Self), Enhanced Senses (Smell, Taste), Natural Weapon (Horns), Allergy (Pollutants). (Running Wild p107, Paranormal Animals of Europe p86)
- Yale (Oryx gangli): an Awakened East African oryx, 140cm at the shoulder, 350kg, with 90cm horns that move independently. Natural Weapon (Horn/Tusk). (Parazoology 2 p34)
- Zebra: (Running Wild p93)
Ursids
- Bear: Armor (3), Enhanced Senses (Smell), Natural Weapon (Claws/Bite: ++++) (Howling Shadows p39, Running Wilde p92)
- Cloud bear: an Awakened spectacled bear, 2m at the shoulder, 800kg. They mostly eat sheep in the Andes, but will go after panhumans if hungry. They use their Shadow Cloak ability to sneak up on prey. Enhanced Senses (Smell, Hearing), Enhanced Physical Attributes (Quickness and Strength, once per day for [Essence]D6 combat turns), Shadow Cloak. (Shadows of Latin America p139)
- Horned Bear (Ursus americanus cornuda): An Awakened American black bear with horns, 3.61m, 825kg, aggro index 2.4 (10.0 if you tangle with it twice or come near its cubs). Starts with a threat display, knocks its foe out if they don’t take the hint, and allows them to leave if they choose to do so. Armor (10), Dual Natured, Enhanced Senses (Smell), Influence, Natural Weapon (Claws/Bite: ++++), Toughness (3), Reduced Senses (Sight). (Howling Shadows p64, Running Wild p136, Year of the Comet p38, 144)
- Pandamonium (Ailuropoda toxis): a toxic giant panda, 2.2m, 200kg, aggro index 9.9. The fur is transparent, but it can adopt the coloration of a giant panda, or go into full camouflage mode. Adaptive Coloration, Armor (8), Enhanced Senses (Hearing, Low-Light Vision, Smell), Immunity (Pathogens, Radiation, Toxins), Natural Weapon (Claws: +++), Toughness (3) (Howling Shadows p100)
- Piasma (Ursus piasma): an Awakened brown bear with tusks, 2.98m, 395 kg, aggro index 9.3 (10.0 during mating season). Extremely territorial, to the degree that they’ll attack transport rigs on highways. Armor (12), Enhanced Senses (Thermographic Vision, Wide-Band Hearing), Natural Weapon (Claws/Bite: ++++), Toughness (3), Allergy (Sunlight, Mild); sometimes Fear, Paralyzing Howl. (Howling Shadows p71, Running Wild p147, Paranormal Animals of North America p126)
- Shardik (Ursus piasma shardik): a toxic piasma, 4.2m, 1200kg, aggro index 10.0. Their fur tends to reflect the pollution in their environment: an oily sheen, metallic cast, or greenish hue. They have dermal armor like trolls. Armor (16), Enhanced Senses (Thermographic Vision, Wide-Band Hearing), Fear, Movement (Self), Natural Weapon (Claws/Bite: ++++), Paralyzing Howl, Toughness (3). Allergy (Sunlight, Severe). (Howling Shadows p104)
Birds
- Albatross: (Running Wild p99)
- Alicanto (Colaptes aurum): an Awakened Andean flicker, 35cm wingspan, 600g, and very rare. They forage for gold and silver and concentrate it in their feathers. Confusion, Magic Sense, Natural Weapon (Bite/Claw), Dietary Requirement (Gold, Silver); Bioluminescence. (Parazoology p4)
- Blood Kite (Elanoides celeris): an Awakened swallow-tailed kite with a 20cm body and 75cm wingspan. During nesting season, the males will attack anything that moves near their nests. Natural Weapon (Bite/Claw: DV 2P, AP 0), Enhanced Senses (Improved Vision, Low-Light, Thermographic Vision), Innate Spell (Sight Removal). (Parazoology p6, Paranormal Animals of North America p32)
- Bonzo (Poicephalus canori): an Awakened Senegal parrot, 21cm, 100g. Their mimicry and songs are substantially more complex and accurate than those of any known mundane parrots. When bred in captivity, their offspring are all mundane. Influence (Calm), Mimicry. (Running Wild p127, Cyberpirates p154)
- Boobrie (Grus carnivori): a 1.85m crane with a 2.8m wingspan. Natural Weapon (Claws/Bite: DV 3P, AP 0), Pestilence (VITAS-3). (Running Wild p107, Paranormal Animals of North America p38)
- Canary: (Running Wild p98)
- Chickcharney: an Awakened Bahamian great owl (a species that went extinct in the 17th century), 1m tall. (Hard Targets p132)
- Cockatrice (Gallus lapidaris): an Awakened red junglefowl that looks like an emu with a chicken head and a serpentine tail; they run 2m tall and 105kg, and can leap 10m. They are common guard critters, imprinted at hatching on their handlers. Good (+3): Hit. Fair (+2): Move, Sneak. Average (+1): Magic, Spot. Armor, Dual Natured, Immunity (Own Touch), Natural Weapon (Claws), Paralyzing Touch (Tail) (SR5 p404, Running Wild p118)
- Crow: Gestalt Consciousness, Fragile (2). (Howling Shadows p45, Running Wild p98)
- Duck: (Running Wild p99)
- Eagle: Natural Weapon (Bite/Claw), Enhanced Senses (Magnification). (Howling Shadows p41, Running Wild p99)
- Eagle Owl: (Running Wild p99)
- Firebird (Paradisia igni): raptors with a 180cm wingspan, 1m long, 3kg. They are insectivores, but being immune to fire, they will happily spread it, much like some Australian birds. Dual Natured, Gestalt Consciousness, Immunity (Fire), Natural Weapon (Claws), Fragile (2). (Running Wild p143, Paranormal Animals of North America p62) The Siberian firebird is 2m with a 2.5m wingspan. Accident, Desire Reflection, Fire Resistance, Flame Aura, Movement, Search. (Target: Smuggler Havens p99)
- Emperor Eagle (Aquila imperis): a Eurasian eagle with a 4m wingspan, 24kg. They hunt deer and wild boar, and challenge predators that enter their territory. Enhanced Senses (Depth Perception), Immunity (Fire), Influence, Magical Guard (Self), Mind Link, Search, Weather Control, Vulnerability (Toxins). (Running Wild p143)
- Eyekiller (Bubovermis fulminis): a 7m, 200kg flightless owl with a 3m snakelike tail, found in desert and chaparral regions in western North America. Dual Natured, Elemental Attack (Electricity), Enhanced Senses (Hearing, Low-Light Vision), Natural Weapon (Claws). (Running Wild p112, SR1 p182)
- Gloaming Owl (Bubo crepusculi): an Awakened great horned owl, 80cm with a 2m wingspan, 8kg, and solid black feathers, beak, and talons. In addition to hunting mice, snakes, chipmunks, and so on by using their fear ability to flush game, they also use their silence ability to hunt bats on the wing by suppressing their echolocation. Dual Natured, Enhanced Senses (Low-Light Vision, Thermographic Vision), Fear, Innate Spell (Vision Removal), Silence, Allergy (Sunlight, Mild). (Running Wild p135, Paranormal Animals of North America p72)
- Griffin (Alatusleo aquila): 3m from head to hindquarters, 7m wingspan, 180kg, fond of crepuscular dive-and-rake attacks. The bird head has tufted lion ears, and the body is leonine, but they lay eggs and have no mammae. Dual Natured, Enhanced Senses (Vision Magnification), Natural Weapon (Claws). They dwell in mountains adjacent to plains in the Northern Hemisphere. (Running Wild p103, SR1 p184)
- Gyre (Cathartes repartus): an Awakened turkey vulture, 1.4m long with a 4m wingspan. They’ve been spotted as high as 4.6km, looking for carrion, and they can project feelings of hopelessness to speed the collapse of their prey. Control Emotions, Dual Natured, Enhanced Senses (Low-Light). Immunity to Pathogens, Immunity to Poisons, Innate Spell (Detect Life), Natural Weapon (Bite/Claw), Allergy (Pollution, Severe). (Parazoology p15, Paranormal Animals of North America p80)
- Heliodromus (Alatusleo aquila necra): a vulture griffin. Enhanced Senses (Smell, Vision Magnification), Fear, Natural Weapon (Claws), Dietary needs (decomposing meat). (Parazoology p25)
- Hoofoe (Upupa myops): an Awakened Eurasian hoopoe, 25cm long with a 48cm wingspan, 50g. They are popular for eating insects, but are apt to repeat panhuman speech as part of their song, with no comprehension. Enhanced Senses (Hearing), Fragile 2, Mimicry. (Parazoology 2 p15)
- Imperial Eagle (Aquila augustus): an Awakened golden eagle, 1.4m with a 3.8m wingspan, 24kg. They seldom attack panhumans, with the exception of those leaving out traps or poisoned bait. Empathy (LOS), Enhanced Senses (Depth Perception), Fire Resistance, Influence (LOS), Magical Resistance, Search, Weather Control, Vulnerability (Poisons). (Paranormal Animals of Europe p62)
- Iridescent Owl (Buho arsenicum): a toxic coastal great horned owl, 1.12m with a 3.56m wingspan, 8.6kg, aggro index 6.8. The razor-edged iridescent feathers concentrate heavy metals and petrochemicals ingested from their prey. Enhanced Senses (Hearing, Low-Light Vision), Hardened Armor (6), Natural Weapon (Claws: +), Natural Weapon (Razor Feathers: ++ + venom), Venom (Agony, Nausea, Disorientation, Stun Damage), Fragile (2). (Howling Shadows p97)
- Mall Hawk (Falco drewnovo): a blue-grey falcon, 50cm with a 120cm wingspan, 1.5kg. They’re falcons bred to hunt rodents and pigeons in large buildings, and have been established in Europe, North America, even Australi. Natural Weapon (Bite/Claw), Enhanced Senses (Low-Light), Fragile 1, Bone Spikes, Lightning Reflexes. (Parazoology 2 p39)
- Merlin Hawk (Falco velox): an Awakened merlin, 50cm with a 1m wingspan, 4kg. Animal Control (Avians), Dual Natured, Natural Weapon (Claws/Bite), Fragile (1), Vulnerability (Willow-Wood Weapons, Poisons). They have been known to cast detection and illusion spells, and summon spirits, but no one has managed to establish their sapience. They do seem to have a knack for showing up to help some Deep Green strikes on industrial targets. (Running Wild p145, Paranormal Animals of Europe p70)
- Oracle owl (Bubo ignavus maiusculus): an Awakened Eurasian eagle-owl, 90cm tall, 7kg. Young ones (under 3 years) have been known to make symbiotic bonds with individual panhumans. Animal Control (Avians), Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Smell, Touch, Thermographic Vision), Gestalt Consciousness, Magic Sense, Magical Guard (Self), Mind Link, Natural Weapon (Claws/Bite: DV 2 AP 0), Search, Silence (Self), Spellcasting (detection spells), Vulnerability (Toxins). (Running Wild p104, Paranormal Animals of Europe p76)
- Ostrich: (Running Wild p95)
- Penguin: (Running Wild p89)
- Phoenicians (Phoenix var.): the common phoenix (Phoenix aureus) Awakened in eastern Asia and northern Africa, and more showed up since 2062. The common phoenix is 1.3m tall with a 4m wingspan, a 2m tail, 20kg, aggro index 4.2; newer ones are 6.5+. Dual Natured, Elemental Attack (Fire), Energy Aura (Fire), Engulf (Fire), Enhanced Senses (Vision Enhancement), Immunity (Fire), Natural Weapon (Claws: DV 5P, AP –2), Fragile (2); Phoenician Macaw adds Secretion (flammable oils). They are omnivores that use their flame abilities to herd prey and even kill them; they can feast on a smoldering corpse amidst a roaring blaze. (Howling Shadows p70, Running Wild p147, SR1 p186)
- Pricuricu (Hylocichla cynophilus): an Awakened wood thrush, 20cm with a 30cm wingspan, 45g, with owl-sized eyes; they hunt insects at night. Their 30kHz calls can interfere in the echolocation of bats, and with sonar. Enhanced Senses (Low-Light Vision), Gestalt Consciousness, Sonic Projection, Allergy (Sunlight, Mild), Fragile (3). (Running Wild p149, Paranormal Animals of North America p128)
- Road Racer (Geococcyx californianus paisanus): an Awakened greater roadrunner. Compulsive high-speed packrats with a love for shiny objects. Concealment (Self), Movement (Self), Fragile (1). (Running Wild p114, California Free State p146)
- Greater Roc (Aquila maxima): an Awakened golden eagle that nests high in the Himalayas but has a 5000km hunting radius. Body length 10m, wingspan 40m, 10,000kg. They can consume swarms of flying creatures or carry off cattle, water buffalo, rhinos, and even small elephants, then drop them from 1km up. They have been known to attack cars and small planes; panhumans seem to be too small to bother. Armor (8/10), Enhanced Senses (Vision Magnification), Fear, Immunity (Cold), Magical Guard, Movement, Natural Weapon (Claws/Bite: ++++++) (Running Wild p104)
- Lesser Roc (Diomedea roc): a 2m Awakened albatross with a 6m wingspan, 34.6 kg, aggro index 2.6 (7.8 near their nesting or hunting grounds). A great way to lose drones on the coastlines of North America. Dive Attack, Enhanced Senses (Low-Light Vision, Vision Magnification), Immunity (Pathogens, Toxins), Natural Weapon (Claws: +), Fragile (2). (Howling Shadows p71, Running Wild p109, Paranormal Animals of North America p96)
- Scintillant Albatross (Diomedea scintillans): an Awakened royal albatross with a 3.6m wingspan, 1kg. The males use their flaming aura during mating displays. Animal Control (Sea Birds), Elemental projection (Fire), Energy Aura (Fire), Dietary Requirement (Fish). (Parazoology, Paranormal Animals of Europe p88)
- Stormcrow (Corvus procellae): an Awakened common raven, 150cm wingspan. Omnivores with a penchant for collecting shiny objects; flocks of them may mob panhumans to take their shinies. Enhanced Senses (Hearing), Gestalt Consciousness, Fragile (1). In a flock of ten or more, stormcrows gain Dual Natured and Weather Control. (Running Wild p156, Paranormal Animals of North America p155)
- Strix (Athene vampyre): an Awakened little owl, 23–25cm. An owl that is going into the vampire bat niche, which has spread to several continents. The venom is an anticoagulate and opiate, which leads to some addicts seeking out the bird. Concealment, Enhanced Senses (Low-Light Vision), Fragile 1, Innate Spell (Touch Sense Removal, Enabler), Natural Weapon (Bite/Claw), Venom, Dietary Requirement (blood). (Parazoology 2 p28)
- Stymphalian (Ardea foedus): an Awakened purple heron, 280cm with a 370cm wingspan, 8kg. Some of its feathers are calcified into a ridged state and bronze-colored; it can flap its wings to throw them like daggers. Enhanced Senses (Improved Hearing, Smell), Natural Weapon (Bite), Natural Ranged Weapon (Arrow Feather), Noxious Breath, Vulnerability (Sound). (Running Wild p159, Paranormal Animals of Europe p100)
- Swamp Swallow (Petrochelidon phosphi): An Awakened South African cliff swallow. Their wing and tail feathers are phosphorescent, and they can fly in coordinated patterns that mesmerize the insects they prey on and the owls that prey on them. Gestalt Consciousness, Hypnotic (Visual). (Parazoology 2 p30, Feral Cities p112)
- Greater Thunderbird (Avesfulmen splendidus): an Awakened American golden eagle, 3.2m (10.2m wingspan), 100kg, aggro index 6.8. A single one can trigger an avalanche onto a herd of prey; a flock can reshape the mountain, or bring down large aircraft. They tend to stun prey with electrical attacks, and often drop it from a height. Dual Natured, Elemental Attack (Electricity), Enhanced Senses (Low-Light Vision), Natural Weapon (Claws: +++), Weather Control (Electrical Storms), Fragile (1). (Howling Shadows p73, Running Wild p106, SR1 p188)
- Lesser Thunderbird (Avesfulmen minori): a smaller thunderbird, resembling a red-brown eagle with a 3m wingspan and bright gold eyes. They explode at death, making them difficult to study. Dual Natured, Electrical Projection (EMP), Enhanced Senses (Low-Light Vision), Weather Control (Electrical Storms). (Paranormal Animals of North America p98)
- Tinpuk (Corvus rex): also known as the gwagwakhwalanooksiwey, nunyenunc, and tinmiukpuk. An Awakened common raven with a 3m wingspan, 1m body, 8kg. They prefer to scavenge carrion or steal kills, but will hunt for their own food if necessary, even targeting panhumans. Dual Natured, Natural Weapon (Bite/Claws). (Parazoology 2 p33)
- Twisted Stymphalian (Ardea foeduspox): a bald-headed stymphalian that incubates all manner of diseases. Anaphylaxis, Enhanced Senses (Smell), Natural Weapon (Bite), Natural Ranged Weapon (Arrow Feather), Noxious Breath, Pestilence, Reduced Senses (Hearing), Allergy (Clean Water, Mild). (Running Wild p167)
Draconic
Dragons
- Eastern Dragon (Draco orientalis) and the Sirrush subtype: 30m long, 2m tall at shoulder (SR5 p407)
- Western Dragon (Draco occidentalis): 37m long, 3m tall at shoulder (SR5 p407)
- Feathered Serpent (Alatuserpens Quetzalcoatlus): winged with two dextrous feet. (SR5 p407)
- Leviathan: serpentine, wingless dragons with four stubby limbs, with clawed and webbed paws. They can breathe water and air. (SR4 p304)
The plural of drakon
is draka
.
- Firedrakon (Neovaranus ignus): 1.25m wingless dracoforms reminiscent of western dragons, with reddish-brown scales; about as smart as an orangutan. Dual Natured, Elemental Attack (Fire), Enhanced Senses (Enhanced Smell, Low-Light Vision, Wide-Band Hearing), Hardened Armor (4), Immunity (Fire), Mystic Armor (4), Natural Weapon (Claws/Bite), Allergy (Cold, Mild). (Running Wild p82, Paranormal Animals of North America p64)
- Gorgon (Draco odiosus): an 8m wingless dracoform native to the Mediterranean. They have grayish-black scales, webbed feet, a ridge of spines down their back, a double row of serrated teeth, and a ring of 45–60cm tentacles on the crown of its head, each one topped with a knob of flesh. Dual Natured, Elemental Attack (Electricity), Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Hardened Armor (6), Mystic Armor (6), Natural Weapon (Claws/Bite), Noxious Breath, Paralyzing Touch, Petrification, Venom (Calcification), Weather Control, Dietary Requirement (Petroleum). Optional: Dragonspeech, Sapience. (Running Wild p82, Paranormal Animals of Europe p56)
- Hydra (Hydras polycaput): 1.4 tons with 7–9 heads. Dual Natured, Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Hardened Armor (6), Mystic Armor (6), Natural Weapon (Bite: 10P, AP –2). Optional: Dragonspeech, Elemental Attack (Fire), Fear, Regeneration, Sapience, Venom (Added Effect: Disorientation, until damage healed). (Running Wild p83, Paranormal Animals of Europe p60)
- Icedrakon (Neovaranus articus): 1.5m wingless dracoforms reminiscent of western dragons, with white and grey blue-tinged scales. Dual Natured, Energy Aura (Cold), Enhanced Senses (Enhanced Smell, Low-Light Vision, Wide-Band Hearing), Hardened Armor (4), Immunity (Cold), Mystic Armor (4), Natural Weapon (Claws/Bite), Allergy (Fire, Mild). (Howling Shadows p83, Paranormal Animals of North America p88)
- Novadrakon: Novadraka are identical to icedraka, but they also possess the Energy Aura (Fire) and Immunity (Fire) powers and lack the icedrakon’s Allergy (Fire). (Howling Shadows p83)
- Seadrakon (Neovaranus oceanus): a gray-green aquatic dracoform with paddle-like limbs, 1.3m to 13m long. Dual Natured, Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Hardened Armor (4), Immunity (Cold), Movement (Self), Mystic Armor (4), Natural Weapon (Claws/Bite). (Howling Shadows p85, Paranormal Animals of North America p138)
- Sea Serpent (Draco aquaticus minor): Dual Natured, Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Hardened Armor (6), Movement (Self), Mystic Armor (6), Natural Weapon (Bite: 8P, AP –1), Venom; optional: Dragonspeech, Elemental Attack (Water or Sound), Sapience. (Howling Shadows p85)
- Wyvern (Aleutoserpens pili melior): look like a 15m feathered serpent with no feathers, usually dark brown. Dual Natured, Enhanced Senses (Enhanced Smell, Low-Light Vision, Thermographic Vision, Wide-Band Hearing), Fear, Hardened Armor (6), Immunity (Poisons), Mystic Armor (6), Natural Weapon (Claws/Bite/Stinger: 8P, AP –2), Venom; optional: Dragonspeech, Elemental Attack (Fire), Sapience. (Howling Shadows p85, Paranormal Animals of North America p174)
Dracomorphs
Non-dragons that have evolved to look similar. (Running Wild p73)
- Chimera (Iguana chimera): a 3.7m lizard that looks like a small, wingless western dragon. It can raise its ruff as a threat display. Armor (6/6), Concealment (Self ), Dual Natured, Immunity (Toxins), Natural Weapon (Claws/Bite), Venom, Vulnerability (Ferrous Metals); optional: Elemental Attack (Fire). (Running Wild p81)
- Lindworm (Neoophidae magus): also known as dreki, aitvaras, grandfather snakes, and great anacondas, with a distinctive
third eye
structure in their forehead. Mature specimens are 8m, but they continue growing throughout their lives, and the oldest known ones are 25m. Animal Control (Domesticated Animals, Reptiles), Compulsion, Concealment (Self ), Dual Natured, Empathy, Immunity (Normal Weapons), Magical Guard (Self), Natural Weapon (Bite), Sapience, Venom. Optional: Dragonspeech. Elder lindworms have more draconic-looking heads, a pair of legs that permit bipedal motion, and sometimes other draconic traits. Additional Innate Powers: Dragonspeech, Engulf, Hardened Armor (12), Metahuman Form, Mystic Armor (12) (Howling Shadows p84, Paranormal Animals of Europe p12)
Reptiles
- Afanc (Crocodylus cymri): gene typing says it’s an Awakened member of Crocodilia, but why did it turn up in Wales, Hungary, and Poland? 4.5m long, 375kg, aggro: 8.8. Engulf (Water), Enhanced Senses (Low-Light Vision, Smell), Hardened Armor (10), Natural Weapon (Bite: ++), Search. (Howling Shadows p53, Running Wild p157, Paranormal Animals of Europe p10)
- Alligator: Armor (6), Enhanced Senses (Smell), Natural Weapon (Bite: ++++), Toughness (2) (Howling Shadows p39, Running Wild p90)
- Ammit (Crocodylus furtim): an Awakened Nile crocodile, 250kg. Adaptive Camouflage, Enhanced Senses (Smell), Hardened Armor (4), Natural Weapon (Bite). (Parazoology 2 p3, Feral Cities p111)
- Anole: (Running Wild p96)
- Basilisk (Varanus lapidis): an Awakened Komodo dragon with heavy scales in black and bright yellow. About 250cm from nose to tip of tail, 20cm high with a 30cm dorsal fan, 100kg. While native to Indonesia, they have been imported all over the world as guard animals and can be found lairing near running water in temperate and tropical woodlands. Armor, Dual Natured, Natural Weapon (bite: ++), Petrification, Vulnerability (Own Gaze). (SR5 p403, Running Wild p140, SR1 p180) Basilisks generally do not know to avert their gaze when confronted with a mirror, and once petrified, will remain so for the rest of the scene, then return to normal and waddle off to look for a snack.
- Behemoth (Alligator gigas): an Awakened American alligator that resembles a scaled hippopotamus with boar-like tusks. 5m long, 3m at the shoulder, 1950kg, aggro index 6.8, or 8.6 in mating season. Hardened Armor (15), Natural Weapon (Claws: ++++), Toughness (4). (Howling Shadows p54, Running Wild p157, Paranormal Animals of North America p26)
- Buwaya: a small, fat Philippine crocodile, green with a brown patch on its back. It uses its Search power to find food and Compulsion to bring it within biting distance. It will always take offered food instead of attacking. Compulsion, Enhanced Senses (Low-Light Vision, Smell), Search. (Cyberpirates p149)
- Chupacabras: a 1m tall cross between an iguana and an arboreal monkey containing a blend of reptilian and mammalian DNA, plus a noncontagious strain of HMHVV. Concealment (Self Only), Essence Drain, Immunity (Pathogens, Toxins), Natural Weapon (Claw/Bite), Paralyzing Touch (Hard Targets p132, Cyberpirates p147)
- Cobra: Natural Weapon (Bite: DV 3P, AP 0), Enhanced Senses (Thermal), Venom (Cobra Venom). (Running Wild p98)
- Deathrattle (Crotalus nex): an Awakened eastern or western diamondback rattlesnake, 2.1m long, 20.4 kg, aggro index 6.8. Unlike its progenitor species, the deathrattle can spit venom up to 2m, up to five times, and the venom can absorb through the skin. Armor (6), Enhanced Senses (Thermographic Vision), Immunity (Pain, Toxins), Natural Weapon (Bite), Venom (Agony, Disorientation, Nausea, Physical Damage). (Howling Shadows p57, Running Wild p110, Paranormal Animals of North America p46)
- Dog Asp (Vipera pseudocanis aspis): an Awakened European asp, 2m long, 3.25kg, able to mimic the bark of a dog, with extremely lethal cytotoxic venom. Concealment (Self ), Enhanced Senses (Thermographic Vision), Mimicry, Natural Weapon (Bite), Venom (Physical Damage). (Running Wild p102, Paranormal Animals of Europe p36)
- Ekyelebenle (Dendroaspis batrachea): an Awakened eastern green mamba that can reach 6m and 150kg. They can spit venom or deliver it through a bite, and will hunt anything up to the size of a dwarf. Enhanced Senses (Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Magical Guard (Self), Natural Weapon (Bite), Venom (physical damage, blindness). (Running Wild p131, Cyberpirates p154)
- Gila Demon (Heloderma diabolis): an Awakened gila monster. Armor (2/3), Enhanced Senses (Smell, Vision), Natural Weapon (Claws/Bite), Venom (Physical Damage). There is no known antidote to their venom. (Running Wild p110, Paranormal Animals of North America p70)
- Gomatia (Chameleo jacksonii gomatus): an Awakened three-horned chameleon, 1m long with an 80cm tail, 3m tongue, 25kg, aggro index 1.2. They can be domesticated, and will protect their families, often by using their tongues to flick dirt and rocks in the face of an invader. Adaptive Coloration, Armor (3), Binding, Enhanced Senses (Touch, 360-Degree Vision), Immunity (Toxins), Natural Weapon (Tongue), Natural Weapon (Bite: ++++), Reduced Senses (Hearing, Smell). (Howling Shadows p62, Running Wild p129, Feral Cities p112, Cyberpirates p155)
- Hoop Snake (Opheodrys circumflexis): an Awakened rough green snake, 160cm, 20kg. They are known for grabbing their tails in their mouths to roll downhill, either fleeing predators or charging prey; they hit hard enough to break panhuman limbs and dent cars. Venom. (Running Wild p144, Paranormal Animals of North America p86)
- King Cobra: the Awakened variant of the king cobra (found in Philippine forests) can be 8m long. Enhanced Senses (Smell), Immunity to Poisons, Hypnotic Stare (treat as Hypnotic Song with eye contact as range), Silence, Thermographic Vision, Venom. (Cyberpirates p149)
- Kokoro Cobra (Ophiophagus kokoro): a king cobra that can spit radioactive venom, found near Mascabe City in the Philippines, where the former Mascabe Energy research facility was shut down after the crash of ’29. Armor (8), Enhanced Senses (Hearing, Smell, Motion Detection, Thermosense), Immunity (Toxins), Natural Weapon (Bite: ++), Substance Extrusion (Spit), Venom (Agony, Nausea, Disorientation, Physical Damage), Vulnerability (Cold). (Howling Shadows p98)
- Magui: an Awakened Cuban tree boa, 6m long and ⅓m thick, with a brace of sharp horns on its forehead. They can hunt on land and at sea, sometimes harpooning prey as large as dolphins before constricting them. Enhanced Senses (Thermal), Natural Weapon (Bite), Natural Weapon (Horn). (Hard Targets p133)
- Mimic Snake (Serpentes fistulae): an Awakened boa constrictor, 4m, 40kg, with a knack for imitating mating calls to lure prey, and hunting cries of predators to scare off potential trouble. While they don’t have much cause to prey on humans, they might attract something that does. Enhanced Senses (Low-Light Vision), Mimicry. (Running Wild p146, Paranormal Animals of North America p112)
- Mine Spider: a six-legged lizard, up to 6m long, found in African mines, with razor-sharp claws tough enough to penetrate stone. Armor (9), Enhanced Senses (Thermographic Vision, Natural Sonar), Fear, Natural Weapon (Bite/Claw +++), Toughness (2), Venom (Physical Damage, Paralysis), Wall Walking. (Better Than Bad p99, 101)
- Mudu: a 6m black snake that lives in the treetops of the lowland rainforest. It uses a Levitate spell to dart down onto its prey, get a chokehold, and strangle it to death. Mimicry, Innate Spell (Levitate). (Shadows of Latin America p138)
- New Leatherback (Dermochelys novalis): an Awakened leatherback sea turtle, up to 3m long and 1000kg. Their primary defense mechanism is to compel assailants to dive to the bottom of the ocean and stay there. Armor (4/7), Compulsion, Dual Natured, Magical Guard, Movement, Natural Weapon (Bite: DV 4P, AP 0), Vulnerability (Mercury). (Running Wild p125, Paranormal Animals of North America p120)
- Python: Natural Weapon (Bite), Enhanced Senses (Thermal) (Running Wild p98)
- Reticulated Python: the Awakened versions in Malaysian and Philippine jungles can reach 14m and 350kg. Adaptive Coloration, Dual Natured, Enhanced Senses (Smell), Immunity to Pathogens and Toxins, Search, Thermographic Vision. (Cyberpirates p150)
- Rock Lizard (Phrynosoma caliburni): An Awakened horned lizard, 1m with a 0.5m tail, with natural camouflage. They can deposit venom on a target by flicking out a long tongue. Enhanced Senses (Smell), Immunity to Poisons, Natural Weapon (Bite/Claws), Regeneration, Venom, Vulnerability (Cold). (Parazoology p17, Paranormal Animals of North America p130)
- Sand Chameleon (Chamaeleo desertus): a meter-long 40kg lizard. Adaptive Coloration, Binding, Compulsion, Natural Weapon (Bite). (Running Wild p114)
- Freshwater Serpent (Pleuracanthus laci): an 18m herbivorous swimming reptile. One was found in Loch Ness in 2046. (Paranormal Animals of North America p140)
- Sea Serpent (Pleuracanthus oceani): a 25m carnivorous swimming reptile. Enhanced Physical Attributes (Quickness, twice per day, for (Essence)D6 turns). (Paranormal Animals of North America p142)
- Shambler (Globberogus anableps): a 140cm tall, 150kg reptile with a alligator-like head and vestigial teeth, with eyes optimized for lurking half in, half out of water. it secretes globs of a sticky substance from glands in its neck and chest cavity and uses them to bind refuse and corpses to itself, forming a shell like a hermit crab. It feeds by growing tendrils into its suffocated prey that dissolve it. It reproduces by budding. Binding, Engulf (Water), Enhanced Senses (Low-Light Vision, Thermographic Vision), Hardened Armor (6), Paralyzing Touch, Allergy (Sunlight, Severe). (Running Wild p158, Year of the Comet p40, 144)
- Siren (Siren canori): a flying lizard reminiscent of the pterodactyl, with a 250cm wingspan, 15kg. Dual-Natured, Enhanced Senses (Low-Light Vision), Gestalt Consciousness, Immunity (Pathogens, Toxins), Natural Weapon (Bite), Paralyzing Howl (hypnotic song), Fragile (2). They are found worldwide in mountains at least 1km above sea level, and gene typing doesn’t point at a progenitor species. (Running Wild p105, Paranormal Animals of North America p146)
- Snake: Enhanced Senses (Thermal), Natural Weapon (Bite) (Howling Shadows p42)
- Snow Snake (Ophidia niphophilia): a red-eyed snake with white fur on its back and sides, 2.5m long, 16.4 kg, aggro index 3.4. They estivate in the summer and make complex burrows under the snow crust during the winter, and are adept at finding the burrows of hibernating creatures. Dual-Natured, Enhanced Senses (Low-Light Vision, Smell, Thermographic Vision), Immunity (Cold), Natural Weapon (Bite: DV 3P, AP +1), Venom (Disorientation, Nausea, Physical Damage), Vulnerability (Fire). (Howling Shadows p73, Running Wild p139, Paranormal Animals of North America p150)
- Swamp Lizard (Lacerta hallensis): an Awakened European green lizard, up to 4m including tail, up to 800kg. Mostly found in the eastern AGS. They live with plants growing on their heads and backs. Enhanced Senses (Smell), Hardened Armor (2), Natural Weapon (Bite: Reach 1, DV 7P, AP –1), Poison, Dietary Requirement (Symbiote). (Parazoology 2 p29)
Amphibians
- Hellbender (Cryptobranchus pollutus): apparently 100% of the hellbender population has Awakened and is now 1.2m, 10kg, and able to thrive in the polluted river systems where its progenitor species was threatened. Enhanced Senses (Motion Detection), Immunity (Toxins), Venom (Paralysis), Allergy (Unpolluted Water, Mild), Reduced Senses (Vision). (Running Wild p116, Paranormal Animals of North America p84)
- Lambton Lizard (Salamandra lambtoni): an Awakened salamander that grows to over 6m and 1500kg and can spray its venom as a fine mist. Armor (3/5), Natural Weapon (Bite), Venom (Paralysis). (Running Wild p117, Paranormal Animals of North America p94) The Lagosian lizard is the West African version. (Feral Cities p112)
- Minhocão (Caecilia duratii): an Awakened Caecilia tentaculata, with vestigial legs, 6m long, 50cm in diameter. They burrow underground, purifying toxins in the earth they eat; they normally surface to lay their eggs in piles of rotting vegetation. Armor (4/4), Corrosive Spit, Immunity (Toxins), Innate Spell (Clean Earth, Shape Earth). (Parazoology 2 p21, Shadows of Latin America p139)
- Nimue’s Salamander (Salamandra exhaurirus): a rare European salamander with a 15cm body, 10cm tail, 80g. It can feed on magical energy that is woven into spells. Magic Sense, Magical Guard (Self), Movement (Self), Regeneration, Fragile (2), Vulnerability (Pollutants, Severe); Absorption metamagic can fuel Regeneration and Magical Guard. (Running Wild p104, Paranormal Animals of Europe p72)
- Stone Toad (Bombina invisus): an Awakened yellow-bellied toad, 30cm, 3kg. Corrosive Secretions, Dual Natured, Venom (Hallucinogen). (Parazoology p21, Paranormal Animals of Europe p96)
Fish
- Barracuda: Enhanced Senses (Smell), Gills, Natural Weapon (Bite). (Howling Shadows p42, Running Wild p90)
- Devil Jack Diamond (Lepisosteus adamanticus): an Awakened northern pike, 3.1m long, 150kg, aggro index 6.8. Fond of pretending to be a floating log on the Mississippi as they look for catfish to hunt, but will also happily bite off a fisherman’s arm. Armor (10), Natural Weapon (Bite). (Howling Shadows p59, Running Wild p116, Target: Smuggler Havens p95, Paranormal Animals of North America p48)
- Devilfish (Manta phobi): an Awakened giant manta ray with an 8m
wingspan
, 2000kg. It can leap 12m in the air and glide for 70m, and land suddenly on a school of fish and start gulping them down while they’re stunned. Dual Natured, Fear, Venom (Physical Damage, Nausea). (Running Wild p122, Paranormal Animals of North America p52)
- Echeneis (Echeneis echenis): an Awakened slender sharksucker that eats iron and fiberglass, leading to damaged boat hulls. Corrosive Spit, Enhanced Senses (Smell), Gills, Immunity (Normal Weapons), Natural Weapon (Bite), Dietary requirement (Iron, Fiberglass). (Parazoology p24)
- Electric Eel: Gills, Enhanced Senses (Electrolocation), Natural Weapon (Electric Shock) (Running Wild p89)
- Goldfish: Gills (Running Wild p90)
- Manta Ray: Gills (Running Wild p90)
- Megalodon (Carcharodon neomegalodon): an Awakened great white shark, 16m long, 35000 kg; their dorsal side is a dark blue-grey with a pattern of black stripes unique to each individual. Armor (6/8), Enhanced Senses (Smell), Natural Weapon (Bite), Regeneration. (Running Wild p123, Paranormal Animals of North America p108)
- Mini Mokole-Mbembe (Diplodocus mu): a sauropod 25–60cm long (half of that being the neck and tail), 1–4kg. Their sticky tongue is like a frog’s, their feet like a gecko’s, and they are used as pest control and children’s pets in West Africa. Fragile 2, Wall Walking. (Parazoology 2 p22, Feral Cities p112)
- Night Manta (Aetobatus aeriii): an Awakened eagle ray, jet black, 180cm with a 3m
wingspan
and a 70cm tail ending in four poisonous barbs, which can levitate out of the water to hunt; they are quite rare. Dual Natured, Innate Spell (Levitate), Natural Ranged Weapon (Sting), Natural Weapon (Bite), Shadow Cloak, Silence, Venom (Physical Damage). (Hard Targets p134, Running Wild p108, Year of the Comet p38, 144)
- Piranha: Enhanced Senses (Smell), Gestalt Consciousness, Gills, Natural Weapon (Bite) (Running Wild p90)
- Shark: Armor 2, Natural Weapon (Bite: ++). (SR5 p403, Running Wild p90)
- Spark Salmon (Oncorhynchus electrum): an iridescent blue-green salmon that can emit an electrical and electromagnetic pulse. This mutation can occur with other fish species as well; spark tuna pack a big punch. Elemental Attack (Electricity), Enhanced Senses (Smell), Immunity (Toxins, Electricity), Vulnerability (Fire, Cold). (Howling Shadows p104)
- Spitting Pike (Esox sputare): an Awakened northern pike, 150cm, 50kg. It can spit venom into the eyes of its prey and will kill more than it can eat. Panhumans have retaliated by making it into a popular European delicacy, and governments sponsor angler clubs to cut down on their numbers. Corrosive Spit, Engulf (Water), Enhanced Senses (Depth Perception), Natural Weapon (Bite), Venom (Physical Damage, Blindness). (Running Wild p118, Paranormal Animals of Europe p92)
- Thunder Eel: an Awakened electric eel that likes to knock out the engines of electric boats. Innate Spell (Lightning Bolt), Enhanced Senses (Electrical Field Detection, Motion Detection), Reduced Senses (Sight). (Shadows of Latin America p138)
- Torpedo Shark (Portheus velocis): an Awakened blue shark, growing to 5m and 1000kg. They can move as fast as 63kph (35 knots) when ramming prey, though they can only sustain such speeds for a dozen seconds. Armor (3/5), Enhanced Senses (Smell), Natural Weapon (Brow Ridge). (Running Wild p126, Paranormal Animals of North America p160)
Arthropods
- Ablative Millipede: native to Madagascar. It has a secondary shell that shatters into sharp fragments in the mouths of predators. (Parazoology 2 p20)
- Angeleno Cockroaches (Periplaneta california): develops in 2062 as a result of an escaped extremophile phosphorescent fungus in the Pacific near Los Angeles. The local American cockroaches eat the extremophile, but have mutated as a result of eating it and are 12cm long and glow in the dark in red and blue patterns. Gestalt Consciousness, Wall Walking, Fragile 2. (Parazoology 2 p38)
- Astral Flies: Fireflies that naturally produce dual natured motes of light. (Parazoology p11)
- Abrams Lobster (Homarus immanis): an Awakened common lobster. 1.5m long, 100kg, Aggro: 3.5. Delicious if you can crack their armor. Enhanced Senses (Sonar), Fear, Gestalt Consciousness, Gills, Hardened Armor (9), Immunity (Toxins), Natural Weapon (Claws: +++). (Howling Shadows p52, Parazoology p3, Paranormal Animals of Europe p8)
- Alufye (Gromphadorhina Pax): an immense cockroach native to African rainforests, 25cm, 300g. Some people keep them as pets for their ability to radiate calm. Enhanced Senses (Smell, Taste), Influence (Calm), Wall Walking, Fragile (2). (Running Wild p127, Cyberpirates p154)
- Amphora Mite (Cimex amphorius): more popularly known as
the bedbug from Hell
. Their venom contains all the toxins and hormonal imbalances from their previous victims, and is essentially a slot machine of mild unpleasantness. Enhanced Sense (Thermal), Venom, Dietary Requirement (metahuman blood). (Howling Shadows p92)
- Black Wasp (Sphex atlantica): Awakened wasps of the Namib desert, 12cm long with a 15cm wingspan. Gestalt Consciousness, Natural Weapon (Sting), Paralyzing Touch, Pestilence (Wasp Larvae), Search, Wall Walking. The wasp paralyzes its prey to inject larvae, which keep the prey paralyzed until they emerge 96 hours later. (Running Wild p110)
- Cascade Butterfly: flights of them use their Compulsion power to lure victims to a choking fig tree. (Shadows of Latin America p138)
- Cloud Spider: brightly colored spiders, native to Madagascar, that float webs into the air like nets to catch birds. (Parazoology 2 p20)
- Cockroach: Extra Fragile, Gestalt Consciousness, Wall Walking (Howling Shadows p45, Running Wild p96)
- Dante’s Bees: Bees that resist fire and heat. They are the pollinators of the crimson orchid. (Parazoology p11)
- Deathspiral Butterfly (Caligo corpus): a carnivorous butterfly 24cm long with a 68cm wingspan, weighing 53g, aggro index 0.2. Enhanced Senses (Smell), Natural Weapon (Proboscis), Venom (Physical Damage, Egg implantation (1d6), Special). (Howling Shadows p58)
- Fire Ants: (Running Wild p96)
- Gamma Spider (Solifugae currita): a toxic camel spider, 50cm, 500g. They thrive in radioactive wastes. Elemental Attack (Radiation), Energy Aura (Radiation), Gestalt Consciousness, Wall Walking, Allergy (Sun, Moderate). (Running Wild p166)
- Ghede Fly (Culex pestilans): an Awakened house mosquito that looks more like a 16mm fly. Males drink nectar and use their powers to draw prey into proximity to females; females drink panhuman blood and with it, small amounts of Essence that recovers over time. Gestalt Consciousness, Immunity (Pathogens), Wall Walking. Males: Confusion, Darkness, Enhanced Senses (Smell, Thermographic Vision), Magic Sense, Search, Shadow Cloak. Females: Natural Weapon (Bite), Essence Drain (temporary), Pestilence (Malaria), Dietary Requirement (Panhuman Blood). (Running Wild p158, Feral Cities p111, Paranormal Animals of Europe p50)
- Goliath Ant: an Awakened South American fire ant. The soldiers and workers are 20cm, queens 30cm. A single worker can carry 25kg. They are nomadic swarms. Enhanced Senses (Smell), Corrosive Saliva, Hardened Armor. (Shadows of Latin America p138)
- Greater Dancing White Lady (Carparachne aureograndi): an Awakened wheel spider, 12–30cm from leg tip to leg tip, 30–75g. They dig trap doors in the dunes and pounce on prey when they come close; a single dune can contain dozens, which can collaborate to take down panhuman-sized prey. Enhanced Senses (Tremor Sense), Fragile 2, Movement (Self Only), Paralyzing Touch, Venom. (Parazoology 2 p13)
- Jauchekafer (Lucanis fimus): an Awakened European stag beetle, 80cm, 4kg, all black; the males have a powerful 40cm antler-like jaw. They can consume carrion, food waste, and toxic waste, and can break most of them down. They can process half their mass in a day. They are not normally hostile to panhumanity, but chemical triggers like PCBs, titanium salts (produced by decomposition of polymerized plastics), and some indole- and indoleamine-based chemicals. Their venom is made of the worst toxins their bodies concentrate from feeding. They originated in the toxic wastelands on the Rhine margins in Germany, but have been imported worldwide in attempts to clean up toxic dumps and escaped; the main controls on them are unpolluted land, devil rats, and (in North America) novopossums, and their tendency to eat their own eggs and larvae. Gestalt Consciousness, Immunity (Pathogens, Toxins), Natural Weapon (Bite), Venom, Wall Walking, Dietary Requirement (Poisons/toxins). (Running Wild p155, Feral Cities p111, Paranormal Animals of Europe p64)
- Morpheus Butterfly: Large black and blue winged butterfly, whose wings glow in the presence of astral energy. (Parazoology p11)
- Nova Scorpion (Scorpionida novalis): a 1.1m, 30kg scorpion with a 25cm tail, aggro index 3.2, and a golden carapace. Like the naga, multiple scorpion species in deserts around the world have Awakened into this form. Unlike its progenitors, the nova scorpion’s carapace does not fluoresce under ultraviolet. Armor (6), Concealment (Self), Natural Weapon (Claws: +; Sting), Venom (Nausea, Physical Damage, will kill an ork in an hour without treatment). (Howling Shadows p69, Running Wild p111, California Free State p145)
- Parchment Butterfly: Its wings are white in the normal world, but are a rainbow of color on the astral plane. (Parazoology p11)
- Phantom Moths: Attracted to bright auras of Awakened and dual natured people and artifacts. (Parazoology p11)
- Scorpyrine (Euscorpius igneus): an Awakened European yellow-tailed scorpion, 40cm, 100g. They prefer to hunt small prey, but can be provoked by putting alkaline substances on their tails, and are used to add hazards in secure areas. Immunity (Fire), Natural Weapon (Claws), Venom (Nausea, Physical Damage), Wall Walking. (Running Wild p156, Paranormal Animals of Europe p90)
- Shadow Crab (Paralithodess sinistrii): a mutated red king crab, with a 30cm body, 1m legs, mutated by an engineered bacterium used for oil spill cleanup. Bone Spikes, Natural Weapon (Claw), Venom (tetradotoxin), Dietary Need (petroleum), Fragile 2. (Parazoology p32)
- Shadow Crawler (Latrodectus obscura): an Awakened redback spider, 15cm from leg tip to leg tip. Binding, Dual Natured, Essence Drain, Gestalt Consciousness, Mystic Armor (3), Wall Walking. (Running Wild p115)
- Siberian Bee: a larger bee with a fondness for electric fields; they build hives near transformers and dynamos. A swarm can perform electrical attacks. Electrical Projection (see below), Enhanced Senses (electromagnetic), Immunity to Pathogens, Immunity to Poisons, Venom. (Target: Smuggler Havens p100)
- Spider: Fragile 1, Gestalt Consciousness, Wall Walking. (Howling Shadows p47, Running Wild p98)
- Spider Beast (Nephila gigantus): a 52cm spider (just the body; legs are just as long), 1.2kg, aggro index 4.3. A furry trapper who waits to pounce on something that gets entangled in their web. They got their start in Amazonia and have been spreading through tropical and temperate environments in the Americas. Armor (4), Enhanced Senses (Tactile), Natural Weapon (Claws), Substance Extrusion (Spider Silk), Venom (Disorientation, Physical Damage, Nausea, Paralysis), Wall Walking. (Howling Shadows p73, Running Wild p130)
- Tarantella (Saltator lycosa): an Awakened tarantula wolf spider, 20cm long, 35cm legspan, 4kg. Their venom causes spasmodic movements. Enhanced Senses (Thermographic Vision), Natural Weapon (Bite), Venom (Paralysis), Wall Walking, Fragile (2). (Running Wild p149, Paranormal Animals of Europe p102)
- Trapper: a 2.5m tarantula that can build large, complicated systems of webs. Venom, Corrosive Hair. (Shadows of Latin America p138)
- Void Wasp (Apoica arcavoidus): a wasp that builds its nests near magical voids; their venom inhibits magical ability. Dual-Natured, Energy Drain (Magic), Enhanced Senses (Motion Detection, Smell, Thermographic Vision), Fear, Natural Weapon (Stinger), Venom (Agony, Arcane Inhibitor, Disorientation, Stun Damage) (Howling Shadows p106)
- Wyrd Mantis (Mantis malus): an Awakened European mantis, with the females 1.7m and 70kg, males 70cm and 25kg. They typically camouflage themselves and leap on passing prey; while they typically target insects, birds, and mammals, they will go after panhumans. Adaptive Coloration, Armor (2/2), Enhanced Senses (Low-Light Vision), Immunity (Toxins), Influence (Females Only), Venom (Females Only). (Running Wild p151, Paranormal Animals of Europe p112)
Molluscs
- Cuero (Enteroctopus transpare): an Awakened giant Pacific octopus, with 2m tentacles and a 30cm beak, 70kg. They can survive in a wide variety of salinity, including freshwater. Adaptive Coloration, Gills, Natural Weapon (Bite). (Parazoology 2 p10)
- Incubus (Incubus praetexti): an Awakened octopus, land-dwelling, which uses its Desire Reflection power to lure prey. Its body can run 5m from head to tentacle tip. Adaptive Coloration, Desire Reflection, Dual Natured, Enhanced Senses (Low-Light Vision), Natural Weapon (Claws/Bite), Wall Walking, Allergy (Sunlight, Severe). (Running Wild p155, Paranormal Animals of North America p90)
- Kraken (Architeuthis megagiganteus): an Awakened colossal squid, 25m with eight 30m tentacles and two 40m tentacles, 15000kg. Adaptive Coloration, Armor (9/12), Dual Natured, Natural Weapon (Crush). (Running Wild p122, SR1 p184)
- Octopus: Gills, Substance Extrusion (Ink). (Running Wild p88)
- Squid: Gills, Substance Extrusion (Ink) (Howling Shadows p43)
- Flatworm Viper (Bipalium viperidae): a 1m flatworm, 5.2kg, aggro index 6.4, dark brown with a black stripe that can flash neon blue to warn of its venom. Found in industrial complexes and dumps containing humid, toxic environments. Natural Weapon (
fang
), Venom (Physical Damage), Fragile (3). (Howling Shadows p95)
- Rockworm (Lumbricus saxi): a 2m Awakened nightcrawler, with flesh encrusted with silica deposits, teeth that can drill through rock, and digestive acids that can process the rock dust for the nutrients needed for their peculiar metabolisms. They can form caverns 25m in height as they burrow, and undermine buildings. They can eat granite, ferrocrete, and prestressed concrete, but are uninterested in compound ceramics. Armor (2/2), Corrosive Spit, Immunity (Pathogens, Toxins), Natural Weapon (Bite), Regeneration. (Running Wild p133, Paranormal Animals of North America p132)
- Oligoi-Korkhol (Megascolides oligoi): the Mongolian Death Worm. Armor (2/2), Corrosive Spit, Immunity (Pathogens, Toxins), Enhanced Senses (Tremor sense), Natural Weapon (Bite), Regeneration, Taint, Mild Allergy (sunlight). (Parazoology p26)
- Sandworm: a much larger version of the rockworm, found in the Mojave Desert and several African deserts. They are predatory animals that will attack panhumans. (Running Wild p133)
- Sea Leech (Californidae sangrachimera): A horror of the coastal shallows and wetlands on the West Coast of North America. 10.2m, 1000kg, aggro index 9.5. Even the offspring are a meter long at hatching and dangerous. Armor (4), Confusion, Enhanced Senses (Thermal, Touch), Essence Drain (Blood), Gills, Mutagen, Natural Weapon (Bite: ++++), Allergy (Fire, Moderate), Reduced Senses (Vision). (Howling Shadows p102, Running Wild p166, California Free State p146)
- Souleater Leech (Hirudo animaglutiam): a 5cm leech, the result of toxic dumping at covert Saeder-Krupp research facilities in the Amazon. Enhanced Senses (Smell), Energy Drain (Essence), Immunity (Toxins), Natural Weapon (Bite), Allergy (Salt, Severe), Fragile (8), Reduced Senses (Sight). (Howling Shadows p105)
- Aerial Lionhead (Cyanea tassin): An Awakened lion’s mane jellyfish, 2.3m with six hydrogen bladders, which flies as high as 90km, feeding on electrical potential and the microbes that drift in the upper atmosphere. They can be a hazard to flying vehicles, especially those with a lot of electrical equipment; radio towers; and power stations and power lines. Energy Aura (Electricity), Energy Drain (Electric), Enhanced Senses (Electrosense), Immunity (Electricity, Cold), Natural Weapon (Tentacle). (Parazoology 2)
- Box Jellyfish: Gills, Venom (Running Wild p89)
- Fideal (Scyphozoa fidealis): a freshwater jellyfish, 50cm in diameter with 75cm tendrils, nearly invisible in water. Concealment (Self), Corrosive Spit, Engulf, Enhanced Senses (Motion Detection), Regeneration, Reduced Senses (Hearing, Vision), Vulnerability (Fire). (Running Wild p116, Paranormal Animals of North America p60)
- Madagascar Jelly (Cassiopea Macombae): an Awakened upside-down jellyfish that climbs into the jungle canopy and preys on creatures passing below. Concealment (Self), Paralyzing Touch, Engulf, Enhanced Senses (Motion Detection), Regeneration. (Parazoology 2 p19)
Miscellaneous
- Protean (Entamoeba thingii): a slime mold running from 0.5 to 125 kg, able to mimic the appearance of things it has consumed. Adaptive Coloration, Corrosive Secretions, Engulf, Innate Spell (Shape Change), Invulnerable (Normal Weapons), Vulnerable (Fire, Water, Alkaline Chemicals, EM Weapons). (Parazoology 2 p36, Paranormal Animals of Europe p82)
- Mojave Slime Mold (Myxomycota novalis): an Awakened slime mold that, while moist, can bind creatures to sand and rock and dissolve them with corrosive secretions. Usually found in caves and under overhanging rocks in the Mojave Desert. Binding. Corrosive Secretions. Immunity to Normal Weapons, Vulnerability (Extreme heat, flame, and lack of water). (California Free State p146)
Plants
Trees
- Austras Koks (Sorbus illuferris): an Awakened false medlar whose roots can delve 100m deep and pull up metals. The sap is an insecticide, the trunk is hard to cut down, and the leaves are metallic. Each tree contains kilograms of metal, but it takes decades to work; in the wild they are only found in Eastern Europe. All components of the tree are useful in to enchanters. (Parabotany p4)
- Chimera Tree (Betula durate): a tree with pear-shaped fruit that looks lumpy and tastes bitter unless the eater is standing near the tree, in which case it seems delicious and induces tranquility, comfort, and a sense of well-being... until the fruit kicks in and hastens the passage of the seeds through the digestive tract. Fey Glamour, Poisonous (Laxative). (Parabotany p7)
- Choking Fig: fig trees with animated roots that grab onto victims that come too close. They are symbiotic with cascade butterflies, which lure victims to them. (Shadows of Latin America p138)
- Detective Ficus: a bioengineered tree whose leaves turn stark white in the presence of explosive compounds. (Parabotany p39)
- Dog Eater: a 4m tree from South Africa with a coil of slender branches and almost-black leaves, covered in a sticky sap that smells like fermenting fruit. Victims are covered with more goo and suffocated. (Parabotany p23)
- Dropping Pine: a pine tree growing in Siberia, following radioactive fallout patterns, which drops almost spherical 60cm pine cones on potential attackers. (Parabotany p35)
- Elephant Fruit: a Madagascar tree with a trunk several meters wide; the leaves at the top secrete an addictive honey-like substance that it uses to lure prey into a hidden opening like that of a pitcher plant, where they are digested. (Parabotany p23)
- Gomorrah Apple Tree (Punica petrifae): a blighted pomegranate tree, 5–8m tall, whose fruit appears magically tantalizing while on the tree and whose seeds induce petrification. If the victim is still near the tree, it sends out root tendrils to extract the living essence of the victim, leaving apparently broken and worn statues nearby. The seeds can be used to create a Awakened poison called Lot’s Curse and its antidote, which is the only known cure. Compulsion, Desire Reflection, Energy Drain (Essence), Poisonous (Petrification). (Parabotany p30)
- Porqupod Tree (Liquidambar straflua): an Awakened American sweetgum. The seedpods burst (with a loud pop like a firecracker) whenever anything warm-blooded comes within one meter of them, spreading dart-like seeds with Velcro-like hooks, and can cause minor injury. A bit of CO₂ spray can preserve them for nefarious usage. (Parabotany p20)
- Sangre del Diablo: an Awakened Sangre de Drago tree, 40m tall, with iron-like bark, corrosive spa, and a compulsion power that draws victims close enough for the tree to engulf and consume them. The seed pods build up steam and explode when exposed to enough fire, spreading the seeds. At four years of maturity, they have a tough, dense core that is difficult work for chainsaws. The wood is blood-red, and once soaked with minerals to neutralize the acidity of the sap, makes an excellent fire-resistant material. Compulsion, Corrosive Secretions, Hardened Armor, Engulf (Plant), Immunity (Fire), Magical Guard, Dietary Need (animal protein). (Parabotany p22, Year of the Comet p39, 144, Sixth World Companion p80)
- Sangre del Drago: A lookalike to the Sangre del Diablo that has healing properties, but they are metaphysically tied to the tree; harvesting more than five drams of reagents from it over the lifetime of the tree kills it, and the tree must remain alive long enough for any of its components to be used in an enchantment. The sap can directly heal otherwise incurable assaults like naga venom or ringu poison. Armor, Immunity (Fire), Magical Guard, Mimicry (Sangre del Diablo trees). (War! p26)
- Sleeping Willow (Salix somnus): an Awakened white willow that records nearby (10–15m) events and plays them back for people sleeping or meditating within a meter of the trunk. (Parabotany p23)
- Umdhlebi (Spirostachys suffocivae): a blighted tamboti that looks like it has pleasant shade to rest in, but exudes carbon dioxide and monoxide that subdues its victims, then liquefies the earth as its roots pull them under. Untreated wood exudes a latex sap that can blister skin, but treating it can make fine hardwood furniture. If burned, it gives off noxious fumes that contaminate food cooked over it. Deathly Aura, Devour, Engulf (air). (Parabotany p34)
- Walking Banana Tree: banana trees that can
walk
between water and light sources at a few meters per hour. (Parabotany p36)
- Weeping Tree (Salix aurora): an Awakened white willow, dual-natured, that glows softly and attracts dual-natured insects like astral flies for pollination. The bark contains salicin, but can also be brewed into a potion called Rock Lizard Blood (Arsenal p78) that grants the critter powers of Immunity against Diseases and Toxins for a few hours before they suffer a minor physical consequence and then an equal period of time where they are more vulnerable. Dual-Natured. (Parabotany p25)
- Yeteyeo: an Awakened tree from Central America with twisted branches and white, translucent leaves. The branches twine around animals that get too close, coiling like boa constrictors, and the leaves turn green as corpse decomposes and its absorbed by the tree. (Parabotany p23)
- Zieba Tree (Adansonia templum): a 13m Awakened baobab that has a calming effect on creatures that it compels to sit in its branches, and leaves a lasting association with calm that leads to a reluctance to hurt the tree. Influence. (Parabotany p29)
Flowers
- Arthur’s Foil: an Awakened thyme whose flowers bloom white when they grow on mana lines. (Parabotany p12)
- Awakened Ivy: a dual-natured ivy that has to be destroyed for astral forms to pass it; this is immediately obvious to a cheap digital camera pointed at the ivy. (Street Magic p126)
- Black Mana Orchid (Coelogyne manangre): an orchid native to Central America; sap from the rhizomes can be purified into the
hacker drug
called overdrive (Arsenal p77), which gives hours of boosted performance to left-brain skills before a crash that requires a night’s sleep for recovery. They are challenging to cultivate hydroponically. The nectar is poisonous; ants consuming it become hyperactive, building complex geometrical patterns in trees and their colony hills, then they die. The blooms are a true black, with a very subtle mana ebb on the astral plane. (Parabotany p5)
- Brazilian Kiwi (Actinidia dunkelzanii): a member of the Actinidia genus, but not an Awakened deliciosa. It is first cultivated outside Amazonia in 2070. In the wild, the plants are infested with the spider-beast, whose larvae will crawl into flesh and secrete hallucinogens. (Parabotany p6, Predator and Prey p21)
- Caldwell Lily (Nymphaea alba subsp. caldwell): an Awakened European white water lily found in Chicago; the parent species in Europe does not seem to have Awakened. Unprepared, it is a hallucinogen; prepared, it can be made into an anesthetic or insecticide. (State of the Art: 2073 p37)
- Chicago Grey (Cannabis grey): an Awakened Cannabis sativa with high concentrations of THC, as well as toxic metals absorbed from soil. Like deepweed, it can force astral projection. Useful for bioremediation, but an attractive nuisance to stoners who don’t realize the grey leaves indicate the presence of toxins. (State of the Art: 2073 p38)
- Clasping Twistedstalk: grows parallel to manalines. (Parabotany p12)
- Crimson Orchid (Dipladenia oncidium): an Awakened orchid that radiates heat in excess of 40°C from its blossom, wilting plants that block its light and killing insects (which become nutrients); they are pollinated by Dante’s bees. The red pollen is dual-natured and can amplify the effects of opiates. (Parabotany p8)
- Crystal Orchid: a plant that generates a small mana ebb, then releases stored energy in a mana flare every three months. (Parabotany p11, Shadows of Latin America p138)
- Devil’s Breath (Datuea exaustica): an Awakened Hindu Datura. It has one of the largest flowering blooms, and secretes scopolamine that can confuse those nearby induce unconsciousness on contact, at which point the plant constricts victim and pushes runners into it. Engulf (Plant), Noxious Breath (Scopolamine). (Parabotany p10)
- Divining Lotus (Nelumbo nucifera divinare): an Awakened sacred lotus with one white petal and one black petal. It can be used in divination or as a dowsing compass. Its export from India is forbidden due to religious significance. (Parazoology p11)
- Dragon’s Blood Palm: grows bent or bows towards a nearby mana line. The dragon’s blood palm also weeps a fluid called
dragon’s blood resin
in the presence of sufficiently high mana levels. (Parabotany p12)
- Glammergold (Caltha sterilis): an Awakened marsh-marigold. When threatened by microbes, the flowers swell and its shiny, wax-like scale coating bursts into the air in a large cloud that defines the area in which it innately casts a spell to sterilize microbes. (State of the Art: 2073 p39)
- Glandularia pulchella: sacrifices parts of itself to grow toward higher-mana pools and lines. (Parabotany p12)
- Guardian Vines: dual-natured vines, originally found in the Amazon, that can astrally project short distances to engage in astral combat, as well as acting at physical speeds with their physical tendrils. Black guardian vines are rarer and possess the Energy Drain power. (Street Magic p127)
- Haven Lily: a flower native to the deserts of North and South America that can thrive in any dry, well-lit environment. It is dual-natured and creates mana ebbs with a maximum rating of 3 depending on the concentration of the flowers. They cannot survive mana voids, and sicken in mana flow areas. (Street Magic p127)
- Hellhound’s Tongue (Cynoglossum averno): an Awakened houndstongue flower. Its fruit can be distilled by an enchanter into an elixir (sold as
Bad Dog No Biscuit
or BDNB) that will silence canine voices, including powers such as Paralyzing Howl. (State of the Art: 2073 p40)
- Herculean Strangleknots (Polygonum vitrus): a blighted knotweed that grows in the SOX, covered in powdery scales full of oxalic acid. It can grow 30cm in a day, and kills off competing vegetation and wildlife. Corrosive Secretions, Devour, Invulnerability (Acid). (Parabotany p31)
- Immortal Flower (Lithops immortalis): can be made into a drug that grants the Regeneration power for up to 12 hours (Arsenal p77). Armor (1/3), Concealment (self). (Parabotany p13)
- Laésal Tree: the source of the laés memory-erasing drug used in the Tírs. (Parabotany p16)
- Mach Tumbler: an Awakened prickly Russian thistle (aka tumbleweed) that can accelerate at high speed when it gets blown on the wind, spreading great distances. They are not directly harmful, but hitting one can mean a lot of debris getting sucked into an engine. (Parabotany p33)
- Magnus Kudzu (Puearia montana magnus): an Awakened kudzu, dual-natured, used as an alternative to Awakened ivy. While cheaper and hardier than Awakened ivy, it can easily get out of control. Its aura will grab onto astral objects. (State of the Art: 2073 p41)
- Metadrake (Mandragora superioris): an Awakened mandrake, only distinguishable from the mundane sort by inspecting the roots, which have an even more human-like appearance than the progenitor species. It is useful in enchantments for fighting spirits, and can be refined into a a spray weapon that can permanently reduce a spirit’s Force and will work on any spirit that is materialized or using inhabitation or possession. (Parazoology p17)
- Molu (Allium odyssei): an Awakened yellow garlic, believed to be the moly described in the Odyssey. It causes severe allergic reactions when raw, but the dried bulb, when eaten, grants resistance to magic. Anaphylaxis (Touch only). (Parabotany p18)
- Nahala Aloe (Aloe nahala): an Awakened aloe vera that grows in Hawai’i. It is rare and useful for making expensive healing potions and salves. (Parabotany p19)
- Prairie Smite (Anemone detriti): an Awakened prairie smoke. When it goes to seed, the floating seeds cast a tiny Shatter spell when they impact something solid, dropping the seed to the ground and helping to hasten the process by which rock turns to soil. This means that brick and concrete buildings in prairie smite territory gradually acquire a sandblasted look and need regular maintenance. To panhumans, the seeds are painful but only inflict surface damage; getting caught in a cloud of them can be quite unpleasant. (State of the Art: 2073 p41)
- Pyramid Mulla-Mulla (Ptilotus pyramidatus): acts as a storm break for mana storms. (Parabotany p11)
- Raskovnik (Elocharis fecilis): a Siberian grass that hinders and damages electronic and mechanical devices. The means of its Awakening is not clear; it may have some factor like the grandfather elk, or some infection. Accident (Device only). (Parabotany p21)
- Stone Mistletoe: a mistletoe native to the cloud forests of South America, which will dig its roots into any creature contacting it. (Shadows of Latin America p139)
- Thornblades: a bioengineered grass (which propagates only through rhizomes) with wooden spikes in the leaves; they are skototropic and will angle the spikes toward shadows, maximizing the chance of impaling a foot. (Parabotany p37)
- Tumblenaut Weed (Salsola rex): a blighted Mach tumbler that occurs in radioactive zones, resulting in an immense 3m tumbleweed that can in turn hook up with other tumblenauts to create even bigger hazards that crush vegetation and damage cars. Open water gets them to stop moving and soak it up, but it turns water supplies into grass and mud and contaminates them with radioactives. Engulf (self), Innate Spell (Ram), Movement (Self), Allergy (Water). (Parabotany p33)
- Violet Sleeper (Dionaea hardii): an Awakened Venus flytrap from the Amazon, big enough to lure panhumans. (Parabotany p23)
- Whipcord Viper Lily (Arisaema tortuosum): a 2m tall flower growing in California Free State and Tír Tairngire. Its thorned tendrils help it move into sunlight if it isn’t rooted advantageously, and it can use them to snag birds, squirrels, and inquisitive camera drones and throw them into its pitcher to be digested. They do not discriminate in who they attack, but that can be useful in some security measures. Natural Melee Weapon (Whip Vine). (Parabotany p26)
- Yann Orchid (Plectelis (galacia) radiate): aka the white dragon. An Awakened white egret flower that can be used to produce galak (Arsenal p74), a more potent version of an addictive party drug called eX or Eros that is a mild stimulant, aphrodisiac, and euphoric. Its Silence power is popular for urban temples that want to create a quiet space for meditation; it is believed to protect its pollinators from bats. Silence, Poisonous. (Parabotany p28)
Ferns
- Foggy Fern: a fern native to cloud forests that has the power of Mist Form; if its soil becomes too dry or otherwise inhospitable, it moves and reroots elsewhere. (Shadows of Latin America p139)
- Jani Fern (Athyrium fortuna): A fern whose effects vary with proximity to meteorite impact zones. Claims range from absurd luck (good and bad) to brewing tea that aids empathy with animals and people. Poisonous (Hallucinogen). (Parabotany p14)
- Spider Fern (Aracnopteris filix): an Awakened male fern that creates snares for small creatures by dripping sticky strands from its branches. Once it senses a tug, the leaves curl and drag the victim toward a root-based funnel that secretes digestive enzymes. They originated in the Tennessee Valley, but are used in many agricultural areas to keep down rodent populations. (Parabotany p24)
- Teapot Fern: a bioengineered fern (with genes from the sensitive plant) with gas-filled bladders in its roots; any movement near the plant causes it to curl up its leaves and release the gas for three rounds, making a whistling noise. They’re difficult to calibrate, but cheaper to install than pressure sensors. (Parabotany p38)
Mosses
- Glomoss: a dual-natured moss, discovered in 2061, that glows brightly for several minutes after sensing nearby magical activity. (Street Magic p127, Year of the Comet p37, 144)
- Silver Moss: an Awakened moss with a heavy mineral content and metallic sheen; it looks like steel wool. Eating it raw can leave a creature’s teeth looking silvery-chrome. It’s a powerful herbal stimulant, can be addictive, and refined into a combat stim. (Elven Blood p56, 64)
- Xutuli (Schistostega towaii): an Awakened luminescent moss. It is more efficient at converting the electromagnetic spectrum for photosynthesis and can thrive in deeper locations than its progenitor species, and will force anyone with Awakened potential to astrally perceive, like deepweed but without the high. It can be used in the production of Mage Sight eye drops (Spy Games p155). It is tightly controlled by Aztechnology, but used where the state religion is practiced. Poisonous. (Parabotany p27)
Algae
- Deepweed (Nereocystis phoseana): an Awakened edible kelp that grows in the Gulf of Mexico and secretes THC-X and a
super-nicotine
that, if dried and smoked, will force anyone with magical potential to become temporarily dual-natured. (Parabotany p9)
Fungi
- Cryptococcus metaformans: an Awakened yeast that feeds on the aura; it feeds when the host is astrally perceiving or projecting. (Bullets & Bandages p20)
- Fiery Mushroom: a shiny red mushroom that grows in the foggy woods above 2km altitude in South America. Prepared by a capable shaman, it gives a Friendly Spirits advantage for 1d6 hours, followed by Great (+4) exhaustion against Body. (Shadows of Latin America p139)
- Ghoul caps (Cantharellus cadarius): an Awakened chanterelle mushroom, 15–20cm, with vivid, liver-colored caps and prominent, sharply defined gills, which glow with bioluminescence and give off a powerful smell of rotting meat. They can fill a ghoul’s need for animal protein, but not for sapient flesh. (State of the Art: 2073 p39)
- Hag Bolette: an Awakened bitter bolette mushroom. It forms rings up to 7m in diameter and collects mana, adding up to 2 levels of aspecting toward nature-based traditions like Wicca and Druidry. (Parabotany p12)
- Lactarius pukuscens: a European red-capped mushroom that grows in rings where magic has been elevated for some time. (Parabotany p12)
- Slum Slime (Cordyceps uninhabatii): the Awakened version was just a manatropic slime mold. When slum slime is well-fed, it’s a grayish yellow slime mold that can move 30cm a day looking for decaying organic matter to feed on. If it doesn’t feed for a month, it grows fruiting bodies full of poisonous spores that can grow in the lungs and trigger agoraphobia, light sensitivity, and paranoia. (Parabotany p32)
Spirits
Elementals
- Air: Accident, Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search; optional: Elemental Attack, Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis
- Earth: Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search; optional: Concealment, Confusion, Engulf, Elemental Attack, Fear
- Fire: Accident, Astral Form, Confusion, Elemental Attack, Energy Aura, Engulf, Materialization, Sapience, Allergy (Water, Severe); optional: Fear, Guard, Noxious Breath, Search.
- Water: Astral Form, Concealment, Confusion, Engulf, Materialization, Movement, Sapience, Search, Allergy (Fire, Severe); optional: Accident, Binding, Elemental Attack, Energy Aura, Guard, Weather Control.
Nature Spirits
Nature spirits are tied to a particular domain, which in turn has a resonance to a particular metaplane:
- Spirits of the Sky are connected to the metaplane of Air.
- Mist: Appear as swirling clouds of fog; they
materialize
for physical services as humanoid shapes of swirling winds. Accident, Concealment, Confusion, Guard, Materialization, Movement
- Storm: They appear like darker, ozone-smelling versions of mist spirits at low Force; more powerful ones may appear as whirlwinds or eagles. Concealment, Confusion, Fear, Materialization, Innate Spell (Lightning Bolt)
- Wind: They appear as playful breezes, often swirling dust and debris; more powerful ones show up as small tornadoes. Accident, Confusion, Guard, Materialization, Movement, Search
- Spirits of the Waters are connected to the metaplane of Water.
- Lake: They initially show up as a pattern of ripples on the water; if they need to fully materialize, they show up as fish, frogs, or froglike humanoids dripping with water-weeds. Accident, Engulf, Fear, Guard, Materialization, Movement, Search
- River: They show up as small whirlpools in the river current, and materialize much like lake spirits. Accident, Concealment, Engulf, Fear, Guard, Materialization, Movement, Search
- Sea: Small ones appear as anomalous ripples or stillness on the water; larger ones appear as faces in sea-spray. They may materialize as mythical merfolk or other sea life. Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search
- Swamp: Small ones appear as balls of light similar to the Will-o’-the-Wisp; bigger ones appear as animated moss-draped trees or humanoid heaps of rotting vegetation. Accident, Binding, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search
- Spirits of the Land are connected to the metaplane of Earth.
- Desert: They often appear as dust devils, though powerful ones in the American Southwest appear as an animated saguaro. Concealment, Guard, Materialization, Movement, Search
- Forest: They usually show up as deeper pools of shadow among the trees, but may appear as an animated humanoid tree or a forest animal. Accident, Concealment, Confusion, Fear, Guard, Materialization
- Mountain: They are marked by stillness and a powerful, invisible presence; if asked to perform a physical service, they manifest as a humanoid figure made of rock. Accident, Concealment, Guard, Materialization, Movement, Search
- Prairie: They show up as windblown waves in the grass or swirls of leaves. For a physical service, they appear as a humanoid made of bound grasses. Accident, Concealment, Guard, Materialization, Movement, Search
- Spirits of Man are connected to the metaplane of Man.
- City: They appear as something related to the city— piles of garbage (or a city-branded trash can), a cable car in San Francisco. Powerful ones appear as something distinctive about the city, like the Space Needle or Fremont Troll in Seattle. Accident, Concealment, Confusion, Fear, Guard, Materialization, Search.
- Field: Often appear as miniature farmhands. Accident, Concealment, Guard, Materialization, Search
- Hearth: In European-descended households, they often manifest as classic brownies. In the kaiju-themed Tokyo Shoe nightclub— a place with enough regulars that it qualifies as Hearth domain— the hearth spirit manifests as a human-sized Godzilla, complete with Flame Projection. Accident, Concealment, Confusion, Guard, Materialization, Search
- Road: Small ones appear as tumbleweeds, rolling tires, bicycles, and mirages; if materialized, the bicycles can be ridden. Good (3) ones may manifest as antique motorcycles or mini-size cars, or handcars on a railroad; Great (4) ones often show up as amazing classics like a pink Cadillac convertible. Road domains are always named; they come into being when the road itself maintains an identity through other domains. Mere streets are not Road domains, but most freeways are. Accident, Concealment, Guard, Materialization, Movement, Search
Shamans can only summon a spirit within that spirit’s domain, or within a lodge using tokens from that spirit’s domain. Nature spirits suffer increasing difficulty and discomfort as they get further from their domain; a Wind spirit has no difficulty on an open street, but will be at +1 to all its difficulties if it enters a house through an open window, and +2 if it attempts to go underground or astrally trespass through a closed window. Spirits summoned within a lodge have no such penalty, as the area is metaphysically welcoming to them.
Spirits called directly from the metaplanes are not tied to domains; they move more freely, but they also lack the local expertise. A shaman and a mage out on a boat can call up a spirit from the nearby water, but the shaman will get a spirit that knows that particular body of water, while the mage will get a more general spirit of water— possibly a friend, if they have made an effort to treat spirits kindly.
- Air: A single service can provide a cool, sand-free breeze for a day in the desert, or block chilling winds in the arctic. Accident, Astral Form, Concealment, Confusion, Engulf (Air), Materialization, Movement, Sapience, Search. Elemental Attack (Cold), Elemental Attack (Electricity), Energy Aura, Fear, Guard, Noxious Breath, Psychokinesis.
- Earth: A single service can provide a day’s guidance of finding firm ground in treacherous terrain. Astral Form, Binding, Guard, Materialization, Movement, Sapience, Search. Optional: Concealment, Confusion, Elemental Attack (Chemical), Engulf (Earth), Fear.
- Fire: A single service can provide enough warmth to sustain for a day in the arctic a number of characters equal to their Force. Accident, Astral Form, Confusion, Elemental Attack (Fire), Energy Aura (Fire), Engulf (Fire), Materialization, Sapience. Optional: Fear, Guard, Noxious Breath, Search.
- Water: A single service can provide enough water to sustain for a day in the desert a number of characters equal to their Force, presuming there is any humidity at all for the spirit to precipitate. Astral Form, Concealment, Confusion, Engulf (Water), Materialization, Movement, Sapience, Search, Allergy (fire, Severe). Optional: Accident, Binding, Elemental Attack (Cold), Energy Aura (Cold), Guard, Weather Control.
- Beast: A single service can provide a day of avoiding encounters with hostile fauna, though detours may be required. Animal Control, Astral Form, Enhanced Senses (hearing, low-light vision, smell), Fear, Materialization, Movement, Sapience. Optional: Concealment, Confusion, Guard, Natural Weapon (claws/bite), Noxious Breath, Search, Venom.
- Plant: A single service can provide unimpeded travel through undergrowth. Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence. Optional: Accident, Confusion, Movement, Noxious Breath, Search.
- Guardian: Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience. Optional: Animal Control, Concealment, Elemental Attack (conjuror chooses element during summoning), Natural Weapon, Psychokinesis, Skill Specialization (choose any Close Combat skill specialization).
- Guidance: Astral Form, Confusion, Divining, Guard, Magical Guard, Materialization, Sapience, Search, Shadow Cloak. Optional: Engulf, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision, or Smell), Fear, Influence.
- Kin: Accident, Astral Form, Concealment, Confusion, Enhanced Senses (low-light vision, thermographic vision), Guard, Influence, Materialization, Sapience, Search. Optional: Fear, Innate Spell (any one spell known by the summoner; only one spell effect may be added), Movement, Psychokinesis.
- Task: Accident, Astral Form, Binding, Materialization, Movement, Sapience, Search, Skill (choose one from Biotech, Electronics, Engineering, Outdoors, or Piloting and a Specialization in the chosen skill as well as an appropriate Knowledge Skill).
(SR6 p148, Street Wyrd p55)
Spirits from the metaplanes that cannot be summoned or bound through normal means.
- Arboreal: primordial plant spirits that have a consciousness very far from panhuman, and are difficult to communicate with. They are often behind the sudden regrowth of jungles and forests since the Awakening. Astral Form, Aura Masking, Banishing Resistance, Compulsion, Engulf, Fear, Materialization, Natural Weapon (Thorns), Possession, Regeneration, Sapience, Spirit Pact. Optional: Guard. (Howling Shadows p116, Running Wild p181)
- Boggle: spirits fascinated by the progress of entropy, which hasten it by their presence. They appear as pretty pixies, but they grow small thorns along their arms and legs, and their head is wreathed in a crowning ring of thorns that tangles their hair. The easy way to get rid of them is to lure them away from your house with a trail of durian or chòu dòufu, making them somebody else’s problem. Astral Form, Aura Masking, Banishing Resistance, Entropic Aura, Flight, Materialization, Natural Weapon (Thorns), Sapience. (Howling Shadows p117)
- Chindi: Native American spirits of revenge who show up on Earth in response to corruption so bad it’s reflected in the metaplanes. Accident, Astral Form, Aura Masking, Banishing Resistance, Elemental Attack (Electricity), Enhanced Senses (Low-Light Vision, Thermographic Vision), Guard, Influence, Materialization, Natural Weapon (Fist), Realistic Form, Sapience, Search (Howling Shadows p118)
- Corpselight: The classic ignis fatuus; On the astral plane, the corpselight looks like a twenty-tentacled cephalopod that latches onto its victims and drains the life from them as they expire in euphoria. Essence Drain, Immunity (Normal Weapons), Manifestation, Movement, Natural Weapon (Strike: +++), Psychokinesis, Regeneration, Essence Loss. (Howling Shadows p119, Target: Smuggler Havens p95, Paranormal Animals of North America p44)
- Ejerian: astral beings that can inhabit objects in the material world to make their stay permanent. On the astral they appear as man-sized earthworms. Their vessels are limited to inorganic materials, which reshape into animated wormlike shapes. Astral Form, Aura Masking, Banishing Resistance, Hardened Mystic Armor (F), Possession, Sapience. (Howling Shadows p122)
- Erinyes: spirits of vengeance that appear as human women with black wings and four tentacles in place of arms. They can be summoned through ritual magic, though the use of such a ritual is dangerous. (Howling Shadows p122)
- Gan (also gaan): wild earth spirits, associated with mountains in Apache legend. They have been known to guard some subterranean sites. Astral Form, Banishing Resistance, Binding, Guard, Materialization, Movement, Personal Domain, Phasing, Sapience, Search. Optional: Engulf. (Running Wild p181)
- Green Man/Heart of the City: spirits of great power that are tied to particular locations, like a forest or city. Accident (Domain), Alienate, Astral Form, Aura Masking, Banishing Resistance, Concealment (Domain), Confusion, (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence. (Howling Shadows p123)
- Imp: astral hermit crabs that start out as a mote inhabiting a reagent, then gradually transfer into preparations, fetishes, and foci. As they grow in power, they subconsciously encourage magicians to expend karma that feeds them, and they exert themselves on the magician’s behalf. Eventually they work their way up to addicting the magician to their power and becoming the dominant partner in the relationship. Astral Form, Aura Masking, Banishing Resistance, Compulsion, Control Focus*, Desire Reflection, Empathy*, Energy Drain (Karma)*, Guard*, Influence*, Innate Spell (Alter Memory)*, Immunity (Age, focus only), Magical Guard, Manipulate Magic (Ritual, Preparation), Possession (Inanimate Arcane Vessels only), Psychokinesis (Occupied Focus), Sapience, Spirit Pact (Howling Shadows p124)
- Man-of-the-Woods: may appear as a local shaman or druid, or a deep patch of shadow, walking tree, or talking animal. They are very protective of their domains. Accident (Domain), Banishing Resistance, Concealment (Domain), Confusion, (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence. Optional: Noxious Breath, Search. (Running Wild p181, Paranormal Animals of North America p104)
- Nocnitsa: named after Slavic nightmare spirits. They feed on the fears of sleeping children, and can induce nightmares that cause lasting psychological damage. Astral Form, Aura Masking, Banishing Resistance, Elemental Attack (Electricity), Fear, Guard, Materialization, Natural Weapon (Claw), Sapience, Allergy (Light, Severe). (Howling Shadows p129)
- Preta: the classic hungry ghost. Accident, Astral Form, Aura Masking, Banishing Resistance, Binding, Compulsion, Concealment, Confusion, Fear, Hardened Mystic Armor (F), Influence, Materialization, Natural Weapon (Fist), Psychokinesis, Sapience, Search. (Howling Shadows p131)
- Salamander: a wild fire spirit, manifesting as a 12cm ball of flame. Engulf, Flame Aura, Flame Projection, Guard, Immunity to Fire, Magical Resistance, Manifestation, Psychokinesis, Allergy (Water, Severe), Vulnerability (Water). (Paranormal Animals of North America p136)
- Silap Inua: a wild air spirit. Also called silla or
frosties
. They are found only in the Trans-Polar Aleut, Siberia, and Antarctica. They materialize as snowstorms and may gang up to disorient travelers with summoned blizzards. Accident, Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Cold), Energy Aura (Cold), Engulf (Air), Materialization, Movement, Personal Domain, Sapience, Search, Weather Control, Allergy (Fire, Severe). (Running Wild p182)
- Storm Wraith: a wild air spirit. They appear during or after mana storms, and are very aggressive against panhumans. Accident, Astral Form, Banishing Resistance, Elemental Attack (Electricity), Concealment, Confusion, Fear, Materialization, Movement, Sapience, Search, Storm, Weather Control, Evanescence. (Running Wild p182)
- Tangleweb: a spider-spirit that usually materializes in panhuman form and weaves elaborate machinations for unclear purposes. Animal Control (Mundane and paranormal spiders), Astral Form, Banishing Resistance, Binding, Enhanced Senses (Hearing, Low-Light Vision, Vibration), Materialization, Movement, Mutable Form, Realistic Form, Sapience, Venom. Optional: Natural Weapon, Fear. (Running Wild p182)
- Toxic Earth Spirit: Alienation, Concealment, Corrosive Secretions, Fear, Manifestation, Noxious Breath. (Paranormal Animals of North America p162)
- Toxic Water Spirit: Accident, Alienation, Corrosive Secretions, Engulf, Fear, Manifestation, Movement, Search. (Paranormal Animals of North America p164)
- Ver: a predator from a metaplane of shadow; its prey are other spirits, and its venom affects conjurers through their link to their spirits. Astral Form, Astral Venom, Banishing Resistance, Enhanced Senses (Smell), Magic Sense, Materialization, Movement, Search, Shadow Cloak, Silence, Evanescence. (Howling Shadows p134)
- Vucub Caquix: possesses macaws to turn them into the Mayan demon bird. Aura Masking, Banishing Resistance, Compulsion, Concealment, Engulf (Fire), Fear, Immunity (Normal Weapons), Materialization, Natural Weapon (Claws/Bite), Possession, Regeneration, Sapience. (Howling Shadows p135)
- Wild Hunt: a panoply of spirits that can be called on by the Seelie Court, or through ritual magic, but it is difficult to control them or have sufficient payment for them. (Howling Shadows p136, Street Grimoire p126)
- Woog: balls of fuzz with large eyes and mouths, with arms and hands that they tuck in when rolling around. They develop obsession with collecting particular classes of material trinket, like plastic bottles, and eventually their hoards push into astral space, cluttering it. Astral Form, Concealment, Create Alchera, Guard, Materialization, Sapience, Search (Howling Shadows p137)
Fae
Spirits from a particular faerie metaplane, Brocéliande, which contains the Seelie Court. (Running Wild p175, Neo-Anarchist’s Streetpedia p102)
- Alp-luachara: shapeshifters that transform between a newt-like form that can take up residence in a being’s gut (where they consume half of all eaten food) or a 75cm humanoid with vestigial wings, prominent gills, and distended bellies. Concealment (Self), Natural Weapon, Parasitic Feeding, Shift, Gills. (Court of Shadows p112)
- Baobhan Sith: fae that appear as pale, beautiful women until they shapeshift their fingers into talons, teeth into razors, and start drinking blood. Baobhan’s Kiss, Dual Natured, Enhanced Senses (Hearing, Sell, Thermographic Vision), Immunity (Age, Pathogens, Toxins), Natural Weapon (Bite), Regeneration, Sapience, Allergy (cold iron, Severe), Allergy (sunlight, Severe), Essence Loss. (Court of Shadows p114)
- Bugul: toad-shaped creatures with large noses, cousins to leprechauns. Magical manipulation of elements and illusions irritates them, giving them a resistance to magic; with their high intellects and love of rules, they make excellent lawyers and arbitrators. Astral Form, Aura Masking, Improved Sense (Smell, Thermal), Materialization, Sapience, Spell Resistance (4), Spirit Pact. (Howling Shadows p118)
- Cicak: (
gecko
in Malay) Fae native to Latin America, Southeast Asia, and Oceania. Their astral forms resemble lizards, but they often manifest as young panhumans with local roots when interacting with panhumans, but they still display the ability to walk across vertical surfaces and possess sticky frog tongues. Astral Form, Banishing Resistance, Fey Glamour, Materialization, Natural Weapon (Frog Tongue), Sapience, Vanishing, Wall Walking. (Running Wild p176)
- Croki: artists that see living beings as mobile works of art; they appear as beautiful humanoids somewhere between human and elf, always wearing white gloves unless they are using their Flay Touch power. Astral Form, Aura Masking, Fae Glamour, Flay Touch, Fold Perception, Improved Sense (Smell, Thermal), Materialization, Sapience, Spirit Pact. (Howling Shadows p120, Court of Shadows p118)
- Crone: also called hags, Baba Yaga, or morrígans. They are solitary, and show up in remote places like forests and swamps. They’re known to eat panhuman flesh. Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Smell), Innate Spell (Agony), Innate Spell (Bugs or Swarm), Fear, Fey Glamour, Materialization, Sapience, Shadow Cloak, Vanishing, Allergy (Sunlight, Mild). (Running Wild p176, Target: Smuggler Havens p99)
- Cucui: hulking, armored brutes that used to be trolls. Concealment (Self), Natural Weapon [Fists ++++], Parasitic Feeding, Mute, Phobia (Bright Light). (Court of Shadows p116)
- Domovoi: also called a brownie, nisse, or heinzelmännchen. Accident (Domain), Astral Form, Banishing Resistance, Concealment (Self), Confusion, Guard, Empathy, Materialization, Personal Domain (Force × 200 square meters), Psychokinesis, Sapience, Search (Domain), Shadow Cloak, Vanishing (Running Wild p176, Paranormal Animals of Europe p116)
- Doppelganger: living shadows that can take the form of a specific panhuman, materializing into a fully physical form to fool even assensors. Astral Form, Compulsion, Materialization, Mimicry, Sapience, Shift (Panhuman Form), Vanishing, Vulnerability (glass, but only when shadow is bisected). (Court of Shadows p119)
- Duende: gamblers that look like humanoid caterpillars. They love to drink, drive fast cars, and party all night. They can wager their own body parts, such as hands or eyes, and if someone accepts one, it can replace a missing part in an implicit spirit pact that allows the duende to remain past dawn. (Without such a pact, it must depart.) Astral Form, Aura Masking, Hidden Life*, Improved Sense (Touch), Materialization, Regenerate*, Sapience, Spirit Pact, Evanescence. (Howling Shadows p121)
- Elvar: fae that look much like elves, though they do not suffer from aging and weathering and find aging to be fascinating; there are at least a dozen houses of them; they are active in Tír na nÓg. Astral Form, Aura Masking, Materialization, Energy Drain (Essence, Age), Fey Glamour, Sapience, Spirit Pact. (Howling Shadows p121)
- Frost: solitary pranksters, sometimes malevolent, that assume male or female manifestations, bald-headed or blonde. Accident, Astral Form, Banishing Resistance, Energy Aura (Cold), Immunity (Cold), Innate Spell (Ice), Innate Spell (Ice Sheet), Innate Spell (Blizzard), Innate Spell (Ice Wall), Magical Guard (Self Only), Materialization, Movement, Sapience, Vanishing, Allergy (Fire, Severe). (Running Wild p176, Target: Smuggler Havens p100)
- Jarl: devious elf-like fae with their faces locked in permanent rictus grins, filled with the metaphysical essence of greed, which they exude in their sweat. They love to leverage the greed of others. Astral Form, Aura Masking, Banishing Resistance, Compulsion, Desire Reflection, Materialization, Influence (Greed), Sapience. (Howling Shadows p125)
- Kappa: tricksters that appear as child-sized humanoids with frog or turtle features, generally friendly to kind folk. Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Water), Engulf (Water), Fey Glamour, Influence, Materialization, Movement, Sapience, Search, Vanishing, Allergy (Fire, Severe). (Howling Shadows p126, Running Wild p176, Court of Shadows p120)
- Kayeri: 2.2m muscular, bipedal rabbits with carnivore teeth and mushroom caps growing out of their skulls. Their speech sounds like
mu
until translation magics are employed, at which point they are quite eloquent. Armor (2), Concealment, Natural Weapon (Bite), Sapience, Search, Allergy (Fire, Severe). (Court of Shadows p121)
- Kishi: From the front, they look like male humans from the ethnic distribution of Angola; from the back, they look like humanoid female hyenas (with the hyena face looking in the opposite direction from the human one). In the Seelie Court, they are well-known as smooth talkers. Influence, Mimicry, Natural Weapon (Bite), Sapience, Allergy (Fire, Severe). (Court of Shadows p122)
- Knocker: miners that extend mundane excavations to find treasures for themselves. Accident, Astral Form, Banishing Resistance, Enhanced Senses (Low-Light Vision, Thermographic Vision, Spatial Sense), Fey Glamour, Innate Spell (Foreboding, Shape Stone), Materialization, Quake (limited to Force × 200 meters, maximum magnitude 4), Sapience, Vanishing, Allergy (Sunlight, Severe) (Running Wild p176, Paranormal Animals of Europe p118)
- Kokopelli: hunchbacked flute players, never staying in the same place for more than a few days. They always carry a bag of goods as they travel. Accident, Astral Form, Banishing Resistance, Enthralling Performance, Fey Glamour, Materialization, Sapience, Vanishing. (Howling Shadows p127, Running Wild p177)
- Leprechaun: fey who have become obsessed with accumulating riches. Accident, Astral Form, Aura Masking, Banishing Resistance, Fey Glamour, Materialization, Realistic Form, Sapience, Vanishing, Wealth (Running Wild p177)
- Leshii: massive humanoids, muscular and bearded, with mossy bark on their skins and spiral horns on their heads. In the Seelie Court they are almost automata, never speaking, only doing what they are told. Sapience, Toughness. (Court of Shadows p124)
- Morbi: spirits attracted to disaster and death that mostly observe, occasionally intervening to adjust a small detail giving greater dignity to the dead. Other astral denizens ignore them. Accident, Astral Form, Banishing Resistance, Enhanced Senses (Low Light), Innate Ritual (Augury), Magic Sense, Materialization, Search. (Howling Shadows p128, Court of Shadows p126)
- Pishacha: Ugly, gregarious carnivores that act as guardians of family lines in India. Armor (1), Devouring, Natural Weapon (Bite), Sapience. (Court of Shadows p127)
- Pukwidgie: Human-like fae, 2–3’ tall, with grey skin, white hair, and large feet, fingers, and ears, able to transform into porcupines. Innate Spell (Flamethrower), Materialization, Natural Weapon (Spines), Sapience, Venom. (Court of Shadows p129)
- Tommyknocker: dwarfish humanoids with immense beards, noticeably inhuman but not misshapen. They can squeeze through small openings like a rat. Armor (1), Innate Spell (Phantasm), Malleability, Sapience, Toughness, Tunnel, Allergy (Fire, Severe). (Court of Shadows p130)
- Will o’ the Wisp: a fae easily mistaken for a corpselight until you look past their Concealment power and see a small goblinoid creature carrying a light source. Accident, Compulsion (Follow the Light), Concealment (Self), Dual Natured, Enhanced Senses (Astral Senses), Flight, Innate Spells (Improved Invisibility, Light), Sapience. (Court of Shadows p132)
Shades
Spirits that have the form of the recently dead are called ghosts. Some of them are mere caricatures of the living being, repeating a loop of actions leading to their death or following a simple program. Others are fully sapient, but with an intense focus. It is unknown whether these are in fact the dead person, or an astral echo
left by the energies of their death.
Ghosts often have a haunt: a place to which it is tied, functioning like the domain of a nature spirit. (Conjuring nature spirits does not work within a haunt, and nature spirits from outside will have the usual penalties associated with leaving their domain.) Ghosts may have increased powers within their haunt, such as Accident, Confusion, Possession, or Guard.
Ghosts may also have an object that ties them to the physical world, called a chain; usually it’s something or someone that was precious to them in life. A ghost with a chain cannot be destroyed without either controlling or destroying the chain.
A ghost that cannot directly affect the physical world is called an apparition; one that can is called a spectre. They have much the same selection of spirit powers, though apparitions can only exert them on the astral plane.
Many ghosts can be laid to rest by dealing with whatever unresolved task or emotion led to their creation. Others lack the cognizance to understand that, or are too thoroughly obsessed to let go.
Magical traditions that call upon ancestor spirits contact a metaplane that matches the myths of the land of the dead in that tradition. Initiates can go on quests in this metaplane if an ancestor spirit agrees to guide them there. Conjuring ancestor spirits is never fast.
(Magic in the Shadows p106, 120)
- Apparition: Astral Form, Banishing Resistance, Fear. Optional: Confusion. (Running Wild p178)
- Phantom: Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Low-Light Vision, Thermographic Vision), Fear, Haunt, Possession, Psychokinesis. Optional: Confusion, Deathlock, Exotic Melee Weapon (e.g. scythe), Ghost Chain, Movement, Noxious Breath, Paralyzing Touch or Howl, Sapience, Spirit Pact. (Howling Shadows p130, Running Wild p179)
- Specter: Accident, Astral Form, Banishing Resistance, Enhanced Senses (Low-Light, Thermographic Vision), Fear, Guard, Compulsion, Materialization, Psychokinesis. Optional: Confusion, Movement, Noxious Breath, Paralyzing Touch or Howl, Spirit Pact, Innate Spells. (Running Wild p179)
- Grim Reaper: also called black angels, ankous, yamis, or thanatos. They personify death and are drawn to the places of the dying to drain karma at the moment of death, sometimes even hastening it. Astral Form, Banishing Resistance, Concealment (Self), Deathly Aura, Energy Drain (Karma, Moment of Death), Enhanced Senses (Low-Light Vision, Thermographic Vision), Fear, Innate Spell (Death Touch, Detect Life), Materialization, Movement (Self ), Natural Weapon (DV: (Force)P), Sapience, Silence, Spirit Pact. (Running Wild p179)
Harbingers
Spirits explicitly associated with corruption. (Running Wild p179)
- Bean Shidhe: a shadow spirit. They foretell death and feed on the distress of the victims. Astral Form, Banishing Resistance, Compulsion (Sorrow), Divining, Influence, Energy Drain (Karma, LOS, Stun damage), Materialization, Sapience, Search, Shadow Cloak, Sonic Projection (Wailing), Spirit Pact. (Running Wild p179, Paranormal Animals of Europe p16)
- Brocken Bow: a wild blood spirit that appears as a featureless humanoid shadow associated with the mingling of blood, magic, and murder. Accident, Astral Form, Banishing Resistance, Deathly Aura, Energy Drain (Essence, Touch, Physical Damage), Enhanced Senses (Low-Light Vision, Thermographic Vision), Fear, Materialization, Paralyzing Touch, Shadow Cloak. Optional: Evanescence. (Running Wild p180, Paranormal Animals of Europe p20)
- Nomad: a shadow spirit that possesses a creature, drives it into a killing rage, drains karma during the kill, and then tries to possess the victor when its host is slain. Astral Form, Banishing Resistance, Compulsion (Homicidal Rage, Host), Confusion, Influence, Energy Drain (Karma, Host, Stun damage), Fear, Magical Guard, Possession, Sapience, Spirit Pact. (Running Wild p180, Paranormal Animals of North America p122)
- Tungak: a Siberian spirit of disease. Accident, Astral Form, Banishing Resistance, Confusion, Enhanced Senses (Low-Light Vision, Thermographic Vision), Guard, Immunity (Normal Weapons), Pestilence (Host), Possession, Sapience, Search. (Howling Shadows p133, Running Wild p180, Target: Smuggler Havens p100)
- Wraith: a shadow spirit that feeds on, and catalyzes, violence. Confusion (Zone × 2), Fear (Zone × 2), Immunity to Pathogens, Immunity to Poisons, Influence (Zone × 2), Magical Resistance, Magic Sense, Manifestation. (Paranormal Animals of Europe p110)
Insect Spirits
When an insect shaman summons their first spirit, they create a hive mind, in which all spirits they summon participate. They can all send telepathic messages to specific people or the whole hive; the shaman and queen can use the Sense Link power with any of the other spirits. Sending messages via the hive mind does require momentary concentration, so overwhelming sentries with flash-paks and other such disruptors can make it difficult for them to send out an alert; queens do check in on sentries fairly often, though, so a queen gets a Spot+Magic roll to notice the absence of a mind. If the shaman is killed before the queen is summoned, the hive mind remains but is without a leader; they can easily agree on hunting down and killing anyone who can expose them, and then will lay low while their most socially adept members seek out a new shaman.
An insect shaman’s lodge is full of insect parts, old nests or burrows, living ant farms, chrysalises from previous transformations, and other things that are radicals to an insect shaman and generally useless to anyone else. It uses a lot of alchemically rendered insect carapaces that are turned into a paste that can be sculpted into twisted, alien forms that clearly have some kind of meaning on the astral plane but nothing that makes sense on immediate examination. (Extended assensing will generate insights and dream visits from an insect Queen.) The lodge has a yeasty smell.
Insect spirit inhabitation (inspired by Street Grimoire p196, Street Wyrd p67 and taking great liberties):
- The first step is vessel preparation (Street Grimoire p135, Street Wyrd p68). It requires a lodge of Force at least as great as the spirit to be invested. The shaman or queen summons the spirit and tethers it to the vessel, who can hear it chittering and buzzing to them. The spirit makes mental attacks with its Force against the vessel’s Focus; the shaman and/or Queen can add their Prod to this roll if they spend at least (Force) hours per day helping. They are attempting to achieve a serious mental consequence, Prepared Vessel, so they are trying to fill the first two consequence slots with Disoriented, Demoralized, Drugged, and so on, or duping them into being Ecstatic, Exhausted, Euphoric, and so on. Removing the vessel from the lodge breaks the tethering and subjects the spirit to Evanescence again.
- Vessel defends with style: the spirit cannot make a roll for another week, and when they do, the victim has a boost.
- Vessel successfully defends: the spirit cannot make a roll for another day.
- Tie: the spirit can roll again the next day, with a boost.
- Success: stress is inflicted.
- Success with style: the spirit can roll again in an hour.
- The next step is inhabitation. The spirit rolls its Force in a contest with the Focus of its vessel, which spews up a sticky substance that hardens into a barely-translucent chrysalis; caretaker spirits often help with chrysalis formation. The shaman and/or Queen can add their Prod on either side of this contest. If the chrysalis is removed from the lodge at this stage, the spirit is destroyed and the vessel dies.
- Spirit succeeds with style: they will become a True Form.
- Vessel succeeds with style: they will become a Flesh Form.
- Otherwise, they become a Hybrid Form. If the spirit won, the transformation is blatantly inhuman; if the vessel won, the differences are subtle; on a tie, the outcome is mixed.
Extra shifts that make no difference to the outcome of this test can be spent to reduce the time spent in a chrysalis, which starts at Force×2 weeks. Every two shifts scales it down from a scale of weeks to days to hours to minutes. One shift cuts it in half from there.
The different forms:
- True Form: a spirit that is adapted to terrestrial astral space. It keeps Astral Form, gains Materialization, and loses Evanescence. It has no knowledge from its former host and needs training or supervision to adapt to the modern world. If it has wings, it can fly while materialized. Any materialized true form can run up walls and across ceilings at its full materialized movement rate. They are all vulnerable to insecticides; an entirely mundane weapon slathered in something that is evolved or designed to kill insects (whether it’s a plant toxin or chemical) negates the Immunity to Normal Weapons and causes 1 extra stress. Banishing Resistance, Immunity to Normal Weapons.
- Hybrid Form: a twisted combination of human and insect. Sometimes the changes are concealable (such as chitinous armor on the chest and abdomen); sometimes they are not (mandibles). Some retain full sapience; others are nearly automatons, executing whatever order was given them by the shaman or the Queen spirit. They lose Astral Form and Evanescence and gain Dual-Natured and Immunity to Normal Weapons. Any casual Spot+Magic assensing will see the giant bug. They can self-induce a brain aneurysm if they are captured and believe that it is more likely that they will be studied than that they can escape.
- Flesh Form: physiologically human, has access to the memories and skills of the host (though the personality might be different). They lose Astral Form and Evanescence and gain Dual-Natured, Immunity to Normal Weapons, Realistic Form, and Aura Masking (beating their Con+Magic with careful Recon+Magic is necessary to assense their true aura). They can withdraw from the astral for (Focus+Magic) hours before they start taking consequences. Like hybrid forms, they can self-induce a brain aneurysm.
In all cases, their true appearance on the astral plane is that of a giant bug.
Spirit types include:
- Worker (Street Grimoire p99): requires two weeks per point of Force (Focus+Magic) to transform. Animal Control (Insect Type), Astral Form, Enhanced Senses (Smell, Thermographic Vision), Hive Mind, Inhabitation (Living Vessels), Movement, Sapience, Search, [optional: Concealment, Enhanced Senses (Ultrasound), Venom, Skill (a worker spirit may be use Focus+Magic as Make instead of an optional power)], Allergy (Insecticides, Severe), Evanescence.
- Soldier (Street Grimoire p98): requires four weeks per point of Force (Focus+Magic) to transform. Animal Control (Insect Type), Astral Form, Fear, Hive Mind, Inhabitation (Living Vessels), Natural Weapon (red dice equal to Force+1), Sapience, [optional: Concealment, Binding, Magical Guard, Noxious Breath, Skill (a soldier spirit may be given an additional Combat skill instead of an optional power), Venom], Allergy (Insecticides, Light), Evanescence. Even newly invested Soldiers have a great deal of tactical ability.
- Scout (Street Grimoire p98): Animal Control (Insect Type), Astral Form, Concealment, Enhanced Senses (Smell, Thermographic Vision, or Ultrasound), Hive Mind, Inhabitation (Living Vessels), Movement, Sapience, Search, [optional: Confusion, Guard, Natural Weapon (Force in red dice), Noxious Breath], Allergy (Insecticides, Severe), Evanescence.
- Caretaker (Street Grimoire p98): Animal Control (insect type), Astral Form, Guard, Hive Mind, Inhabitation (living vessel), Innate Spell (Physical Barrier), Sapience, [optional: Binding, Confusion, Enhanced Senses (smell, thermographic vision, or ultrasound), Ambrosia], Allergy (insecticides, severe).
- Nymph (Street Grimoire p98): can be transformed into a Queen with a lengthy and complicated ritual comparable to Ally summoning [including the creation of a spirit formula], which turns the bound nymph into a free spirit with a pact with the summoning shaman. If the spirit formula is destroyed after disrupting or banishing the Queen and the destroyer succeeds in a Focus+Magic test against her Force, she is destroyed. Animal Control (Insect Type), Astral Form, Enhanced Senses (Smell, Thermographic Vision, or Ultrasound), Hive Mind, Inhabitation (Living Vessels), Innate Spell (any one Illusion Spell known to the summoner), Sapience, [optional: Compulsion, Fear], Allergy (Insecticides, Severe), Evanescence.
- Queen (Street Grimoire p99): a free spirit, 4–6m long in true form.
- If present in the world, she adds her Magic to that of the shaman.
- If disrupted, the shaman loses that benefit.
- If destroyed (by destroying a copy of her spirit formula and beating her Force with your Focus+Magic):
- All spirits under her control are destroyed, so true forms vanish, and flesh and hybrid forms lose all magical abilities and intelligence and will soon die if not kept on life support.
- The shaman loses all magical ability forever and becomes a mental and emotional wreck.
Animal Control (Insect Type), Astral Gateway, Banishing Resistance, Compulsion, Enhanced Senses (Smell, Thermographic Vision or Ultrasound), Fear, Hive Mind Sapience, Search, Spirit Pact, Wealth, [optional: Concealment, Guard, Natural Weapon (Force+2 red dice), Noxious Breath, Venom], Allergy (Insecticides, Severe). They can invest 2×Force spirits at a time, unlike the shaman, who can only invest one at a time. (Street Wyrd p165). If they don’t dispose of their shaman, they often establish a drain, life, or dream pact; a formula pact would be too much of a risk.
- Compulsion: can secrete pheromones that create overriding compulsions in humans, out to 2×Force m. They can also be blended into food and drink, or used as drugs.
- Animal Control (insects): she can send swarms of the mundane insect type to gather information, attack, etc.
- Wealth: creates organic items appropriate to type (bees: honey, royal jelly; wasps: paper) that can be sold as reagents.
Without a Queen, a shaman can only control limited numbers of spirits (Magic upgrades × Focus before the mind link from the hive becomes overwhelming).
- Ant (Street Grimoire p95): acid damage; if isolated from the hive, shaman killed, or Queen disrupted, turn their first two 0’s to –’s on every roll.
- Fire Ants (Dark Terrors p22): do fire damage instead of acid damage
- Cutter Ants (Dark Terrors p22): destroy structures and forests
- Bee (Dark Terrors p24): prize good merges, which gain health, longevity, and restored vigor, so the elderly and sick often agree to the process. They can produce an Awakened food resembling honey.
- Locust (Street Grimoire p95): Flight, Devouring
- Desert Locusts (Dark Terrors p22): destroy automated and drone agriculture, then snatch up sapient workers
- Termite (Street Grimoire p95): Reinforcement
- Subterranean Termites (Dark Terrors p23): Reduced Sense (Blind), +2 blue dice
- Wasp (Street Grimoire p96): Flight, Venom. Honeybees are similar, but also produce honey and royal jelly.
Solitary insect spirits:
- Beetle (Street Grimoire p96): Mystic Armor (+4 blue dice)
- Goliath (Dark Terrors p25): unlike most insect spirits, these can invest paracritters— including juggernauts!
- Water (Dark Terrors p25)
- Cicada (Street Grimoire p96): Flight, Sonic Projection
- Century (Dark Terrors p26): Induced Dormancy on queen’s command
- Dragonfly (Dark Terrors p28): I’m going to completely rewrite these because dragonflies prey on other insects; they’re going to be like flying Mantids.
- Firefly (Street Grimoire p96): Flight, Confusion
- Burster (Dark Terrors p28): Innate Spell (Mass Sight Removal)
- Fly (Street Grimoire p96): Flight, Pestilence, Immunity to Disease
- Botfly (Dark Terrors p28): incubation while the host is walking around
- Hunter Wasp (Dark Terrors p24):
- Mole Crickets (Dark Terrors p23): can move through the earth as if swimming
- Mantid: (Street Grimoire p97): Energy Drain (Insect Spirit Force, Touch, Physical Damage). They reproduce by consuming other insect spirits. Mantid spirits are notoriously ill-tempered and hard to partner with.
- Mimic Mantid (Dark Terrors p29): Aura Masking in all forms and Con skill for impersonation. They usually make themselves look like ideal prey, get inside a hive, and then decimate the whole population, queen first.
- Orchid Mantis (Dark Terrors p29): Empathy power (Howling Shadows p190). Draw in their prey with pheromones, seduce people physically and then into becoming a willing host.
- Moth (Dark Terrors p31): hunted as prey by other insect spirits
- Cryptid Moth (Dark Terrors p31): Innate Spell (Foreboding)
- Death’s Head Moth (Dark Terrors p31): Aura Masking and Con skill (impersonation)
- Mosquito: (Street Grimoire p97) Flight; females have Essence Drain and sometimes Pestilence
- Vampire Mosquito: (Dark Terrors p30) Love investing Infected. Feed more frequently due to Essence Loss.
- Roach: (Street Grimoire p98) +2 blue dice, Allergy (Light, Mild). They can invest chimpanzees (Dark Terrors p32).
- Cave Roach (Dark Terrors p31): Reduced Sense (Blind)
- Silverfish (Dark Terrors p31): Dietary Requirement (Sugar)
- Flea: (Dark Terrors p30) Like Mosquito without Flight. Males and females possess Essence Drain, and they have Pestilence. They can invest ghouls.
The Infected
Sapient creatures infected by one of the strains of HMHVV; they need to feed on sapient beings, in a variety of ways. All of them are dual-natured. They can feed on each other, but this risks group possession by an external force. (Dark Terrors p106, Collapsing Now p87) If they fail to meet their dietary needs, instinct takes over and they do whatever it takes to feed; usually the memories of these breaks are repressed. (Howling Shadows p81) Lost Essence cannot be truly restored. (Howling Shadows p79)
Feral infected learn new powers much more quickly than ones that have held on to their self-control. (Run Faster p130)
Survivors of attacks by Strain II or III creatures who do not succumb to HMHVV may become carriers, capable of infecting others with their bodily fluids. They will not succumb to that strain of HMHVV even under stress, though all bets are off if they are attacked by another creature. (Run Faster p141)
Infected Powers
- Amphibious: the Infected has gills that work in fresh and salt water, and is adapted an aquatic environment. (Dark Terrors p156)
- Astral Brute: red dice from size, strength, and natural weapons apply to astral attacks. (Dark Terrors p156)
- Bacchanal: +1 difficulty to resist temptation in the zone with the Infected. (Dark Terrors p157)
- Bone Spikes: +1 red die in melee combat due to sharp bony deposits growing from the skin. (Dark Terrors p157)
- Calcified Hide: natural armor is hardened (i.e. reduces stress directly). (Dark Terrors p157)
- Corrosive Spit: as Corrosive Spit, with immunity to its own species’ form of it. Can be used every (5–Bod) minutes, minimum 1. (Dark Terrors p159)
- Deathlock Venom: Venom that inflicts Deathlock damage. (Dark Terrors p159)
- Digitigrade Legs: adds a red die to kicking attacks and moves running rate up one speed category. (Dark Terrors p159)
- Drag Down: on a success with style in combat, the opponent is Grappled and can be carried off to feed on at leisure. (Dark Terrors p159)
- Dread Feast: at great personal expense (including an extra feeding, expensive reagents, and days spent in the lab), the Infected can produce a highly addictive drug called amrita that turns addicts into pawns. (Dark Terrors p159)
- Dual Concealment: as Concealment, but also works on the astral plane and stymies assensing. (Dark Terrors p160)
- Evolved Reflexes: one extra initiative steal. (Dark Terrors p160)
- Feral Dash: the Infected can switch to a loping quadrupedal gait, increasing their speed by one category. (Dark Terrors p160)
- Gnashing Teeth: the Infected’s bite is good at damaging objects and barriers. (Dark Terrors p160)
- Metahuman Masque: a lamia can transform their naga head into a panhuman upper body. (Dark Terrors p160)
- Morningstar Fall: ignore the first Magic × 9 meters of falling damage. (Dark Terrors p161)
- Plague Bearer: the Infected is an asymptomatic carrier for a cocktail of diseases. (Dark Terrors p161)
- Predator’s Glamour: beings within Magic×30m fail to perceive the obviously dangerous Infected as a threat because of its nature (as long as its actions are currently nonthreatening) unless they beat its Con+Magic with Focus. (Dark Terrors p161)
- Rat King: the Infected can join any Gestalt Consciousness where they have established Animal Control (Vermin) over at least one member. (Dark Terrors p162)
- Scythe Claws: claws are Red-2, but Clumsy at Fine Manipulation. (Dark Terrors p162)
- Sonic Shriek: attacks the zone with Bod+Magic, resisted by Bod. (Dark Terrors p162)
- Spines: anyone grappling the Infected has to resist the Infected’s Bod (with two red dice) with their own Bod and armor. The Infected can also use its spines as Red-2 weapons in melee. (Dark Terrors p162)
- Stupefying Miasma: the Infected can render people in the zone Stupefied if they can beat their Focus or Body (whichever is better). (Dark Terrors p162)
- Terrorscape: creates a mana illusion that the zone is full of horrific imagery, rolling Focus+Magic against the target’s Focus, creating a Terrified advantage on success or Paralyzed advantage on success with style. (Dark Terrors p162)
- Tunneling Claws: makes it feasible to dig through and move earth. The claws are also Red-2 weapons. (Dark Terrors p163)
Strain I (Harz-Greenbaum): Ghilani vrykolakiviridae
All Strain I Infected regenerate, and their eyes glow when they use their powers or feed. Damage taken from sunlight does not regenerate, though normal and magical healing do work. Their regeneration precludes the installation of cyberware, and the body’s ejection of cyberware can do nerve damage if someone with Chrome is infected. (Collapsing Now p88) They run a little cooler than normal; it’s noticeable on thermographics, but subtle. (Howling Shadows p84)
Vampire
All humans who survive infection with Strain I HMHVV become vampires; a small fraction of other metahumans do as well. (Run Faster p140) Vampiric feeding requires a conscious target in a state of passion— usually ecstasy or terror. (Forbidden Arcana p115) Most vampires can’t eat at all; the few who can still have to eject the food the way it came in, an hour later. (Run Faster p128) Vampire enchanters can prepare Renfield, an addictive drug that halts aging but causes Essence loss. (Hard Targets p128) Antivampire measures are cheap. UV lighting, airtight doors, wood particle sprays. (Run Faster p128) Wood pulp bullets. (Run Faster p131) UV lights at doorways will knock them out of mist form (Run Faster p133) They can enjoy drinking blood from a glass, though it gives them no Essence.
Dual Natured, Enhanced Senses (Hearing, Smell, Thermographic Vision), Essence Drain, Immunity (Age, Pathogens, Toxins), Infection, Mist Form, Natural Weapon (Bite: +), Regeneration, Sapience, Allergy (Sunlight, Severe), Allergy (Wood, Severe), Dietary Requirement (Metahuman Blood), Essence Loss, Induced Dormancy (Lack of Air, (Essence) Minutes). (SR5 p406) Their eye-glow is usually red. Mist-form vampires cannot be captured with vacuum cleaners, and cannot go down someone’s trachea, reform, and make them explode. (Howling Shadows p82) Advanced optional powers: Secretion/Substance Extrusion (Anti-Coagulant), Terrorscape. (Dark Terrors p155)
There are local variations in vampirism; for instance, Sukuyan vampires in the Caribbean can drink alcohol and fruit juice without nausea and swim without difficulty; this is linked to Taino genetic traits. (Hard Targets p126, Cyberpirates p147) The Philippine one is the amalanhig. The abat, boroka and mangalok consume internal organs instead of blood. (Cyberpirates p149)
Banshee
Elves infected by HMHVV I usually turn into banshees, losing almost all body fat and a desire to inspire fear in their prey; most develop an aggressive, hostile personality. Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Smell), Essence Drain, Fear, Immunity (Age, Pathogens, Toxins), Infection, Mist Form, Natural Weapon (Bite: (STR+1)P, AP –1, –1 Reach), Paralyzing Howl, Regeneration, Sapience; Allergy (Sunlight, Severe), Dietary Requirement (Metahuman Blood), Essence Loss, Vulnerability (Silver), Vulnerability (Wood). (Run Faster p137, Howling Shadows p82, 87) Advanced optional powers: Silence, Sonic Shriek. (Dark Terrors p155)
Devourer
Orks infected by HMHVV I usually turn into devourers, who drain Essence by consuming sapient flesh. (Anglo paranaturalists appropriated another name for them initially. After they listened to Anishinaabe advice and stopped using the term, unexplained deaths among paranaturalists dropped by a statistically significant percentage.) They grow a thick pelt of white fur, which can earn valuable bounties. They usually develop into charismatic shamans, often toxic ones, gathering people into cults. Their eyes usually glow orange, though yellow, blue, and red have been seen. Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Smell, Visual Acuity), Essence Drain, Fear, Immunity (Age, Pathogens, Toxins), Infection, Influence, Natural Weapon (Bite), Natural Weapon (Claw), Regeneration, Sapience; Allergy (Ferrous Metals, Moderate), Allergy (Sunlight, Severe), Dietary Requirement (Metahuman Flesh), Essence Loss. All are magicians or mystic adepts. (Howling Shadows p83) Advanced optional powers: Immunity (Cold), Traceless Walk. (Dark Terrors p155)
Dzoo-Noo-Qua
Trolls infected by HMHVV I usually turn into dzoo-noo-qua, with overgrown teeth, horns, and dermal armor; few retain their wits after transformation. They are ominvorous, but prefer raw flesh, particularly metahuman flesh. The eyes glow yellow. Armor (4), Dual Natured, Enhanced Senses (Hearing, Thermographic Vision), Essence Drain, Immunity (Age, Toxins), Infection, Magical Guard (self only), Natural Weapon (Bite), Natural Weapon (Claw), Regeneration, Sapience; Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh), Essence Loss. (Howling Shadows p82, 87, Paranormal Animals of North America p56). Advanced optional powers: Bone Spikes, Desire Reflection. (Dark Terrors p155)
Goblin
Dwarfs infected by HMHVV I usually turn into goblins, losing all hair and body fat, and often drooling uncontrollably. Like the dzoo-noo-qua, few keep their wits after transformation. Their eyes glow greenish or yellow. Dual Natured, Enhanced Senses (Smell, Taste, Thermographic Vision), Essence Drain, Immunity (Age, Fire, Toxins), Infection, Natural Weapon (Bite), Natural Weapon (Claws), Regeneration, Sapience; Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh), Essence Loss, Vulnerability (Iron). (Howling Shadows p82, Paranormal Animals of Europe p52) Advanced optional powers: Plague Bearer, Stupefying Miasma. (Dark Terrors p155)
Jabberwock
In the mid-2070s, sasquatches become vulnerable to turning into jabberwocky. Howling Shadows p111 Advanced optional powers: Dual Concealment, Morningstar Fall. (Dark Terrors p155)
Chiron
In the mid-2070s, centaurs become vulnerable to turning into chirons. Howling Shadows p110 Advanced optional powers: Bacchanal, Dread Feast. (Dark Terrors p155)
Nibiinaabe
In the mid-2070s, merrow become vulnerable to turning into nibiinaabe. Howling Shadows p112 Advanced optional powers: Drag Down, Spines. (Dark Terrors p155)
Lamia
In the mid-2070s, naga become vulnerable to turning into lamias. Howling Shadows p112 Advanced optional powers: Deathlock Venom, Metahuman Masque. (Dark Terrors p155)
Strain Ia (Bruckner-Langer): Ghilani vrykolakiviridae sanguisuga
This strain is rare and usually fatal.
Nosferatu
The transformation gives a talent for magic and a variety of psychological disorders: always paranoia, sometimes megalomania, OCD, and more. They lose almost all hair; what little remains turns white. Their eyes blaze blue or crimson. Compulsion, Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision), Essence Drain, Fear, Immunity (Age, Pathogens, Toxins), Infection, Influence, Natural Weapon (Bite), Regeneration, Sapience; Allergy (Sunlight, Extreme), Allergy (Wood, Severe), Dietary Requirement (Metahuman Blood), Essence Loss, Induced Dormancy (Lack of Air, (Essence) Minutes). They only lose one point of Esssence every four months, and their Essence can reach three times normal maximum. (Howling Shadows p83, Paranormal Animals of Europe p74) Advanced optional powers: Mimicry, Mystic Armor, Psychokinesis. (Dark Terrors p155)
Mutaqua
Similar to the dzoo-noo-qua, with stark white skin and sharp spikes on their dermal deposits. Armor 5, Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Thermographic Vision), Essence Drain, Fear, Immunity (Age, Toxins), Infection, Magical Guard (self only), Natural Weapon (Bite), Natural Weapon (Claw), Regeneration, Sapience; Allergy (Sunlight, Extreme), Allergy (Wood, Severe), Dietary Requirement (Metahuman Flesh), Essence Loss, Vulnerability (Fire). Howling Shadows p83 Advanced optional powers: Astral Brute, Predator’s Glamour. (Dark Terrors p155)
Strain II (Jarka-Criscione): Ghilani moneriviridae
This strain is transmissible through bodily fluids and causes a cannibalistic diet.
Loup-Garou
Humans infected by HMHVV II turn into loup-garou, with a greyish-black pelt, razor sharp teeth and claws, and pure black eyes; for four to six nights out of the lunar month, they get an uncontrollable urge to kill, and it’s not reliably during the full moon. Armor (2), Dual Natured, Enhanced Senses (Hearing, Low-Light Vision, Smell, Thermographic Vision), Natural Weapon (Bite), Natural Weapon (Claw), Sapience; Allergy (Aconite, Moderate), Allergy (Sunlight, Severe), Dietary Requirement (Metahuman Flesh). (Howling Shadows p86, Target: Smuggler Havens p95, Paranormal Animals of North America p102) Optional powers: Armor, Immunity (Pathogens), Paralyzing Howl. Advanced optional powers: Digitigrade Legs, Wall Walking. (Dark Terrors p155)
Gnawer
Dwarfs infected by HMHVV II turn into gnawers, with tough, stone-like skin, feeding on sapient bones and marrow. Animal Control (Vermin), Armor (2), Dual Natured, Enhanced Sense (Thermographic Vision), Immunity (Toxins), Natural Weapon (Bite), Noxious Breath, Paralyzing Touch, Sapience; Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Bone). Howling Shadows p85 Advanced optional powers: Gnashing Teeth, Rat King. (Dark Terrors p155)
Harvester
Elves infected by HMHVV II turn into harvesters: solitary, territorial predators with knife-like talons, speed like a heavily wired street samurai, and no apparent sapience remaining. Armor (2), Dual Natured, Enhanced Senses (Low-Light Vision, Thermographic Vision), Movement (self only), Natural Weapon (Bite), Natural Weapon (Claws), Sapience; Allergy (Silver, Moderate), Allergy (Sunlight, Moderate). Howling Shadows p85 Optional powers: Fear, Immunity (Pathogens, Toxins). Advanced optional powers: Immunity (Cold), Scythe Claws. (Dark Terrors p155)
Grendel
Orks infected by HMHVV II turn into grendels, with long arms that let them run as a quadruped and a thick, matted coat of hair across their body. Animal Control (Subterranean Critters), Concealment (self only), Dual Natured, Enhanced Senses (Low-Light Vision, Smell, Thermographic Vision), Natural Weapon (Bite), Natural Weapon (Claws), Paralyzing Touch, Sapience, Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh). Howling Shadows p85, 88. Advanced optional powers: Enhanced Sense (Hearing), Immunity (Pathogens). Advanced optional powers: Darkness, Feral Dash. (Dark Terrors p155)
Fomóraig
Trolls infected by HMHVV II turn into fomóraig, secreting corrosive acid. Armor (3), Corrosive Secretions, Dual Natured, Magical Guard (self only), Natural Weapon (Bite), Natural Weapon (Claws), Sapience; Allergy (Air Pollution, Moderate), Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh). (Howling Shadows p85, 87, Paranormal Animals of Europe p46) Optional powers: Armor, Immunity (Pathogens, Toxins). Advanced optional powers: Amphibious, Calcified Hide. (Dark Terrors p155)
Bandersnatch
Sasquatches infected by HMHVV II turn into bandersnatches. Adaptive Coloration, Dual Natured, Mimicry, Natural Weapon (Bite), Natural Weapon (Claw), Sapience; Allergy (Sunlight, Mild), Dietary Requirement (Metahuman Flesh). (Howling Shadows p84) Optional Powers: Armor, Enhanced Senses (Smell, Hearing), Immunity (Pathogens, Toxins); Advanced Optional Powers: Evolved Reflexes, Pounce. (Dark Terrors p155)
Strain III (Krieger): Ghilani wichtiviridae
Ghoul
When they started to transform in the early 2020s, ghouls were originally thought to be a goblinized form of metahuman, but later determined to have reactivated latent DNA that copied the Krieger virus out of their genomes. The Krieger strain of HMHVV affects all panhumans in the same way (and in the mid-2070s, it starts affecting other sapients [Howling Shadows p109]): body hair falls out, the eyes cloud over with cataracts, the teeth become longer and sharper, fingers elongate, nails turn to claws, and they develop a need to subsist on raw meat— with one meal a day coming from sapient flesh, with a preference for that of their base metatype. (Something about the flesh coming from a person matters: a clone grown in a tank satisfies only nutritional needs and tastes sterile. [Chrome Flesh p98] Desperate ghouls can eat other ghouls, but it does seem to touch something metaphysically very dark.) The transformation is traumatic; some ghouls never recover their sapience, others only get some back, but a fair number manage to hold it together or pull it back together after time spent feral. Armor 1, Dual Natured, Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: +), Sapience, Allergy (Sunlight, Moderate), Dietary Requirement (Metahuman Flesh), Reduced Senses (Blind). (SR5 p405) Ghouls can get cybereyes installed. First generation
ghouls (who became ghouls through infection) are infectious; their children are also ghouls, but only express HMHVV under severe stress. Feral ghouls raise feral children. (Dark Terrors p144) HMHVV expresses in their saliva, but thrives on their claws when they lick every trace of food from their fingers. Ghouls have a preference for the flesh of their own metatype. (Howling Shadows p80)
A vampire’s leavings are quite palatable to ghouls, giving a natural synergy to their alliances. (Run Faster p129)
Optional powers: Armor, Immunity (Pathogens, Toxins). Advanced optional powers: Corrosive Spit, Tunneling Claws. (Dark Terrors p155)
The Krieger-Laluah strain, common in Africa, results in a sasabonsam, which differs from other ghouls only in that they have extremely long legs and arms and can run on all fours with ease. (Cyberpirates p101, 155)
The busaw is the Philippine variant of the ghoul, with a severe allergy to citric acid. (Cyberpirates p149)
The Uko metavaraint of the Krieger strain produces gaki, most widespread in Japan, Korea, the Chinese states, and the Philippines. (Corporate Enclaves p96)