Rules for the use of Critters (not Spirits) as Characters in Shadowrun
by JP (lenoj@aol.com)
Character requirements
- The new character’s “race” must be sentient, so no phoenixes, thunderbirds, barghests, basilisks, etc.
- No ghouls.
- Characters should be able to move an land, at least I can’t see much use for a character that can’t.
- Characters may not have any cyberware that interferes with any of their race’s powers, at the GM’s discretion.
- Critters with two sets of non-related statistics (like shapeshifters) should modify each set of statistics separately. For characters with two sets of Attributes, Reaction is calculated from whichever of the sets of Attributes yields the higher figure.
- Vampires and were-creatures may only start out as humans, metahuman vampires and were-creatures must arise as a result of developments in the game.
- All characters should be subject to review by the GM.
Using Spirits as Characters
- Must be a free spirit
- May be any type of spirit (ally, elemental, nature) and motivation (animus, guardian, shadow, etc.). Note: nature and elemental spirits must follow the appropriate magical traditions and totems.
- NO cyberware. Period.
- Cannot accumulate karma through runs or other GM-assigned missions, but may take it from willing characters according to rules in Grimoire II.
- Spirits start with no Karma.
- The force of a character depends upon their Attributes Priority. Priority A=6, B=5, C=4, D=3, E=2. Note: Characters are unable to assign priority A or B to Attributes (see number 10). Attribute ratings cannot be less than 1.
- Player characters start with no (0) Spirit Energy.
- Each Spirit starts with any powers inherent in their type plus three “free” powers. For each power, they must pay half the roll number in Force Points, ie, if the number is 12, the player pays 6 force points for that power. They may acquire up to three more for the number on the roll chart times 1000 in nuyen, if there are two numbers, use the higher number, using the chart appropriate for the spirit type. For these extra powers, they must still pay the cost in Force points. Note: the three least expensive that the spirit acqires in this way are automatically the “free” ones.
- Should the character be banished, he is effectively dead. His character may reappear as an NPC when traveling on the appropriate meta-plane, but for game purposes, he is dead.
- The spirit’s first two priorities must be Race and Magic (in that order).
- No player chracter spirit may conjure.
- The player must create a “true name” for his spirit. It is suggested, strongly suggested, that he also use a handle for his spirit, as his true name gives power over him. (See Grimoire II)
- Spirits may join magical groups, but they may not be initiated.
Examples forthcoming
Note: It is suggested that the number of spirits/critters being used as player characters in a Shadowrun campaign be limited to a total of one or two. This does not include those “races” that have been submitted on the InterNet, as these are primarily used as RACES, not critters.
Character Creation
When creating a character from a critter, make Race their first prioritiy, and give them one karma point. If the character’s race is described as magically active, Magic should be their second or third priority, and they may not be a Physical adept. To find the modifiers for the character, subtract three from all statistics. The character’s Essence is the figure set down in the chart, when the figure is labeled as a die roll, give the character the maximum Essence possible. This character is subject to all Allergies and Vulnerabilites of their race, without any of the bonuses usually applicable. Characters which are listed as dual beings have automatic access to the astral plane, whether they are mages, shamans, shamanic adepts, or not. These characters may also be assaulted upon the astral plane, whether they are currently working in it or not, since they always have a manifestation there. These characters may react if assaulted on the astral plane while working in the manifest world, but are restricted to movement as though on the physical plane. They may also react to attacks on their physical body while on the astral plane, but are subject to a +3 modifier on all actions.
Examples
Okay, Joe wants to make a shapeshifter to use as his character. First, Joe decides that it will be a wolf shapeshifter. Putting Race as priority A, Joe allocates his new character’s priorities. Magic winds up as B, Resources as C, Attributes and Skills as D and E, respectively. Next step, Joe finds the shapeshifters Attribute modifiers. He finds that shapeshifters have +2 Body, +1 Quuickness, +2 Strength, +1 Reaction, +1D6 Initiative and +2 Charisma in human form, as well +4 Body, +3 Quickness, and +3 Strength in animal form. Next, Joe allocates his character’s Attribute points as he wishes, producing the following stats:
B=5
Q=4
S=5
C=4
I=3
W=3
E=8
M=8
R=5
Initiative=2D6 + 5
The rest of the process is standard.
New Critters
Werewolves
Obviously, werewolves and shapeshifters are not the same thing (similar, but not quite the same). Werewolfism, also known as lycanthropy, is the ability to change into a wolf or “wolfman”. Lycanthropy gives its victims the ability described above with increased senses in the areas of sight (low-light vision), hearing, and smell. It increases physical attributes as well as the victim’s reaction. The character receives an extreme allergy to silver, without any of its bonuses. While it is true that a werewolf may shift into his bestial form at will, in battle, he must make a willpower test with a target of 8 to find out if he has unwillingly shifted. If it’s nighttime, the same test must be made each turn, if he is also in battle, add +2 to the target. Once in his bestial form and in battle, he must make a willpower test with 6 as the target number to check to see if he has gone berserk, if it is at night add +2 to the target number. HMHLV is transferred through contact between the blood or saliva of a werewolf and an open wound or the blood of a victim. Because the virus is still not widely recognized or known, no effecient blood screening is currently in place. Transformation requires one complex action. Werewolves remain PC’s unless otherwise specified by the GM.
B Q S C I W E R
Werewolf C C C C C C C C
bestial C+2 C+2 C+3 C C C C C+2
Modifiers:
- +2 Body
- +3 Strength
- +2 Quickness
- +2 Reaction
- Allergy: silver, extreme
- Vulnerability (silver)
- Powers: regeneration, low-light vision
Changeling
Often confused with shapeshifters because of similar abilities, changelings are the ultimate in spies and assassins, and if you recognize the T-1000, then you have some idea of their capabilities. A changeling may shift into anything, and anybody, that it wants, but it cannot produce a workable copy of anything requiring complex moving parts, nor may it chemically copy something. To successfully change into an exact copy of something, it should be treated as a skill test, which starts with a skill rating of one. For every two successes on a particular subject, give a -1 modifier to the target for that subject. Cannot use cyberware. May not be used as a character, after all, if you could use one of these, who’d be able to kill you? Possibly yet another mutant expression of the Human-Metahuman Vampiric Virus.
B Q S C I W E R
Changeling 2 6 4 5 4 4 2D6* 5
Powers: regeneration, engulf, essence drain **Weaknesses: essence loss, severe allergy to silver, vulnerability to fire
Note: Most changelings are evil. *maximum is 10
Balrog
(no accepted taxonomy)
The Balrog is one of the bigger nasties in the re-awakened world. A Balrog is often a cave-dweller, and has a strong affinity for fire effect magicks. Many Balrogs are evil, though a few are not, even they are closer to neutral than to good. Almost all Balrogs carry an intense hatred for elves, just as elves carry one for them. Balrogs are terrible foes and terrific allies. Tir Tairngire offers a bounty for their heads. Balrogs have large wings and emit fire from their heads, almost like hair. Occasionally mistaken for trolls, Fomorians, and the occassional dragon.
Magic Capability: Innate, often magically active, most commonly following the shamanic tradition. Young: Unknown, close study of these creatures is difficult, and willing volunteers are rare. Other names: Elfbane Habits: Often nocturnal, rarely accept cyberware, though the more urban specimens have been known to use bioware and headware, occassionally spurs
Maximums B Q S C I W E R
Balrog 10 5 8 2 7 9 12 6
Powers: Engulf (fire), Thermographic vision, Flame aura, regeneration, Hardened Armor Weaknesses: Allergy : Silver: Severe some show-Allergy: Elven things: Severe
Quickling
(no accepted taxonomy)
The quicklings are about the fastest little @*%$&# that you’ll ever see. They stand about two feet tall, and often remain totally, or near completely, invisible. Their origins are unknown, their motives unclear. Quicklings lack direction, rarely acting on their own, usually responding to the commands of another. Quicklings require great concentration to effect invisibility or flight. While in flight, Quicklings may not respond to anything without stopping their flight, while invisible a Quickling may not fly, but can do anything else, but at a disadvantage, increasing the chance of their discovery. Quicklings lose their invisibility or flight should they lose their concentration or become unconcious.
Magic Capability: Unknown, they are rarely observed, and though they have not been seen using magic, the abilities they manifest shows some possiblity. Young: unknown Habits: unknown Note: Not a PC
Maximums B Q S C I W E R
Quickling 3 20x3* 3 4 13 3 8 12
*Walking modifier Powers: Confusion, Accident, Flight, Invisibility Weakness: None
Kinder
(homo sapiens nobilis kleptus)
The kinders are short, impish, child-like, and very elvish. The kinder is a branch off of the elven race, sometimes confused with halflings and children, but are distinguished by their elven appearance. Kinders are notorious kleptos, finding it very hard to resist stealing objects that they find beautiful, and if they cannot steal it, they will often trade things far beyond its worth for it. Kinders must make a a willpower test of (W), however, as a comfort, all stealing skills are inherent and start at a rating of 8. Kinders often get annoying, this, too, is treated as a skill test with a rating of 4, with a target of the subject’s will (W). Kinders do not fear death, and it is impossible to surprise them, making all surprise attacks against them null and void.
Maximum B Q S C I W E R
Kinder 5 8x2 6 8 6 4 6 7
Powers: lowlight vision Weaknesses: none
Kinder and Quickling are converted AD&D creatures. I don’t play, but a friend of mine does. Partial credit, then, goes to Skip.
Archetype-Shapeshifter-Mage
The shapeshifter mage is a powerful Combat Mage, and well worth your money if you can afford to hire him, though his help comes at a high price. Shapeshifters as a whole rarely involve themselves in human affairs and causes, though the Shapeshifter Mage is more willing to than most.
Many would like to claim him as friend, but few actually can. The Shapeshifter Mage is fiercely loyal to kith and kin, but remains aloof when possible.
Quotes
“Do you need something? Then go away.”
“So what, why would I care?”
Stats
Name: alias: sex: Male Allergy:Silver-Severe
Race: Shapeshifter(wolf) Karma: 1 Vulnerability (Silver)
Totem: None occupation: Combat Mage
starting money: 9735
Attributes
Human form Bestial form
Body 5 7
Quickness 4 6
Strength 5 6
Charisma 4
Intelligence 3
Willpower 3
Essence 8
Magic 8
Reaction 5
Initiative 2D6+5
Spells
- Barrier: 5
- ManaBarrier: 5
- Heal: 5
- Mage Sword: 4
- Hellblast: 4
Skills
- Magical Theory: 2
- Sorcery: 3
- Conjuring: 2
- Armed Combat: 2
- Bike: 3
- Firearms: 3
- Unarmed Combat: 2
Gear
- Yamaha Rapier: 10,000¥
- Katana: 1,000¥
- Polearm: 500¥
- Ord. Clothing: 50¥
- Full Armor: 20,000¥
- Spell Lock(bonded): 45,000¥ (-2 Force Point cost)
- Uzi III: 600¥
- Smart goggles: 3,000¥
- Imp. Gas Vent IV: 1,000¥
- Ingram Smartgun: 950¥
- 200 rds SMG ammo: 400¥
- Conc. holster: 100¥
- 10 spare clips: 50¥
Contacts: Pick 2 Buddies: Pick 1
Archetype-Free Fire Elemental
Unbeknownst to his companions, the Free Fire Elemental is even less human than the Shapeshifter-Mage. Though powers and spells make him an average combatant, the Elemental is still a force to be reckoned with, and one that doesn’t easily go away.
Stats
Name: alias: sex: "Male"
Race: Free Fire Elemental (animus) Karma: 0
Totem: N/A occupation: ?
starting money: 11779
Attributes
Rating Force: 3
Body 4 Spirit Energy: 0
Quickness 5
Strength 1
Charisma 3
Intelligence 3
Willpower 3
Essence 3
Magic 3
Reaction 4
Initiative 1D6+4
Spells
- Teleport: 3
- Mage Sword: 3
- Heal: 3
Powers
- Astral Gateway
- Human Form
- Sorcery
- Flame Engulf
- Flame Aura
- Flame Projection
- Guard
- Manifestation
- Movement
- Vulnerability (Water)
Skills
- Sorcery: 3
- Armed Combat: 3
- Car: 3
- Firearms: 2
- Unarmed Combat: 3
Gear
- Ford Americar: 20,000¥
- Ordinary Clothes: 50¥
- Ares Predator: 450¥
- 30 rounds APDS: 210¥ (Heavy Pistol)
- Form-Fitting Armor-Lvl.1: 150¥
- Imp. Gas Vent II: 550¥
- Shadow Suit: 800¥
Contacts: Pick 2 Buddies: Pick 1
This info written up by JP. E-mail at lenoj@aol.com

