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The Decker Was a What?

by Dave Rosson

Stats for Gnome, Kobold, and Sasquatch PCs in Shadowrun II.

BACKGROUND

Building upon the research that had declared Ogres and Minotaurs to be separate metahuman races, not to mention the much earlier declaration of the Sasquatch and Neo-Dolphin as sentient in 2042, a number of scientists were able to gain funding for research on the topic. Most of the results were discarded as poorly researched, but several have gained a level of acceptance.

One paper in particular, produced by a Doctor James Morin, seems to provide conclusive evidence that many beings currently held to be short specimens of robustus are in fact a new homo sapien type he refers to as nocturnis. Based on comparison of major organ groups, particularly sensory and reproductive, the document has been under intense scrutiny but so far has held up. In fact, Morin is so confident that his research will stand up that he has largely abandoned defending the existence of “Kobolds” and moved on to the study of that latest media darling, the Gnome.

Gnomes, or Ebbs as they call themselves, had been an urban legend for some time, particularly in dwarf communities. In addition to unconfirmed sightings in the sprawl and wilds, at least 8 doctors had lost their credentials for reporting tiny beings stealing the bodies of unusually small stillborn dwarves. It is likely they would have remained myth longer if one of them, who apparently had suffered a mental breakdown, had not attempted to hijack a passenger jet. While his plan to crash the jet into a still unknown target was foiled by some unidentified passengers with semi-automatic weaponry, the on-board camera recorded the event.

14 corps immediately denied (without being asked) knowledge of Gnomes, while they for the first time appeared publicly. They claim to have originated years ago in experiments using heavy magical exposure on the unborn to determine the continued effect of the awakening on current genotypes. The only success, Extended Beings-Series B5 (E.B.-B5 or “Ebbs”) were produced from dwarves, but later escaped during a shadowrunner raid on the lab and claim to have lived in the the wilds and hidden areas of the cities, appearing only to steal away members of their race that needed a magical push to come alive.

The appearance of Gnomes walking the streets openly has led to a flurry of activity, as activists seek to make sure their rights are protected, corps seek ways to capitilise on them, scientists like Morin seek to study them, and dwarves wonder how many of their stillborn children are actually alive and well as members of the tiny race. The Gnomes themselves seem split on wether no longer being a myth is a good thing or not.

Table of Attributes

  Human Gnome Kobold Sasquatch
BODY 6 1 (-3) 6 (+1) 11 (+5)
QUICK 6 7 (+1) 7 (+1) 6
STR 6 1 (-3) 5 10 (+4)
CHAR 6 7 (+1) 4 (-1) 5
INT 6 8 (+2) 5 (-1) 6
WILL 6 8 (+2) 4 (-2) 5 (-1)
ESS 6 6 6 (6)
REACT 6 7 6 6
REACH - -2 - +1
RUN x4 x4 x2 x4
SENSORY - M2,O A,H,L,T H
NOTES - 1 2,3,4 5,6,7,8,9

SENSORY:

  • Hearing: A=Amplification, H=High Frequency.
  • Sight: L=Low Light, M=Magnification Level #, T=Thermographic.
  • Smell: Olphactory Booster.

NOTES:

  1. Gnomes are of very small size: -2 T# to intricate tasks. Cyber/Bioware (if available) cost 4x times as much money. Essence loss by any means is tripled. Foes suffer +2/+4 T# to hit them in melee/ranged combat. Knockback is x2 in distance and dice to resist. Medical costs x2 (and T# for medical checks are at +3). Recoil penalty is +2 per round (even first). Weapons limited to 0.5/1.5 kilograms for one/two handed.
  2. Sunlight Allergy (Severe) automatic. This is in addition to the random one for SR1, or gains no points in SR2.
  3. Resistance: +2 Body vs Poisons.
  4. Running Multiplier may be boosted to x3 when on all fours.
  5. Any essense losses doubled, plus produce a “berserk when wounded” effect as Bear Shamans (roll Will+Essence dice).
  6. Dual Nature magical creature with all that state entails.
  7. May follow the shamanistic tradition only.
  8. They can duplicate the sounds of human words, but can’t grasp the meanings. Direct communication requires both parties involved to use Perkins-Athapaskan sign language.
  9. Sound Mimicry: A special general skill allows the sasquatch to duplicate the sound (and even volume) of anything it hears with remarkable capability. All sasquatch start with 2 levels of this skill, and unlike normal skills it can be as high as 8 at the beginning of their career.

GNOME

Homo sapiens diminutivus

Identification

Gnomes (a media term, they call themselves Ebbs) are about a third of a meter tall (yes, 0.33 meters) and approximately 8 kilograms. Skin is as the sapiens stock, but often appears somewhat bluish due to a short coat of dark fur. Body proportions and head hair distribution also resemble those of sapiens, save for the head being comparatively large. The skull has 24 rounded teeth, and the nose and mouth are both proportionately wide. Studies of anatomy have indicated a high ratio of brain-to-body weight.

Habitat

Urban Gnomes inhabit the same areas as humans. In the wilderness they prefer hollowed plants or tunnel systems. In either case they like surroundings to be warm and comfortable.

Habits

Gnomes prefer daytime activity. They are biologically vegetarian, but consume a small amount of meat for its flavor. Populations usually form into village communities. Metabolic studies suggest a lifespan as long as 200 years. They feel a strong instinct to breed in spring, and gestation is 300 days.

Young

Usually one, with twins a rarity. Birth weight as a percentage of mother’s weight is 8, with a suckling time of nearly 16 months.

Commentary

A Gnome eye resembles an owl’s closely, and the nose is extremely sensitive to airborne scents. Psychological problems (manic- depression and paranoia in particular) are much more common among them then other homo sapiens species, likely do to the premature nature of their appearance (see Background).

KOBOLD

Homo sapiens nocturnis

Identification

The average Kobold is 1 meter tall and weighs 40 kilograms. Skin is very rough in texture and moist, with color more “primal” then that of the original sapiens stock (yellowish becomes yellow, reddish becomes red, pinkish-white becomes white, etc). No matter what the pigmentation level, they experience near instantaneous rashes and burning in direct sunlight. Ratio of arm-to-leg length is higher then even that of ingentis, and hair is sparse, particularly on the head and limbs. The large eyes and elongated ears have a canine appearance, as does the protruding mouth. The skull, which in males is topped by small horns, has as many as 38 teeth and enlarged canines (both upper and lower). Females have four mammae.

Similar Species

While Kobolds have only recently been declared a separate species from robustus, theories are already appearing that individuals or small communities are other species entirely.

Habitat

Do to extreme sunlight sensitivity, Kobolds tend to live under- ground or in buildings with no windows and few doors.

Habits

In enclosed areas, Kobolds are active at any time. Some do roam in the open at night, and a rare few travel in daylight (always heavily wrapped in clothing). They are carnivores, but require vegetation to aid digestion. Nocturnis form large tribal groups, usually associated with robustus and ingentis. Their breeding season is unrestricted, gestation is 183 days, and life span is estimated at as much as 150 years.

Young

Kobold mothers usually bear 6 young, though litters twice that have been reported. The Stillbirth and infant mortality rate is remarkably high (over half die of natural causes before maturity). Birth weight as a percentage of mother’s weight is 4 and suckling time is approximately 24 months.

Commentary

Kobolds have an enhanced resistance to toxins. Their eyes boast high sensitivity to the infrared spectrum and a heavy endowment of rod structures, giving superior dim light vision and the ability to still function in total darkness. Their hearing is likewise impressive, being superior not only in how much heard, but also in frequency range. Unfortunately, neither sight nor hearing have strong safeguards, so nocturnis find themselves particularly susceptible to blindness and deafening. Trauma from goblinization is as for Orks and Trolls.

SASQUATCH (player character)

Pesvastus pilosis

General Information

See the Shadowrun manual.

Commentary

Recognized as sentient in 2042 despite a lack of material culture and an undecipherable language, the sasquatch communicates only through the use of the Perkins-Athapaskan sign language. In addition to the individuals colonizing forests in Awakened lands worldwide, a few have come to find niches in human society. Urban sasquatch can be found in a variety of jobs, including sound effect technicians, musicians, entertainers, shamans, and even occasionally shadowrunners. Their semi-magical nature makes the use of cyberware a risky proposition.